Conjure Celestial

7th-level conjuration · 6d12 Radiant damage, average 39

39 average Radiant damage · 6–72

Roll Conjure Celestial

Press a roll button. The dice land here.

Spell details

Level
7th-level
School
Conjuration
Casting time
Action
Range
90 feet
Components
V, S
Duration
Concentration, up to 10 minutes
Classes
Cleric
Save
Dexterity (half on success)

Conjure Celestial damage by level

Cast atDiceAverageRangeOn a save
7th slot396–7219.3
8th slot45.57–8422.5
9th slot528–9625.8

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 6d12

6: 0.00%7: 0.00%8: 0.00%9: 0.00%10: 0.00%11: 0.01%12: 0.02%13: 0.03%14: 0.04%15: 0.07%16: 0.10%17: 0.15%18: 0.21%19: 0.29%20: 0.39%21: 0.51%22: 0.66%23: 0.83%24: 1.03%25: 1.26%26: 1.52%27: 1.80%28: 2.10%29: 2.41%30: 2.73%31: 3.05%32: 3.36%33: 3.66%34: 3.92%35: 4.15%36: 4.34%37: 4.48%38: 4.57%39: 4.60%40: 4.57%41: 4.48%42: 4.34%43: 4.15%44: 3.92%45: 3.66%46: 3.36%47: 3.05%48: 2.73%49: 2.41%50: 2.10%51: 1.80%52: 1.52%53: 1.26%54: 1.03%55: 0.83%56: 0.66%57: 0.51%58: 0.39%59: 0.29%60: 0.21%61: 0.15%62: 0.10%63: 0.07%64: 0.04%65: 0.03%66: 0.02%67: 0.01%68: 0.00%69: 0.00%70: 0.00%71: 0.00%72: 0.00%
6chance of each total for 6d1272
TotalChance
23 or more98%
39 or more52%
56 or more2%
65 or more<1%

Conjure Celestial against other 7th-level damage spells

By average damage on one target, Conjure Celestial ranks 4th of 6 7th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

SpellDiceAverage
Finger of Death7d8 + 3061.5
Symbol10d1055
Prismatic Spray12d642
Conjure Celestial6d1239
Fire Storm7d1038.5
Teleport3d1016.5

Rules text

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 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, 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.

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

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.