|Spell level :||Innate level: 3, Sorcerer/Wizard: 3|
|Components :||Verbal and Somatic|
|Save :||Reflex 1/2|
|Spell resistance :||Yes|
Each arrow actually inflicts 4d6 + 1 damage, not 4d6, although a Maximized Arrow still only inflicts the correct 24 damage.
This becomes one of the more powerful damage dealing spells for its spell level at higher caster levels as it has no form of cap to damage. At level 28, for example, a caster will be firing 7 arrows for 4d6 damage each for a total of 28d6 from a level 3 spell. Compared to a Fireball's 10d6 cap, this is an impressive amount of damage. A Maximized Flame Arrow from this same theoretical caster would utilize a level 6 slot and dish out a whopping 168 damage before saves, putting an equillivent level 6 Chain Lightning's 70 damage (20d6) to shame. The only weakness of the spell's damage is that is applies each arrow seperately, meaning various forms of fire resistance will be more effective as a rule.
This spell also devours spell mantles rapidly, as each arrow strikes separately. Using our above level 28 caster again he could strip the equivalent of 21 levels' worth of mantles with a single casting, easily punching through any mantle spell.
Pen and Paper Comparison
Flame Arrow is vastly different in pen and paper, being a weapon enhancement spell which grants 1d6 fire damage to a grouping of 50 projectiles. The implimentation in Neverwinter Nights appears to have been totally cusomized for the game.