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Arrows of Spell Storing?
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<blockquote data-quote="mkletch" data-source="post: 484993" data-attributes="member: 3396"><p>The best I can get is 9 at 20th level: 5 with a full attack using rapid shot, and four more on a haste action using manyshot. However, at this level, cure serious wounds is largely irrelevant. When you really need it (maximum of 10th or 11th level), you'll only get 4 for the rapid shot and 3 for the manyshot.</p><p></p><p></p><p></p><p>However, you have to remember that the weapon still does its normal damage. Unless you have a bow that specifically does subdual damage (exhausting [MotW] or merciful [S&F]), the damage dealt by the arrow could conceivably kill the target before the healing was activated. If not, it still reduces the healing effect of the spell, so you get something approximating a cure moderate wounds instead.</p><p></p><p></p><p></p><p>Each arrow will have to be at least a +1 spell storing arrow. That is 167 each, slightly more than the cost of a scroll for a level 2 spell. Maybe not enough to balance it (17 bucks to extend the range from touch to 1100 ft.), but not a total cheese either. But you actually have to hit the target, though all of their buff defenses and such. When you consider that a miss ruins the arrow 50% of the time, the cost is not exactly trivial.</p><p></p><p></p><p></p><p>The errata for the DMG added keen as an option for any piercing weapon as well. This would support keen arrows, although a keen bow might be a stretch.</p><p></p><p></p><p></p><p>I will certainly give you this one, though. The AA ability is further limited to area spells. So you cannot use it to extend the range of a touch spell like this proposed spell-storing arrow.</p><p></p><p></p><p></p><p>This is totally a house rule. If you think spell storing is too cheap, bump the price to a +2 bonus ot something. If you make spell storing so expensive that it is not practical, you might as well just remove it from the game. It would be simpler, and easier for your players to understand and agree with.</p><p></p><p>As it was, I had an Arcane Archer that bought some spell storing arrows to use with cure spells and a spare subdual damage bow. I went through several character levels (from about 15th through 21st total character level) and never used a single one. It was just never needed. Maybe at lower levels it would be more unbalancing, but at high level it was totally irrelevant. Plus, the magical bonus on the arrow prevented me from getting a +5 enhancement from my arcane archer ability. So you can't really look at this weapon or weapon modifier in a total vacuum.</p><p></p><p>-Fletch!</p></blockquote><p></p>
[QUOTE="mkletch, post: 484993, member: 3396"] The best I can get is 9 at 20th level: 5 with a full attack using rapid shot, and four more on a haste action using manyshot. However, at this level, cure serious wounds is largely irrelevant. When you really need it (maximum of 10th or 11th level), you'll only get 4 for the rapid shot and 3 for the manyshot. However, you have to remember that the weapon still does its normal damage. Unless you have a bow that specifically does subdual damage (exhausting [MotW] or merciful [S&F]), the damage dealt by the arrow could conceivably kill the target before the healing was activated. If not, it still reduces the healing effect of the spell, so you get something approximating a cure moderate wounds instead. Each arrow will have to be at least a +1 spell storing arrow. That is 167 each, slightly more than the cost of a scroll for a level 2 spell. Maybe not enough to balance it (17 bucks to extend the range from touch to 1100 ft.), but not a total cheese either. But you actually have to hit the target, though all of their buff defenses and such. When you consider that a miss ruins the arrow 50% of the time, the cost is not exactly trivial. The errata for the DMG added keen as an option for any piercing weapon as well. This would support keen arrows, although a keen bow might be a stretch. I will certainly give you this one, though. The AA ability is further limited to area spells. So you cannot use it to extend the range of a touch spell like this proposed spell-storing arrow. This is totally a house rule. If you think spell storing is too cheap, bump the price to a +2 bonus ot something. If you make spell storing so expensive that it is not practical, you might as well just remove it from the game. It would be simpler, and easier for your players to understand and agree with. As it was, I had an Arcane Archer that bought some spell storing arrows to use with cure spells and a spare subdual damage bow. I went through several character levels (from about 15th through 21st total character level) and never used a single one. It was just never needed. Maybe at lower levels it would be more unbalancing, but at high level it was totally irrelevant. Plus, the magical bonus on the arrow prevented me from getting a +5 enhancement from my arcane archer ability. So you can't really look at this weapon or weapon modifier in a total vacuum. -Fletch! [/QUOTE]
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