I want to preface this by making it clear that I really like this spell. The concept is novel, the implementation of materials isn't incredibly restrictive like it is in the cases of many standard spells, and the description is clear. It's certainly not an overpowered spell on its own; I would consider it to be incredibly well-suited to be added to a campaign. I like this spell.
The only issue I keep coming back to when considering it is its damage. Now, 3d6 seems like a reasonable amount of damage for this spell -- considering that an arrow fired from a standard bow typically deals 1d6 to 1d8 damage (depending on the bow), it's not farfetched to assert that a volley of magically-powered arrows, compounded by gravity, would deal a bit more damage. Consider it the benefit of it being a spell; there wouldn't be much point to making a spell that dealt the same amount of damage as a standard piece of equipment. However, I can't help but notice that this is a Level 1 spell. For comparison, Arms of Hadar, which is pretty powerful for a first-level spell, only deals 2d6 on a failed save; it only hits 3d6 at second level.
And this is on top of the fact that you start with a bundle of 10 arrows and end up hitting any creature within 10 feet of the point upon which the spell is cast. With tiles/spaces of 5 ft each, that's a maximum of 28 creatures, though I doubt any DM would clump the creatures that densely. This isn't necessarily a big sticking point for me, mind you. If I were to change it, I would make it so that the spell could hit a maximum of 10 creatures in a 10 foot radius, or at least make it clear in the spell description that the arrows used to cast the spell are consumed and used to summon a volley of ethereal arrows that actually do all the damage-dealing, and there are enough produced to hit all the creatures in that radius. That said, it's not like this is an immersion-destroying aspect of the spell or anything; I wouldn't really question it if it came up in play, but I know more than a few DMs who might.
These things considered, I would suggest to the creator of the spell, Stag_Horn, that the damage be reduced a bit to fit the level, or that the level of the spell be increased. If they want to keep it first-level, maybe make the failed-save damage 2d6 to 2d8. Otherwise, I would recommend just making it a second-level spell and keep it as is. I just don't feel like the amount of power this spell provides is on par with the other first-level spells, and that making it a second-level spell provides a nice little boost at the beginning of a character's career. All that said, I'd like to hear what the members of the community feel about this. I might be completely alone on this one, but this little issue of balance has been bugging me while I was considering the efficacy of this spell for play with my group.
The damage is the same as burning hands, but the range and area are better. I'd like to see it taken down to 2d6, 3d4, or 2d8, or even 1d8 + spellcasting ability modifier.
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I missed that spell; thanks for bringing it to my attention. I agree with you about the range and area, but I also want to point out that burning hands also has that aspect of setting flammable objects alight, which, while it can certainly be used strategically, has a lot of potential to generate negative situations for the caster. This drawback provides a bit of balance for the 3d6 worth of damage; Aaraokocra's Arrow Storm has no such potential drawback.
I've never seen Burning Hands get a player in trouble. The area it covers is very small.
Aarakocra Arrow Storm seems poorly researched. It covers a much wider area than burning hands (~314 square feet vs 225), can be used from long range, and arguably ignores cover that's perpendicular to the ground. The description states the arrows come from above and it covers a circular area, but the area isn't given as a cylinder for some reason. The "magical" part of "magical piercing arrow" is redundant. It's also really redundant with Conjure Barrage.
In arrow storms defence guiding bolt does 4d6 as a level 1 cleric spell
Single target spells are supposed to do more damage than are spells, and spells that do no damage on a miss or if the target succeeds on the save are supposed to deal even more. Guiding Bolt is single target and can miss completely.
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I want to preface this by making it clear that I really like this spell. The concept is novel, the implementation of materials isn't incredibly restrictive like it is in the cases of many standard spells, and the description is clear. It's certainly not an overpowered spell on its own; I would consider it to be incredibly well-suited to be added to a campaign. I like this spell.
The only issue I keep coming back to when considering it is its damage. Now, 3d6 seems like a reasonable amount of damage for this spell -- considering that an arrow fired from a standard bow typically deals 1d6 to 1d8 damage (depending on the bow), it's not farfetched to assert that a volley of magically-powered arrows, compounded by gravity, would deal a bit more damage. Consider it the benefit of it being a spell; there wouldn't be much point to making a spell that dealt the same amount of damage as a standard piece of equipment. However, I can't help but notice that this is a Level 1 spell. For comparison, Arms of Hadar, which is pretty powerful for a first-level spell, only deals 2d6 on a failed save; it only hits 3d6 at second level.
And this is on top of the fact that you start with a bundle of 10 arrows and end up hitting any creature within 10 feet of the point upon which the spell is cast. With tiles/spaces of 5 ft each, that's a maximum of 28 creatures, though I doubt any DM would clump the creatures that densely. This isn't necessarily a big sticking point for me, mind you. If I were to change it, I would make it so that the spell could hit a maximum of 10 creatures in a 10 foot radius, or at least make it clear in the spell description that the arrows used to cast the spell are consumed and used to summon a volley of ethereal arrows that actually do all the damage-dealing, and there are enough produced to hit all the creatures in that radius. That said, it's not like this is an immersion-destroying aspect of the spell or anything; I wouldn't really question it if it came up in play, but I know more than a few DMs who might.
These things considered, I would suggest to the creator of the spell, Stag_Horn, that the damage be reduced a bit to fit the level, or that the level of the spell be increased. If they want to keep it first-level, maybe make the failed-save damage 2d6 to 2d8. Otherwise, I would recommend just making it a second-level spell and keep it as is. I just don't feel like the amount of power this spell provides is on par with the other first-level spells, and that making it a second-level spell provides a nice little boost at the beginning of a character's career. All that said, I'd like to hear what the members of the community feel about this. I might be completely alone on this one, but this little issue of balance has been bugging me while I was considering the efficacy of this spell for play with my group.
The damage is the same as burning hands, but the range and area are better. I'd like to see it taken down to 2d6, 3d4, or 2d8, or even 1d8 + spellcasting ability modifier.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I missed that spell; thanks for bringing it to my attention. I agree with you about the range and area, but I also want to point out that burning hands also has that aspect of setting flammable objects alight, which, while it can certainly be used strategically, has a lot of potential to generate negative situations for the caster. This drawback provides a bit of balance for the 3d6 worth of damage; Aaraokocra's Arrow Storm has no such potential drawback.
I've never seen Burning Hands get a player in trouble. The area it covers is very small.
Aarakocra Arrow Storm seems poorly researched. It covers a much wider area than burning hands (~314 square feet vs 225), can be used from long range, and arguably ignores cover that's perpendicular to the ground. The description states the arrows come from above and it covers a circular area, but the area isn't given as a cylinder for some reason. The "magical" part of "magical piercing arrow" is redundant. It's also really redundant with Conjure Barrage.
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In arrow storms defence guiding bolt does 4d6 as a level 1 cleric spell
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