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Conjure Celestial

7th-level Conjuration · XPHB, p. 254

Concentration
Casting Time1 action
Range90 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
Saving Throwdexterity
Damage Typeradiant
ClassesCleric

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: 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 [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.

At Higher Levels

Using a Higher-Level Spell Slot: The healing and damage increase by 6d12 for each spell slot level above 7.
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