Conjure Volley
level 5 - conjuration
Casting Time: Action
Range: 150 feet
Components: V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration: Instantaneous
You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear.
Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.
Ranger
Player's Handbook 2024
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DnD 2024 Spells › Conjure Volley