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Spell

Conjure Celestial

Level 7 Conjuration · Concentration

Player's Handbook (2024) Page 254
Casting Time1 action
Range90 feet
DurationConcentration, up to 10 minute

Components

V, S

Spell 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 [Area Of Effect] centered on a point within range. For each creature you can see in the Cylinder [Area Of Effect], choose which of these lights shines on it:

Using a Higher-Level Spell Slot

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

Healing Light

The target regains Hit Points equal to plus your spellcasting ability modifier.

Searing Light

The target makes a Dexterity saving throw, taking ☀️ Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder [Area Of Effect], and when you move on your turn, you can also move the Cylinder [Area Of Effect] up to 30 feet.
Whenever the Cylinder [Area Of Effect] moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder [Area Of Effect] 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.
Area: Y Damage Inflict: Radiant Misc: Hl Misc: Sgt Saving Throw: Dexterity