Mass Cure Wounds Spell — 2024, 2014 & Legacy Rules

Abjuration · Healing

Mass Cure Wounds

Mass Cure Wounds restores a group around a point within range. Modern D&D uses one 5th-level spell; PF1e and D&D 3.5e instead divide mass cure magic into Light, Moderate, Serious and Critical Wounds spells.

Mass Cure Wounds by Edition

5.5e / 2024

Level 5th-level Abjuration
Classes Bard, Cleric, Druid
Casting Time Action
Range 60 feet
Components V, S
Duration Instantaneous

Choose up to six creatures in a 30-foot-radius sphere centred on a point you can see within range. Each regains 5d8 Hit Points plus your spellcasting ability modifier. A higher-level slot adds 1d8 per slot level above 5.

5e / 2014

Level 5th-level Evocation
Classes Bard, Cleric, Druid
Casting Time 1 action
Range 60 feet
Components V, S
Duration Instantaneous

Choose up to six creatures in a 30-foot-radius sphere. Each regains 3d8 Hit Points plus your spellcasting ability modifier. A higher-level slot adds 1d8 per slot above 5. The spell has no effect on Undead or Constructs.

Pathfinder 1e

PF1e has no single spell named Mass Cure Wounds. Group healing is split into Mass Cure Light Wounds, Mass Cure Moderate Wounds, Mass Cure Serious Wounds and Mass Cure Critical Wounds, each at its own spell level.

D&D 3.5e

D&D 3.5e uses the same four-spell mass cure progression rather than a generic Mass Cure Wounds. Use the specific Light, Moderate, Serious or Critical version appropriate to the spell slot.

What Changed?

  • 2024 changes the school from Evocation to Abjuration.
  • Base healing rises from 3d8 + modifier to 5d8 + modifier.
  • PF1e/3.5e use four separate mass cure spells instead of this generic spell.

Related Magic

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top