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Advice: Overpowered Abilities
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<blockquote data-quote="Ralif Redhammer" data-source="post: 7479918" data-attributes="member: 30438"><p>Maintaining that concentration is definitely key. Some AOE and/or persistent damage effects will mitigate Healing Spirit (if that is indeed the spell).</p><p></p><p>I’m thinking a party of drow, with a drow mage. The mage casts Cloudkill. If that doesn’t do it, another drow can drop darkness on the cleric. Now they can’t move the spell around, because they no longer have line of sight.</p><p></p><p>Healing Spirit’s utility also seems like it’d diminish if the group was spread out or fighting on multiple fronts, rather than fighting in a single formation. Putting some foes at range to draw off some melee folks could also help, as well as having mobs attack from all sides.</p><p></p><p>If it’s not Healing Spirit, I’d re-read the spell description carefully. A lot of the time (but not always) things that seem overpowered in D&D have mostly come from someone messing the rules up (generally by accident).</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7479918, member: 30438"] Maintaining that concentration is definitely key. Some AOE and/or persistent damage effects will mitigate Healing Spirit (if that is indeed the spell). I’m thinking a party of drow, with a drow mage. The mage casts Cloudkill. If that doesn’t do it, another drow can drop darkness on the cleric. Now they can’t move the spell around, because they no longer have line of sight. Healing Spirit’s utility also seems like it’d diminish if the group was spread out or fighting on multiple fronts, rather than fighting in a single formation. Putting some foes at range to draw off some melee folks could also help, as well as having mobs attack from all sides. If it’s not Healing Spirit, I’d re-read the spell description carefully. A lot of the time (but not always) things that seem overpowered in D&D have mostly come from someone messing the rules up (generally by accident). [/QUOTE]
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