Yep. My thoughts exactly. Miracle swings the tide of battle and that is just what this would do. Players should teleport away or have their own cleric can cast a Miracle or have the wizard cast Wish to try to undo the evil Clerics miracle.ThirdWizard said:I always assumed "Swinging the tide of a battle in your favor by raising fallen allies to continue fighting" meant that for this one battle, fallen allies are restored back to full hp to fight, but afterward, they fall dead again. It doesn't say "Bring allies back to life," it specifically works to swing the tide of a single battle. Bringing everyone back at 1 hp wouldn't really swing anything. And, bringing them back for longer than the encounter constitutes more than "swinging the tide of battle."
That's how I see it at least.
evilbob said:I'd also like to say that while I understand how the interpretation could come about, I strongly disagree with those who would limit the power of the spell to "the duration of the battle" only. In other words, I do not believe this spell would only raise the dead just to finish one battle; I have never read the spell's description to mean that, I don't think that makes much sense in the scheme of resurrection spells, and I honestly don't think it's fair. 5000 XP is a HUGE cost. It may not "mean much to an NPC" from a PC's perspective, but it is still extremely exorbitant. Isn't the formula for spending XP instead of gold 1 XP per 25 GP? That would mean that the cost of this spell is in line with casting 5 x true resurrections (normally 25k each). That certainly seems within the realm of reason for raising your allies to fight again, and nothing really implies to me that they should die again after the spell is over.
Joshua Randall said:There's a spell in (I think) Book of Exalted Deeds that works something like this -- you summon a crapload of powerful, good outsiders (planetars and such). Then you die.
So if that spell can exist, then it seems that using a miracle to restore all your dead/destroyed buddies to (un)life with no drawback* might be too powerful.
* No drawback other than 5000 XP, which is of course irrelevant to an NPC.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.