Mass Heal is a 9th level evocation spell that restores 700 collective hit points to as many creatures you choose within range.
Mass Heal: Maximum Strength
Usable By: Cleric
Spell Level: 9
School: Evocation
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V, S
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Review by Sam West, Twitter: @CrierKobold
When a fight goes south in D&D, you all feel it, many physically as your hundred and fifty hit point fighter is bludgeoned to near death by the frost giant ambush or being dumb enough to touch the giant floating ominious red crystal radiating lighting. In that moment, when not just the fighter, but most of their allies take literally hundreds of damage, Wish could potentially save you, but alas you only have a 17th level cleric, no wizards or sorcerers in sight. In this exact scenario, Mass Heal can flip an encounter on its head. Normally, I wouldn’t recommend taking a 9th level spell this niche; unfortunately for clerics, it is the best out of Astral Projection, Gate, and True Resurrection. Man, 9th level spells can be AWFUL when you aren’t a wizard.
It is genuinely hard to heal the full seven hundred hit points. A 20th level barbarian with +5 Con and the Tough feat is sitting at a measly 270, so unless you’re rolling with a squad down with the thickness, this functionally restores your entire party to full going up to realistically five or six players. At tables with larger parties than that, chances are the entire group isn’t at or near zero hit points; you more often will be healing smaller amounts of hitpoints with this, and still functionally putting the whole group back to max.
The other element that makes Mass Heal good is the only other healing options are horrendous in comparison. Heal is a single target 70 hit points that gets a measly +10 hit points per up-cast level; you’ll basically never want to up-cast it, and rarely want to spend an entire action and a 6th level slot for only 70 hit points. Mass Cure Wounds is only healing 3d8+ mod with a pitiful d8 per spell level up-cast bonus; for a 5th level slot, 3d8+mod (18ish) hit points isn’t going to be any better at the upper tiers than Mass Healing Word which only takes a bonus action and is two spell levels lower. Mass Healing Word is great if you just need to get your friends up from unconscious, but if really don’t want the creatures you’re keeping off death’s door from immediately going down again, your only real option is Mass Heal.
I wish this spell removed magical impairments as well, or just something better than the curse removal that’s been available since you were 5th level. For a 9th level slot, this will radically change an encounter and do something no other magic really can, which is something I want from my 9th level slots. I’m never going to be excited to prepare Mass Heal, but I’m never going to be excited to prepare any 9th level Cleric spells, and this one does offer a path to victory through otherwise certain demise. It’s a very mediocre 9th level spell.
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