The Exovival Flechette spell creates one small needle like dart of necrotic energy that shoots forth from the wizard's fingertip and unerringly strikes a target. The needle like darts usually appear as thin violet colored flashes surrounded by swirling grey wisps of smoke flecked with silvery sparks.
A creature living or undead stuck by an Exovival Flechette has its animating life essence disrupted and takes 1d12+caster’s level points of necrotic damage.
The target object/creature must be seen or otherwise detected to be hit, however, so invisibility or near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. A caster cannot direct a flechette to "Strike the commander of the legion," unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) are generally not be damaged by the spell unless they are very fragile in nature.
At the caster’s discretion one additional Exovival Flechette can be projected per 3 levels of the caster (i.e., 2 felchettes at 6th level etc…). If the wizard has multiple flechette capability, each flechette can be directed at the same or different targets as desired. The maximum number of felchette’s that can be created with this spell is 7.
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Posted Oct 20, 2021Basically a level 3, necromantic variant of magic missile.
I never find that there are enough game effects that require me to use my d12, hence the d12 damage dice.
Spell works just fine for my games, I like the high variance in the damage for a lower level wizards. For higher level enemy wizards this spell is really nasty and and one-shot a PC to death, unless they have prepared for an encounter where they are likely to encounter this nasty spell.
Defences against it include effects that prevent targeting such as my homebrew "Lesser arcane Warding" https://www.dndbeyond.com/spells/1161007-lesser-arcane-warding.