diff --git a/game/modules/tome/data/talents/chronomancy/bow-threading.lua b/game/modules/tome/data/talents/chronomancy/bow-threading.lua
index 6e129608f0490069a6d082d5b3cf557076a59c19..71043fe65ba31b6cd774505f840126a577785105 100644
--- a/game/modules/tome/data/talents/chronomancy/bow-threading.lua
+++ b/game/modules/tome/data/talents/chronomancy/bow-threading.lua
@@ -166,9 +166,9 @@ newTalent{
 	radius = function(self, t) return math.floor(self:combatTalentScale(t, 2.3, 3.7)) end,
 	speed = 'archery',
 	getDamage = function(self, t) return self:combatTalentWeaponDamage(t, 1, 1.5) end,
-	getDamageAoE = function(self, t) return self:combatTalentSpellDamage(t, 25, 290, getParadoxSpellpower(self, t)) end,
+	getDamageAoE = function(self, t) return self:combatTalentSpellDamage(t, 25, 230, getParadoxSpellpower(self, t)) end,
 	target = function(self, t)
-		return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t, selffire=false}
+		return {type="ball", range=self:getTalentRange(t), radius=self:getTalentRadius(t), talent=t}
 	end,
 	on_pre_use = function(self, t, silent) if not doWardenPreUse(self, "bow") then if not silent then game.logPlayer(self, "You require a bow to use this talent.") end return false end return true end,
 	archery_onhit = function(self, t, target, x, y)
@@ -210,7 +210,9 @@ newTalent{
 			
 			-- 25% bonus damage per target beyond the first
 			local dam = self:spellCrit(t.getDamageAoE(self, t))
-			dam = dam + math.min(dam, dam*(#tgts-1)/4)
+			if #tgts > 0 then
+				dam = dam + math.min(dam, dam*(#tgts-1)/4)
+			end
 			
 			-- Project our damage last based on number of targets hit
 			self:project(tg, x, y, function(px, py)
@@ -244,7 +246,7 @@ newTalent{
 		local damage = t.getDamage(self, t) * 100
 		local radius = self:getTalentRadius(t)
 		local aoe = t.getDamageAoE(self, t)
-		return ([[Fire an arrow for %d%% weapon damage.  When the arrow reaches its destination or hits a target it will draw in all creatures aside from you in a radius of %d and inflict %0.2f physical damage.
+		return ([[Fire an arrow for %d%% weapon damage.  When the arrow reaches its destination or hits a target it will draw in all creatures in a radius of %d and inflict %0.2f physical damage.
 		Each target moved beyond the first deals an additional %0.2f physical damage (up to %0.2f bonus damage).
 		Targets take reduced damage the further they are from the epicenter (20%% less per tile).
 		The additional damage scales with your Spellpower.]])