Prism
Explorer
Ahrimon said:But what spell is there that you can split like that? The only ones I know of were in 3rd edition. CA updated the spells to 3.5 and you can't do that anymore. The only spell I know of in 3.5 in scorching ray. There's always metamagic feats to split ray or twin spell. But those come with thier own cost.
You could also include telekinesis as this allows up to 15 attacks as a volley all which would qualify for sneak damage. I would imagine that the authors would like the freedom to bring out more volley spells without worrying about balance too. There are a few in FR
When you resolve the spell, you get your full attack bonus with each missile. There's no penalty for making multiple attacks with a spell. You can crit with each one and improved crit applies to each missile. To me that says that each missile has full accuracy.
That is one of the main reasons this shouldn't be allowed for balance reasons. A non spell casting attack lets say from a rogue has to apply iterative -5 penalties to each attack and so after the first the chances of hitting go down. A volley spell does not have to pay this cost - all attacks from a scorching ray are at full attack bonus. Also being able to move and cast rather than taking a full round action is incredibly useful to get within 30'
I'd buy the "it's another wacky rule for balance" excuse. But other than that it just doesn't feel fair. The worst case scenario I can come up with is a caster 7/rogue 3/arcane trickster 10. He could cast scorching ray and get three missiles for 4d6+7d6 sneak attack damage. For a total of 33d6 if all the missiles hit. Where as a meteor swarm does 24d6 for a normal caster. Of course a 20th level rogue could get three touch attacks with brilliant energy arrows for 33d6 + 3x weapon bonus on a full attack as well, but that would cost him 3k gp for that full attack.
I absolutely agree that it is for balance reasons. Being able to cast as a standard action, do multiple sneaks at full attack bonus, move and then quicken the whole thing again is very overpowered. My worse case scenario for the same arcane trickster is moving a distance into 30' range then doing 15 sneak attacks with telekinesis = 105d6 followed by a quickened scorching ray doing another 21d6 sneak. I've ignored the actual spell damage itself as most things would be dead by this point in 1 round with a 5th and 2nd (possibly adjusted to 6th) level spell