Heal
- Casting Time
- 1 Action
- Range
- 60 Feet
- Duration
- instantaneous
- Components
- V
- S
Spell Description
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|
Damage Dice | 70 | 80 | 90 | 100 | |||||
Min Damage | 70 | 80 | 90 | 100 | |||||
Average Damage | 70 | 80 | 90 | 100 | |||||
Max Damage | 70 | 80 | 90 | 100 |
Lvl | Dice | Min | Avg | Max |
---|---|---|---|---|
1st | ||||
2nd | ||||
3rd | ||||
4th | ||||
5th | ||||
6th | 70 | 70 | 70 | 70 |
7th | 80 | 80 | 80 | 80 |
8th | 90 | 90 | 90 | 90 |
9th | 100 | 100 | 100 | 100 |
Is Heal Good?
Overall Rating: Blue. This means that heal is a great spell and you should strongly consider this spell for your character.
Overall Notes: Strong, dependable healing with no roll needed. Also can be used at range and has some of the lesser restoration benefits built in. At 6th-level, it's expensive but worth it if you can use its effects to the fullest.