Conjure Volley

5th-Level Conjuration
Casting Time: 1 action
Range: 150 feet
Components: VSM (a melee or ranged weapon worth at least 1 cp)
Duration: Instantaneous

You brandish the weapon used to cast this spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley from above and then disappear. Each creature of your choice in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 6d8 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.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.

Source: PHB 226

Changelog