The Thieves Guild
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Spells & Rituals

Conjure Volley

Level 5 •
Conjuration

Casting Time: 1 action
Range: 150 ft (40 ft
*)
Components: V, S, M
Duration: Instantaneous
Save: Dexterity
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.
Material Component: one piece of ammunition or one thrown weapon
Verbal Component: Sie Tempesta di Armus
Verbal Component (Alternative): Into the air a barrage now bristles, feel the wrath of this volley of missiles.

Class: Ranger

Tags: Damage

Source: Player's Handbook [5th Edition] (page 226)

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