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Healmass
Heal, Mass
Spell Information
Spell level : Innate level: 9, Cleric: 9
School : Conjuration
Components : Verbal and Somatic
Range : Short
Target/Area : Large
Duration : Instantaneous
Save : None (Allies), Will 1/2 (Undead)
Spell resistance : Yes

Description[]

All allies within the area of effect regain 10 hit points per caster level (maximum 150) and are cured of the following status effects: blinded, confused, dazzled, deafened, diseased, feebleminded, insane, nauseated, poisoned, and stunned. All allies that share the same faction with the caster are healed, regardless whether they are within the radius of the spell or not. All other factions as well as ALL undead (even if same faction) are only affected if within the radius of the spell.

Healing spells have a reverse effect on undead, harming instead of healing them.

This spell cannot be spontaneously cast (there are no level 9 spells that can be spontaneously cast by a cleric). There is also no Mass Harm spell.

Bug Notes[]

  • All heal/harm based spells are bugged. They can kill the target on a successful save, unlike the 3.5E rules, and their own descriptions!
  • The in-game description defines range as "Touch," which is kind of senseless, since you can't touch several creatures at once. In spells.2da, range is defined incorrectly as well (same bug with all mass healing spells). The range for this spell is supposed to be "Short", however, spells.2da must be fixed to implement this (Row 114, Column "Range" must be set to "S", which stands for "Short").
  • This spell ignores saving throw bonus granted by ranks in Spellcraft skill (for every 5 ranks you get +1 to all saving throws against spells). As such it is the best spell against undead spellcasters, because it has a much higher DC than Undeath to Death, (lvl 9 spell vs. lvl 6 spell) and because it effectively reduces the enemies' saves by ignoring their Spellcraft skill.
  • The spell description states that this spell heals 10 points per level. While true, it actually goes without saying, as clerics only gain access to this spell at lvl 17, at which point they've already reached the cap of 150 points. There are exceptions to this, however, such as in the case of a player taking full levels in warpriest, giving the spell to a character with an equivalent caster level of 10.

Gameplay Notes[]

This is a powerful spell against undead. The spell will deal 150 points damage to all undead failing their saving throws (75 points if they succeed on the save).

For healing allies, since this spell cannot be cast spontaneously, it must be prepared. Best use is against undead - healing your allies and harming your enemies at the same time!

Number of targets affected is actually limited to 1 per caster level. All affected targets are counted, whether healed or damaged.

3.5E Notes[]

Unlike 3.5E D&D, this can cure constructs.

In 3.5 rules this spell heals up to 250 HPs instead of 150. Most likely this is a simple overisght, as this is easy to change with a small script change to nwn2_inc_spells.

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