You pull wisps of shadow material from the Shadowfell to manifest a spear of solidified shadow ranging between 3-10 feet long within 50 feet of yourself, each having 10 hit points. You can manipulate them telekinetically, each of them with a flying speed of 60ft/second. if any creature is targeted by a spear, it must make a dexterity saving throw against half of your spell save DC. If it succeeds the saving throw, it takes no damage and moves three feet to either side perpendicular to the spear's line of travel (as means of dodging). If it fails the saving throw, it takes psychic damage equivalent to your spellcasting ability modifier. Similarly to magic missile, the spears are capable of targeting multiple creatures.
If any of the spears wander outside of range of the caster, they disappear and aren't reformed until the spell is recast. Similarly, if any of the spears are destroyed, they do not reappear until the spell is recast. Spears lodged within creatures are capable of being attacked without any possible reactions, and can only be removed with the caster's action. If a creature starts its turn with a spear lodged within them, they take an amount of damage half of that of the initial damage.
If the caster ever is attacked, they can use the spears instead to cancel out the damage, taking however many spears needed to fully negate the damage. If there aren't enough spears to fully negate the damage, whatever damage remains is taken by the caster. This feature doesn't apply to psychic damage or other non-material attacks.
The damage, spear count, individual spear HP, and spear size range increases at 5th level (1d8, Count 4, HP 15, size range 3-20), 11th level (1d8, count 8, HP 20, size range 3-30), and 17th level (Damage 2d8, count 10, HP 25, size range 3-40).
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