|Spell Type||Combat Instant|
|Combat Casting Cost||50|
|Undead nor any Fantastic Units belonging to the Death Realm are affected by this spell.|
Mass Healing is a Rare Combat Instant belonging to the Life Magic realm. It may only be cast during combat, and requires no specific target. For 50 the spell will heal all friendly unit on the battlefield by 5 Hit Points. If any of these units is only suffering from less than 5 points of damage, the healing will simply return that unit to full health. Lost figures in any Multi-Figure unit may be brought back from the dead thanks to Mass Healing, but entire lost units may not.
The Mass Healing spell fills all friendly units with restorative energy, magically curing their wounds and even possibly returning dead men to life.
Healing Hit Points Edit
When Mass Healing is cast, each friendly unit on the battlefield experiences an effect similar to that of the Healing spell: each unit recovers between 0 and 5 Hit Points - depending on how much damage it previously had.
Restoring Dead Figures Edit
When a Multi-Figure unit suffers damage, it may lose one or more of its figures. So long as there is at least one figure left alive, restoring Hit Points to a unit will also restore dead figures to life as necessary.
Mass Healing will add as many Hit Points to the first figure in the unit, until that unit is fully healed. If the unit is still missing figures, and Mass Healing has not yet restored all 5 Hit Points it's supposed to, then the next figure in the unit is brought back to life, with 1. If Mass Healing still hasn't restored 5 Hit Points to the unit, it will then heal this injured figure to full health, and so on and so on - until either the unit is at full health with all its figures revived, or Mass Healing has restored the full 5 Hit Points it was supposed to.
- A unit of High Elf Cavalry normally has 4 figures, each with 3 Hit Points.
- The unit takes some damage during combat, losing two of its figures. The next figure sustains 1, leaving it with only 2 Hit Points.
- Mass Healing is then cast. As per the rules outlined above, this spell should restore either 5, or however many Hit Points are required to fully heal the unit.
- The next 1 then revives one of the lost Cavalrymen. He is restored with only 1, but then spell still hasn't fulfilled its potential, so another 2 are restored for this injured man, restoring him to 3 - he is fully healthy now.
- The next 1 then revives another Cavalryman. However by this point, Mass Healing has restored a total of 5 to the unit, and has fulfilled its potential.
- The unit now has all 4 figures back to action, though the one at the front is injured, with only 1 restored.
Mass Healing may only be cast during combat, for a basic Casting Cost of 50. It does not need to be targeted, as it will automatically affect all friendly units.
Note that Fantastic Units from the Death Realm, will feel no effect from this spell. This includes any Undead creatures, as they are considered to belong to the Death Realm. Normally, it should not be possible for a wizard to cast Mass Healing and be in possession of Death creatures, but there are a few possible situations where that may occur, which is why this rule should be mentioned.
Mass Healing is shown on screen as powerful beams of light shining from the heavens down on each of the affected units. Hit points are restored immediately, and any revived figures will simply reappear as necessary.
As a Rare Life spell, Mass Healing may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Mass Healing during the game. The chance for this spell to appear for research increases with the number of Life Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Mass Healing has a base Research Cost of 1,600.
With at least 2 Spellbooks, the Mass Healing spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.
Mass Healing is primarily a substitute to casting several separate Healing spells. It performs the same function as Healing, only it takes one casting of the spell, and affects all units simultaneously.
To remain efficient with your Mana, use Mass Healing only when at least 3 units are injured. Healing would require 3 separate castings at 15 each, for a total of 45 - roughly equal to Mass Healing's casting cost.
In some situations, where you'll want to heal two units during the same turn, you can use Mass Healing at a loss (costing 50 instead of 30 for two separate Healing spells). This is only useful if you really need to heal both units simultaneously.
If only one of your units is injured, do not cast Mass Healing instead of Healing - that would be wasteful in every way.