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 at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 7th slot | 39 | 6–72 | 19.3 | |
| 8th slot | 45.5 | 7–84 | 22.5 | |
| 9th slot | 52 | 8–96 | 25.8 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 6d12
| Total | Chance |
|---|---|
| 23 or more | 98% |
| 39 or more | 52% |
| 56 or more | 2% |
| 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.
| Spell | Dice | Average |
|---|---|---|
| Finger of Death | 7d8 + 30 | 61.5 |
| Symbol | 10d10 | 55 |
| Prismatic Spray | 12d6 | 42 |
| Conjure Celestial | 6d12 | 39 |
| Fire Storm | 7d10 | 38.5 |
| Teleport | 3d10 | 16.5 |
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.