Spell Reference All Spells

Conjure Celestial

7th-level · Conjuration Concentration
Classes Cleric

Source 5e 2024 Rules

Casting Time
Action
Range
90 feet
Duration
10 Minutes
Components
V, S
Source Information
Combat Reference
Target
1 creature
Description

You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.

At Higher Levels

The healing and damage increase by 1d12 for each spell slot level above 7.

Slot Level Progression
Base
7th
1 target
Slot
8th
2d12
1 target
Healing and damage increase by 1d12.
Slot
9th
3d12
1 target
Healing and damage increase by 2d12.

About Conjure Celestial

Conjure Celestial is a Level 7 level spell from the school of Conjuration.

This spell has a casting time of action , and a range of 90.0 ft (27.4 m) . It has a duration of Instantaneous.

Spell Details

Complete details

Complete details about this spell:

  • At Higher Levels: The healing and damage increase by 1d12 for each spell slot level above 7.

Casting Tips

2 tips

Consider these tips when casting this spell:

  • Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
  • Concentration: Requires concentration. Maintain focus to sustain the spell's effect.

School of Magic: Conjuration

Learn more

Conjuration spells create objects, creatures, or open portals to other locations.

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