(Spirit of Healing is the name of the ability).
Right, thanks, I edited my post.
I think this is more a problem of surgeless healing than anything else. Those bonuses *are* really great, but when tempered by a daily surge limit, they seem to come more into focus. In essence, that +2 to healing might be a daily total of 12 HP at the *most*, if surges were required. Maybe for really robust characters it would total out to a daily total of 24 or more.
The sudden glut of surgeless healing largely destroys this balance. I am not generally in favor of proactive houseruling, but I see a couple options in this case:
- Give these items a bonus type, to limit stacking
- Only allow them to apply when a surge is spent
It is a hole in the rules, and can be a problem, I agree.
Jay
This I think is the real flaw. If all those healing items only worked with surge healing, then it's not so bad. As it is now, clerics have quite a few ways to exploit these stackable items/feats with surgeless healing (Astral Seal and Spirit of Healing being two examples) that the power quickly gets ridiculous. Spirit of battle can quickly turn that innocent +2 Healer's Brooch into 8-10 extra hit points per turn in conjunction with a power like Spirit of Healing.