Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
S
Duration
Instantaneous
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Bludgeoning
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Makes an item like an acid vial more worth using for sure.
Cleric(Domain of Knowledge)/Wizard. Catapult your Mace across the map and back, use Mage Hand to recover it for you.
Sleep is far more scary at low levels. No save, and it's an aoe. Unless the enemies are all lined up in a straight line it's only targeting one or two creatures max.
Catapult your Genie Warlock friend's bottle. Warlock grenade
Anyone tried holding your action to cast Catapult when an enemy fires an arrow? Very satisfying sending that shit straight back at them
Object can't be held/carried at the time. So unless she's dropping it then casting the spell this wouldn't work.
Not sure it would do this as a missed arrow doesn't get another chance to hit someone behind it. Might be something to ask to be clarified.
Only bludgeoning? What if you catapult a dagger at them?
i love launching ketchup bottles through people's skulls
When you cast glyph of warding on a bag full of pellets (catapult) and launch every single pellet out the bag for at least 2d8 bludgeoning dmg.
If you like throwing rocks at stuff I recommend magic rock as a synergy to this spell
Arrows can’t be stopped with it. The spell specifies 1 -5 lbs. The list above with alchemical and weapon items is pretty extensive. A 1 lb rock is not a pebble so magic stone is out. My Gm had allowed me to use ice chips in place of pebbles so your mileage may vary. The best thing about this spell seems to be the ability to hedge your bets by firing through multiple potential targets until someone flubs their dex save a takes 3d8.
stressmnky
THIS THING'S EMPTY.
Y E E T
This spell has conflicting guidance on range; both 60’ and 90’ are referenced.
As an aside, perhaps gains 30’ every 5 levels of spellcaster experience?
i managed to use it on an opponents balls to win a fight lol
Building a Ship's Mage. I casn easily see them catapulting a flask of oil with a flaming rag in its neck onto the deck of the attacking pirate ship, or some small flaming balls of tar into their sails....
Technically you could use this LEVEL ONE SPELL to deal 3D8 DAMAGE to an enemy 150ft away.
This is absolutely broken.
I love it.
so what if i drop a dagger and then catapult it on the target? will it change the type of dmg? bludgeoning > piercing?
ofc it makes sense that you dont add dmg, after all the dmg dice on weapons are displaying with what force you deal the dmg. but would 3d8 bludgeoning become 3d8 piercing? it doesn’t sound logically to stay on bludgeoning, unless the object hits with the handle.
Although I agree that the object is launched 90 feet in well under a second, you are dividing up the 6 second round incorrectly. The various combatants get 6 seconds EACH to act, all simultaneously. If there are 100 combatants they can each move their distance, take and action, a bonus action and a reaction in those 6 seconds. The time is not divided between the combatants. We play it out in order because there is no alternative way to play it.
A character might spend 2 seconds moving their max distance, 2 seconds performing an action (open door, attack, cast spell, etc.), and still fits in a bonus action and reaction. The spell effect takes place in the instants between casting the spell and performing those other actions. Your estimate of 366 mph makes sense, but not because the player only has a fraction of a second for the action.
If your DM is cool and lets you use the spell to its fullest.
You can cast this on a bag of 1000 ball bearings and deal massive damage by essentially making a shotgun (The lowest possible damage if every ball bearing gets its own damage die being 3000 at 1st level). Adding more levels and damage dice in just makes it so much more broken! But if you put enough ball bearings in a bag of holding (25,000 with the weight limit, and 10,009,000 without the limit) the damage would increase by so much more. Running the numbers for a perfect roll with the bag of holding version at 9th level I got 10,800,000 damage.
My DM said I can't do this anymore but might as well pass on the information to people.