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
- Classes: Ranger
- Saving throw: Dexterity
- Damage type: Force
Spell effect¶
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.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 254¶
Open the original rulebook — PDF page 254 — source PDF is not included in this player reference.