Conjure Volley 5e

School: Conjuration
Level: 5
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (one piece of ammunition or one thrown weapon)
Duration: Instantaneous

Spell Description

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range.

Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.