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Conjure Celestial
D&D 2024 spell: Conjure Celestial. Source: Player's Handbook (2024). level 7, school Conjuration, casting time 1 action, range 90 feet, duration Concentratio...
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.
Source: Player's Handbook (2024), p. 254 - Licenses and attribution