Grand Healing
| Grand Healing | |
|---|---|
| School | Restoration |
| Level | Expert |
| Magicka Cost | 254 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Heals everyone close to the caster 200 points. |
| Duration | - |
| Perk | Expert Restoration (1) |
| Spell Tome | Spell Tome: Grand Healing |
| Game/DLC | Skyrim |
Grand Healing is the Expert healing spell in Restoration. It restores 200 points of health to the caster and to every ally within 15 feet. It heals everyone in range at once, so a whole group of followers recovers in a single cast.
Grand Healing belongs to the late game, once Restoration reaches the Expert rank. Colette Marence at the College of Winterhold is the only merchant who sells the tome. It is the top healing spell in Restoration, since the Master spells of the school deal with undead instead.
Spell Tome
Grand Healing is learned by reading Spell Tome: Grand Healing. Colette Marence sells the tome.
How It Plays
Grand Healing is a fire and forget spell with no target to aim at. The caster only needs to stand close to the followers who need help. Even a follower behind the caster gets healed. This makes the spell easy to use in the chaos of a large fight.
The heal arrives in one burst. That is a big difference from Healing and Healing Hands, which restore health a little at a time. One cast can lift a follower out of danger at the moment a strong enemy lands a heavy blow. The spell restores the caster at the same time, so it also works as a strong self heal.
The healing reaches living allies only, and enemies inside the circle are left alone. Necromantic Healing and Heal Undead from the Dawnguard DLC are the spells for undead allies.
Compared with Other Healing Spells
Close Wounds, an Adept spell, heals the caster for half as much and helps nobody else. Heal Other, also Adept, heals a single target at range for 75 points. Grand Healing combines both jobs and adds a far bigger amount.
Grand Healing costs about twice as much magicka as Close Wounds and heals twice as much. The area heal for allies comes on top of that. The spell earns its place in a party with one or two followers, or in a battle alongside a group of allies.
Perks and Builds
The Expert Restoration perk halves the magicka cost of Grand Healing. The Regeneration perk makes every healing spell stronger. The Respite perk lets it restore stamina for everyone in range as well.
Sailor's Repose, the reward for the Frostflow Abyss quest, adds 10% to every healing spell. Fortify Restoration enchantments lower the cost, and enough of them make the spell free. Recovery speeds up magicka regeneration between casts.
Grand Healing also trains Restoration. The skill only rises when the spell restores health that was really lost. Healing a hurt follower counts toward that experience as well.
Cost and Efficiency
Grand Healing costs 254 magicka at a skill of zero. That is more than twice the magicka bar of a new character. It is still cheaper than most Expert spells in the other schools, and the Expert Restoration perk halves the cost.
Close Wounds heals the caster for 100 points at half the cost. A caster who travels alone gets nearly the same value from the cheaper spell. The real gain of Grand Healing comes when one or more followers stand close by.
Colette Marence puts the tome on sale once Restoration reaches 65. It also turns up in boss chests at higher levels.
Gameplay Tips
- The Regeneration perk raises the healing to 300 points.
- The Respite perk makes the spell restore stamina as well.
Spell Categories
All Restoration Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Healing | 12 per second | Concentration | Heals the caster 10 points per second. | |
| Lesser Ward | 34 per second | Concentration | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Fast Healing | 73 | Fire and Forget | Heals the caster 50 points. | |
| Healing Hands | 25 per second | Concentration | Heals the target 10 points per second, but not undead, atronachs or machines. | |
| Steadfast Ward | 58 per second | Concentration | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. | |
| Turn Lesser Undead | 84 | Fire and Forget | Undead up to level 6 flee for 30 seconds. | |
| Necromantic Healing | 37 per second | Concentration | Heals the undead target 10 points per second, but not the living, atronachs or machines. | |
| Sun Fire | 24 | Fire and Forget | Ball of sunlight that does 25 points of damage to undead. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Close Wounds | 126 | Fire and Forget | Heals the caster 100 points. | |
| Greater Ward | 86 per second | Concentration | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. | |
| Heal Other | 80 | Fire and Forget | Heals the target 75 points, but not undead, atronachs or machines. | |
| Repel Lesser Undead | 115 | Fire and Forget | All affected undead up to level 8 flee for 30 seconds. | |
| Turn Undead | 168 | Fire and Forget | Undead up to level 13 flee for 30 seconds. | |
| Heal Undead | 115 | Fire and Forget | Heals the undead target 75 points, but not the living, atronachs or machines. | |
| Stendarr's Aura | 248 | Fire and Forget | For 60 seconds, undead in melee range take 10 points sun damage per second. | |
| Vampire's Bane | 72 | Fire and Forget | Sunlight explosion that does 40 points of damage in a 15 foot radius to undead. | |
| Poison Rune | 246 | Fire and Forget | Targets that fail to resist take 3 points of poison damage per second for 30 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Circle of Protection | 171 | Fire and Forget | Undead up to level 20 entering the circle will flee. | |
| Grand Healing | 254 | Fire and Forget | Heals everyone close to the caster 200 points. | |
| Repel Undead | 353 | Fire and Forget | All affected undead up to level 16 flee for 30 seconds. | |
| Turn Greater Undead | 267 | Fire and Forget | Undead up to level 21 flee for 30 seconds. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Bane of the Undead | 988 | Fire and Forget | Sets undead up to level 30 on fire and makes them flee for 30 seconds. | |
| Guardian Circle | 716 | Fire and Forget | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. |