Conjure Celestial

A
Damage

Conjure Celestial is a Damage spell. Damage spells focus on dealing harm to enemies.

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spell that summons a radiant pillar to scorch foes and
heal

Conjure Celestial is a Healing spell. Healing spells restore hit points and bring characters back to life.

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allies, affecting
multiple creatures

Conjure Celestial is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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as you move it with
swift repositioning

Conjure Celestial is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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.

2024 Rules

Level & School
7th-level conjuration
Casting Time
Action
Range
90 feet
Components
V, S
Duration
Concentration, up to 10 minutes
Classes
Cleric

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:

Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.

Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.

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.

Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.

2014 Rules

Level & School
7th-level conjuration
Casting Time
1 minute
Range
90 feet
Components
V, S
Duration
Concentration, 1 hour
Classes
Cleric

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The GM has the celestial's statistics.

Using a Higher-Level Spell Slot. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Conjure Celestial 5.5e 2024 vs. 5e 2014 edition differences

Completely changed: no celestial summon anymore. It now creates a movable 10-foot-radius cylinder for up to 10 minutes, healing creatures for 4d12+mod or dealing 6d12 radiant on a Dex save, with each creature affected only once per turn. Upcasting now adds 1d12 to both effects.

Spells similar to Conjure Celestial

  • Guardian of Faith 4th-level conjuration

    Both conjure a radiant guardian that creates a persistent area which damages creatures that enter or end their turn there.

  • Moonbeam 2nd-level evocation

    This spell also creates a cylinder of light you can move that damages creatures on entry or at the end of their turn, matching the area-and-movement behavior.

  • Spirit Guardians 3rd-level conjuration

    Like the target, it creates a sustained area effect around a point (you) that repeatedly affects multiple creatures each turn and requires concentration.

  • Summon Celestial 5th-level conjuration

    It directly relates by summoning a celestial spirit for a cleric and shares the theme of calling helpful Upper-Plane beings to aid in combat.

  • Flaming Sphere 2nd-level conjuration

    This spell is a movable conjured object that you steer to damage creatures, mirroring the target's action-economy mechanic of moving an effect to affect targets.

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