Gaiden said:
Think about this - an archer can fire something like 7 to 8 arrows per round with all of their bonuses and magic with a full attack. With many shot they can fire even more (granted at individual targets).
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.
Gaiden said:
An archer could be 100's of YARDS away and could fire those arrows at multiple different targets. The healing arrows make the archer the ultimate healer actually - the balance is their extraordinarliy high cost.
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.
Gaiden said:
I write all this to show the lack of balance by giving the spell storing ability to projectile-ammunition. In so doing you (can) GREATLY increase the range of many spells and can effectively cast many more spells that would ever be possible by even the most powerful (non-epic) casters.
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.
Gaiden said:
For the purposes of looking at speed and I think the keen only funcitons on throwing weapons that are slashing unless you get the special DWS class ability and speed I am pretty sure only funcitons if you are wielding the weapon for the extra attack (thus only for projectile weapons - but not their ammunition - and it would be irrelevant for thrown weapons unless you wield them in melee).
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.
Gaiden said:
A perfect case for this is the arcane archer - they in fact get this ability but notice that their caster level will be incredibly limited (I think it is possible to pull off a Wiz 10/AA 10).
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.
Gaiden said:
If you really want to then at the very least price each arrow separately (not in bundles of 50) and follow the pricing of the heal arrows.
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!