Darkness said:Heh. Or, to quote what our very own Piratecat said when one of his players cast mass heal for the first time (while playtesting 3e, presumably):
"You cast what and it does what?!"
Edit to clarify - he cast it on the party, not on some undead, that is. But bringing an entire PC party from nearly dead to almost completely healthy is quite a feat - and damn scary, if you didn't know that such a spell exists.
Do DMs usually try to "nerf" a rule, spell, ability, etc., if they feel it is too powerful? It doesn't happen too often, but the DM has a habit of "nerfing" things when they creep up within the campaign.
This usually happens during the game session when something is attempted that the DM was not previously aware of or does not have a full understanding of, even though it appears in the Core books. It usually starts off like the above quote and then he looks it up. After that, there is a 50/50 chance that he may "nerf". If the rules are clear then he usually allows it, but however, many of the rules are left up to interpretation. In our campaign, the DM's interpretation is usually the final word. As a result, the DM usually "nerfs" it as a result of his interpretation or if the rules are not clear.