Conjure Celestial | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Conjure Celestial

7-level Divination

Casting Time: Action
Range/Area: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Attack/Save: Dexterity Saving Throw
Damage/Effect: Radiant/Healing
You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40- foot-high Cylinder centered on a point within range. 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.
When a creature enters the Cylinder for the first time on a turn or starts its turn there, you can bathe that creature in one of the following lights:   Healing Light. The creature that isn’t an Undead or a Construct regains Hit Points equal to 4d12 plus your spellcasting modifier. A creature can be healed by this light only once per casting of this spell.
Searing Radiance. The creature must make a Dexterity saving throw, taking 8d12 Radiant damage on a failed save or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of level 8 or higher, the healing and damage increase by 1d12 for each slot level above 7.
Available for: Cleric

Created by

AvianFae.

Statblock Type

Spell

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