Conjure Celestial

7th-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: VS
Duration: (C) Varies, 10 minutes (combat) or 1 hour (non-combat)

You summon a celestial presence to aid you in different ways, depending on the circumstances of the casting:
Combat. You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40-foot high cylinder centered on a point within range. Until the spell ends, Bright Light fills the cylinder, and when you Move on your turn, you can also move the cylinder up to 40 feet. When a creature enters the cylinder for the first time on a turn or starts its turn there, you can bathe that creature in one of the following lights:
  • Healing Light. The creature regains hit points equal to 4d12 plus your spellcasting modifier. A creature can be healed by this light only once per casting of this spell. This light has no effect on Constructs or Undead.
  • Searing Radiance. The creature must make a Dexterity saving throw, taking 8d12 radiant damage on a failed save, or half as much damage on a successful one.
Non-Combat. You conjure a celestial being that appears in an unoccupied space that you can see within range. This celestial can serve one of the listed purposes below, or other purposes depending on creative freedom. The GM is the final arbiter of whether a function is within the confines of the spell:
  • Cause ominous and awe-inspiring phenomenon, such as feats similar to those of the thaumaturgy spell.
  • Confirm the truthfulness of those that speak in its presence.
  • Cast up to three cleric spells of 3rd level or lower on behalf of the caster. These spells use your spellcasting ability modifier, and cannot deal damage or require concentration.
  • Answer questions or offer insights on matters within its purview (though it may not be at liberty to share information about sensitive topics).
  • Aid in appeals to clergy or other gatherings that may respond favorably to the celestial's presence.
The celestial disappears when it takes damage or when the spell ends. It is friendly to you and your companions for the duration, and it obeys any verbal commands that you issue to them. If initiative is rolled while the celestial is active, choose one of the following options:
  • The celestial attempts to strike fear into those that threaten you. All enemies within a 40-foot radius must succeed on a Wisdom saving throw against your spell save DC, or become Frightened of you for 1 minute. They may repeat the save at the end of their turn, and are no longer Frightened on a success. The spell then ends.
  • The celestial adds a +6 bonus to the Tides of Battle if the mechanic is active in the resulting encounter.
  • The celestial explodes into a beam of radiant light and follows the rules of the combat version of the spell.
Regardless of the chosen option, the spell ends at the end of the encounter.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the healing and damage increase by 1d12 for each slot level above 7th. If cast in a non-combat situation, the strength of the celestial increases for each slot level above 7th. As a result, you may increase the range of the fear effect by 10 feet, increase the Tides of Battle bonus by an additional +1, increase spell level of the spells it can cast by one (up to a maximum of 5th level) OR the number of spells it can cast, or other similar benefits. If the non-combat form transitions into the combat form, the light's damage and healing increases according to the level the spell was cast.

Source: PHB 225, SRD

Changelog