Conjure Celestial
2024 Rules
- Level & School
- 7th-level conjuration
- Casting Time
- Action
- Range
- 90 feet
- Components
- V, S
- Duration
- Concentration, 10 minutes
- Classes
- Cleric
- Source
- Player's Handbook (2024)
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
- Source
- Player's Handbook (2014)
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 DM 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
Conjure Celestial popularity
How popular is Conjure Celestial? It is a seldom seen spell in the game, but is chosen above nearly all other options when available. This spell is a rare gem that spellcasters seek out.
- #1 picked level 7 Cleric spell
- Bottom 50% of all level 7 spells
- Bottom 25% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Conjure Celestial
Moonbeam 2nd-level evocation
Its movable radiant cylinder, concentration duration, and repeated area damage closely mirror the spell's battlefield presence.
Players prefer Moonbeam over Conjure Celestial
Spirit Guardians 3rd-level conjuration
Clerics use both spells to maintain a long-lasting radiant area that repeatedly affects multiple creatures during combat.
Players prefer Spirit Guardians over Conjure Celestial
Blade Barrier 6th-level evocation
This cleric concentration spell shapes the battlefield with a large persistent area capable of damaging several enemies.
Players prefer Conjure Celestial over Blade Barrier
Insect Plague 5th-level conjuration
It shares the long concentration duration, large multi-target area, and recurring damage-focused battlefield role.
Players prefer Conjure Celestial over Insect Plague
Sunbeam 6th-level evocation
Each is a high-level concentration spell that repeatedly projects radiant damage against groups from a repositionable effect.
Players prefer Conjure Celestial over Sunbeam
Dawn 5th-level evocation
Both create a persistent moving area of radiant light that damages multiple creatures over several turns.
Players prefer Conjure Celestial over Dawn