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Mass Heal

Conjuration
Level: 9th-level
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.

Spell Details

School: Conjuration
Level: 9
Ritual: No
Concentration: No
Classes: Cleric
S-Tier The most powerful healing spell in the game with unmatched versatility and action economy, capable of turning certain defeat into victory.

Player Guide

Mass Heal's true power lies in its ability to heal multiple allies and cleanse conditions simultaneously, making it invaluable in desperate situations. Position yourself centrally among your party to maximize the number of targets within 60 feet, and prioritize spreading healing to multiple creatures rather than topping off one ally. Use it reactively when your party faces a TPK scenario or proactively before entering an anticipated deadly encounter where you expect heavy damage. Remember that the condition removal (blind, deafness, disease, poison, silence) affects all healed creatures automatically, potentially neutralizing entire enemy strategies in one action.

DM Tips

Mass Heal can trivialize encounters if the party uses it to negate accumulated damage; consider designing encounters with burst damage phases or multiple combat rounds to pressure resource expenditure. Be aware that clever positioning and condition removal can completely shut down certain villain strategies, so account for this when designing 9th-level encounters.