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Conjure Volley

Level5SchoolConjuration

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.