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<blockquote data-quote="smbakeresq" data-source="post: 7480535" data-attributes="member: 28301"><p>I don't know any DM that would let players in combat run through a square on their turn to heal them without the enemy chasing them through the same square on their turns (or camping on it) on their way to attacking the concentrating caster (he is the one in the back row doing little.) Maybe I don't get out enough.</p><p></p><p></p><p>Inspiring Leader is one of the best feats in the entire game for the classes that would take it. Don't ask me, ask around or read guides, its on every list for Bards and Paladins (CHR types) as a near must have feat. I have no idea what you are talking about. Of course its worth a second level spell slot, its worth far more. Healing Spirit heals 140 if everything works out and you spend spell slot. If you concentration is broken it could be worth 0, if a player cant make it to the space its worth 0, if the enemy Inspiring word heals 84 (or 126 if you have 6 people) guaranteed every single rest without exception, without concentration, without a spell slot, nothing. If you are concentrating on it you are not concentrating on many other far more valuable spells. If your PCs can go through it every turn on their turn without provoking opportunity attacks to get their and without you ever losing concentration on it and without any opposition from the enemy and you have a second level slot to use on it then its better then Inspiring leader, which just takes 10 minutes every rest and its over. Inspiring leader will be used after every single rest for the rest of your entire career, scaling as you improve. That's great use of a feat. Or put it another way, its a permanent, 6 PCS, 1/use per rest, Level + ability, no concentration, no action healing spell. That's clearly worth a feat.</p><p></p><p>And no, I don't think a new encounter for every second level spell, that's absurd. What I am saying is that most play in easy games with plenty of short rests and long rests so everyone has all their stuff ready and the DM's are afraid of Heat Metal (see this thread) and afraid of PC healing (see this thread) and are afraid to use the same things against the players and have the monsters acting intelligently. Or just argue white board stuff that has little chance of really happening in games. HP can easily be taken from the players with the correct encounters and rest schedules, which the DM controls.</p><p></p><p>Or use it against the players. Healing Spirit seems like a perfect spell for the Barbarian druid to use for his band of raging barbarians against the PCs while his 2 underlings use heat metal on the cleric and fighters armor. Or maybe he will just use Fog Cloud to prevent the spells use until you and the spirit move out of the cloud as you need to see them. The spirit is visible so if the PCs keep running over it and get visibly healed (which they are) every enemy would see it also and react as their intelligence would dictate.</p><p></p><p></p><p>I just have never had a problem with the spell in combat, I have actually rarely seen it used in combat, its most used for out of combat healing. Combat healing generally costs too many actions for its benefit, this costs your concentration and sometimes a bonus and always their movement to make it useful.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7480535, member: 28301"] I don't know any DM that would let players in combat run through a square on their turn to heal them without the enemy chasing them through the same square on their turns (or camping on it) on their way to attacking the concentrating caster (he is the one in the back row doing little.) Maybe I don't get out enough. Inspiring Leader is one of the best feats in the entire game for the classes that would take it. Don't ask me, ask around or read guides, its on every list for Bards and Paladins (CHR types) as a near must have feat. I have no idea what you are talking about. Of course its worth a second level spell slot, its worth far more. Healing Spirit heals 140 if everything works out and you spend spell slot. If you concentration is broken it could be worth 0, if a player cant make it to the space its worth 0, if the enemy Inspiring word heals 84 (or 126 if you have 6 people) guaranteed every single rest without exception, without concentration, without a spell slot, nothing. If you are concentrating on it you are not concentrating on many other far more valuable spells. If your PCs can go through it every turn on their turn without provoking opportunity attacks to get their and without you ever losing concentration on it and without any opposition from the enemy and you have a second level slot to use on it then its better then Inspiring leader, which just takes 10 minutes every rest and its over. Inspiring leader will be used after every single rest for the rest of your entire career, scaling as you improve. That's great use of a feat. Or put it another way, its a permanent, 6 PCS, 1/use per rest, Level + ability, no concentration, no action healing spell. That's clearly worth a feat. And no, I don't think a new encounter for every second level spell, that's absurd. What I am saying is that most play in easy games with plenty of short rests and long rests so everyone has all their stuff ready and the DM's are afraid of Heat Metal (see this thread) and afraid of PC healing (see this thread) and are afraid to use the same things against the players and have the monsters acting intelligently. Or just argue white board stuff that has little chance of really happening in games. HP can easily be taken from the players with the correct encounters and rest schedules, which the DM controls. Or use it against the players. Healing Spirit seems like a perfect spell for the Barbarian druid to use for his band of raging barbarians against the PCs while his 2 underlings use heat metal on the cleric and fighters armor. Or maybe he will just use Fog Cloud to prevent the spells use until you and the spirit move out of the cloud as you need to see them. The spirit is visible so if the PCs keep running over it and get visibly healed (which they are) every enemy would see it also and react as their intelligence would dictate. I just have never had a problem with the spell in combat, I have actually rarely seen it used in combat, its most used for out of combat healing. Combat healing generally costs too many actions for its benefit, this costs your concentration and sometimes a bonus and always their movement to make it useful. [/QUOTE]
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