Thanks! I'm still working on more spells + rewriting the ones that need work.
They're both pretty situational. Barrage deals very little damage, Variable Dart deals slightly more. If you're fighting a spellcaster who spams Shield, Barrage is useless. If you're fighting some giant monster with massive AC, Barrage will reliably do some damage. Variable Dart is great for probing for resistances and vulnerabilities, and exploiting vulnerabilities if they have them.
Barrage, Kinetic Strike, Variable Dart, and Scintillating Bolt are all attack cantrips that, in my opinion, fill empty niches in the list of attack cantrips. Barrage's reliability and great damage type is balanced by its very low damage and hard counter (Shield). Variable Dart's adaptability is balanced by its low damage and commonly resisted damage types. Scintillating Bolt's versatility is balanced by its low damage. Kinetic Strike's high damage is balanced by its melee range and commonly resisted damage types.
Edit: Barrage is also a good-great choice for Magic Initiates or other casters who don't have a strong casting stat but need a ranged attack.
That's an awesome idea. I've been trying to figure out how to phrase Breach more plainly, and that might just do it!
Yes, it should be. I thought it was. Okay, I'll fix that.
Good point. Let me think through a scaling effect for Heighten Awareness.
Yes, I agree that Launch should be able to be used for that sort of thing, but I'm reluctant to make those effects explicitly allowed. I think that that sort of effect (how physics and relative location of creatures works in a game) should probably be a DM ruling handled on a case-by-case basis. I'll see if I can clarify the wording a bit.
I improved it a bit (can be made wider and longer). The name (and appearance) is a reference to Thor, but the spell effect was inspired more of LotR's Bridge of Khazad-Dum (sp?).
Agreed. Reduced casting time to 1 hour, similar to Clone.
Like Breccia said, it's primarily an NPC utility spell, but adventurers can use it to check for hidden passages in a castle or dungeon, or examine the rough shapes of room on the far side of a stone wall.
I've clarified the language slightly: it was pretty badly worded originally. Stonesense is only meant to detect stones that are bigger than 1 foot on a side, specifically so that you can't detect things like gems/sand/dust.