Level
5th
Casting Time
1 Action
Range/Area
100 ft.
Components
V, S, M *
Duration
Concentration 5 Rounds
School
Evocation
Attack/Save
None
Damage/Effect

The caster summons a large salvo of spectral projectiles in a 20-foot area. The specific ammunition required for each variant corresponds to what’s summoned by the option, meaning you need five bullets to use the Bullets option, and five cannonballs to use the Cannonballs option.

Arrows:  A hail of spectral arrows and crossbow bolts rains down on enemies, appearing at an angle and dealing 6d6 piercing damage on a failed Dexterity save against the caster’s spell save DC. These arrows pierce through any nonmagical wood in the area, and deal double damage to wooden objects. Any nonmagical wooden item left in the affected area for three total rounds will be destroyed at the end of the third round. This property only functions if the entirety of the object is in the area, and only destroys wooden buildings if they are fully in the zone for five rounds.

Bombs: Five black powder bombs appear in the ground inside of the area, each being summoned at an area of the caster’s choice. At the end of each of the caster’s turns, roll a d6. If the number is a 1-5, only one bomb explodes. If the number is a 6, however, two bombs that the caster chooses detonate, and the spell ends one turn earlier, because of the lack of one bomb. Each bomb, when detonated, explodes in a 5 foot area, and deals 4d8 fire damage to any creature within range. Fragile and nonmagical objects, such as glass, small amounts of wood, and weak metals, are immediately destroyed by these bombs.

Bullets:  Black powder bullets continuously fire horizontally from one direction that the caster chooses. These bullets pierce nonmagical steel and armor, but are absorbed by wood, dealing 1d4 piercing damage to wooden objects and armor. Three-quarters or full cover completely protects you from these bullets, which deal more damage based on what level of cover you’re in. If you’re completely exposed, you take 4d8 piercing damage per turn, and any steel armor or objects are destroyed after 3 total rounds in the storm of bullets. If you’re behind 1-quarters cover, you take 4d6 piercing damage per turn. If you’re behind half cover, you take 4d4 damage per turn. All steel cover in the area degrades by one level for every round that it’s in the area. For example, full cover becomes three-quarters cover after a full round in the spell’s area.

Cannonballs: Massive cannonballs pelt anyone inside of the area, destroying items, cover, structures, and anything else unlucky enough to get caught in the area. The cannonballs fire after the end of rounds 2 and 5, dealing 15d4 bludgeoning damage in a random, 15-foot area that the caster chooses inside of the spell’s territory.

* - (5 pieces of ammunition, specified in the description)

Previous Versions

Name Date Modified Views Adds Version Actions
2/20/2026 4:46:15 PM
2
1
1
Coming Soon

Available For: Sorcerer Wizard Artificer Cleric - War Domain Warlock - Fiend Patron Warlock - Great Old One Patron

Joe99054

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