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you have to put her in the middle of 20 enemies to see them shine.
later on you have some missions where you have to face 10 14 20 undead creatures.
let shadowheart run in front (give her best armor, shield and armor spell) and then tank it for a round.
activate those spirit guardians and see the luls when those 14 undead suddenly get bright damage and maybe a turn undead after that, all the while the rest of your team curbstomps the necromancer that summons these zombies.
also works with every other enemy of course, but zombies and other undead usually only have up to 20 hitpoints... so it's pretty much instakills for those
all other just get severly damage - making them easier to be plucked by lae'zel
you may clean few spoiler encounters solo via this spell alone.
Spirit guardians+misty step+extra movement=ouchi :-)
If you want AOEs ussually you go light cleric for wall of fire, which is almost as good as a fireball each turn and doesn't require you to surround yourself with enemies. Oh and of course you get fireball itself. Seems a waste to go trickery and go for subpar damage instead of utlizing it's utility.
The spell creates an AoE around the caster, that damages any enemy that comes near, or that the caster moves towards. Damage can be applied once per round.
It also does 4d8, 5d8, or 6d8 if used in a higher level spellslot.
The damage will keep accruing for every round enemies remain within. It's also highly useful against swarm enemies, where they send 20+ enemies with low health at you, they just charge into the spirit guardians and go down instantly. It's great.
Lastly, you do need to maintain concentration to maintain spirit guardians. That's fine, it should have some weaknesses. But combine it with the sanctuary spell and your cleric is now untargetable, meaning they can run around hitting enemies with the spirit guardians and your foes can only retaliate with AoEs, but no direct attacks. It's a very powerful combination. (Though I'll admit, it seems like an exploit so I don't use it myself. Even so, it's a very strong spell, that damage piles up.)
On a side note, a lot of enemies in act 2 do have a radiant damage vulnerability as well.
Sanctuary is canceled when you do any damage, even with Guardians. I wanted to take that route as well, but alas, it's not a viable option.
But you can't cast both at the same time, as they are both concentration spells.