Conjure Celestial
Level 7 · Conjuration
- Concentration
- Damage
- Save
- Healing
- AOE
- Summon
- Buff
Conjure Celestial occupies the conjuration school at level 7, available to cleric. Cast time: Action. Range 90 feet, components V/S, duration up to 10 minutes. Marked concentration. Effect: 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. At higher levels: The healing and damage increase by 1d12 for each spell slot level above 7.
Stat Block
- Level
- 7
- School
- Conjuration
- Casting Time
- Action
- Range / Area
- 90 feet
- Components
- V, S
- Duration
- up to 10 minutes
- Ritual
- No
- Concentration
- Yes
- Classes
- Cleric
- Material
- —
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:
The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
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.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
The school of Conjuration is two skills in one: summoning and teleporting. Most great Conjurers specialise in one of the two. On the school axis, Conjure Celestial is Conjuration: the spell places matter or creatures into the world that were not there before the cast. At level 7, Conjure Celestial is a tier-3 commitment — slots at this level are scarce.
Class Fit
- Cleric: Domain-bonus spells fill some of the Cleric's prep automatically; check whether the chosen Domain already grants Conjure Celestial before manual prepping. 90 feet is enough range that Conjure Celestial doesn't pull the caster forward.
Related Spells
Frequently Asked Questions about Conjure Celestial
- What level spell is Conjure Celestial?
- Conjure Celestial is a level 7 spell from the Conjuration school. The classes that can prepare it: Cleric.
- What is the range of Conjure Celestial?
- Conjure Celestial has a range of 90 feet from the caster.
- Is Conjure Celestial a concentration spell?
- Conjure Celestial runs on concentration for up to 10 minutes. The caster can drop it on their next turn or lose it to a failed save after taking damage.
- What components and casting time does Conjure Celestial need?
- Conjure Celestial requires V, S, on a standard one-action cast.
- Can Conjure Celestial be upcast?
- Conjure Celestial scales when upcast: The healing and damage increase by 1d12 for each spell slot level above 7.