You summon a heavy bronze bombard at a point you can see within range, which instantly aims and fires a cannonball in a direction of your choice. The ball flies in a straight line up to 150 feet before falling to the ground. If the ball would impact a creature or object, the target must make a Dexterity saving throw. On a failed save, the ball strikes the target, which takes 8d8 bludgeoning damage. If the target is a structure or construct, the damage it takes is doubled.
If the cannonball kills or destroys the target, it continues flying along its path. Otherwise, the ball stops moving.
Until the spell ends, iron cannonballs and gunpowder magically appear in a space of your choice within 5 feet of the cannon, which can be used to load and fire the cannon, following the normal rules for siege engines. These supplies disappear if moved more than 5 feet away from the cannon or used for any other purpose, and do not explode upon taking fire or lightning damage. Both the cannon and any conjured supplies left on the battlefield disappear when this spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
* - (a lead ball and a pinch of gunpowder)
Comments