Conjure Volley

Level & School
5th-level conjuration
Casting Time
Action
Range
150 feet
Components
V, S, M (a Melee or Ranged weapon worth at least 1 CP)
Duration
Instantaneous
Classes
Ranger

You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear. Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.

Level & School
5th-level conjuration
Casting Time
Action
Range
150 feet
Components
V, S, M (one piece of ammunition or one thrown weapon)
Duration
Instantaneous
Classes
Ranger

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.

Conjure Volley 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version specifies "spectral weapons or ammunition appropriate to the weapon" and allows the caster to choose which creatures make the saving throw, whereas the 2014 version involves firing a nonmagical ammunition or weapon and automatically affects all creatures in the area. The damage type in 2024 is Force damage.