Conjuration Level 5
STANDARD
Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Instantaneous
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.
Components. One piece of ammunition or one thrown weapon.
Spell Variants & Exotic Components – level 5
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
The layout is made with TheHomebrewery CSS code.
Just have a look at the preview!
SPELL VARIANT #1
Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Instantaneous
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+16 (8d8+24 if a weapon +3 is used as spell component; 8d8+32, if a weapon +4; and so on) 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.
Components. Weapon +2 or better (not consumed).