Healing Spirit as written is completely broken, so a friend of mine and I have worked out this solution to both keep with some of its original usage and still compete with Prayer of healing.
Healing spirit
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit disappears after it has healed 10 creatures.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Healing spirit
2nd-level conjuration
Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d4 + casting modifier hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit disappears after it has healed 10 creatures.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd.
Two versions of the spell depending on how the caster wants to use it. The first version is the combat version. It is exactly like the original, just with a cap on uses. Like Heals Over Time in most games, for its mana cost/spell slot, it heals for more but takes significantly longer to do so. This leaves some danger in the spell as you could lose concentration before it ends leaving your group wanting.
The second version of the spell is where the real work comes in, making a spell that can compete with the cleric version Prayer of Healing. Using Healing Spirit, if we assume an 18 wis and 5 party members we do the following math: 1d4 + 4 x 10 = 10-40 + 40 = 50-80 (average 65). Now for Prayer of Healing: 2d8 + 4 x 5 = 10-80 + 20 = 30-100 (average 65). On average they are both going to heal 65. Though PoH has a higher healing potential, HS provides more versatility in that you could spend all 10 charges on 1 character or divide it up however you would like.
Now PoH does heal up to 6 targets, so you may just decide to scale HS to 2 charges per character in your campaign in order to keep the two spells more in line with each other.
Alternatively you could nix the top version all together and simply have the out of combat version.
Healing Spirit as written is completely broken, so a friend of mine and I have worked out this solution to both keep with some of its original usage and still compete with Prayer of healing.
Healing spirit
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit disappears after it has healed 10 creatures.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Healing spirit
2nd-level conjuration
Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d4 + casting modifier hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit disappears after it has healed 10 creatures.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd.
Two versions of the spell depending on how the caster wants to use it. The first version is the combat version. It is exactly like the original, just with a cap on uses. Like Heals Over Time in most games, for its mana cost/spell slot, it heals for more but takes significantly longer to do so. This leaves some danger in the spell as you could lose concentration before it ends leaving your group wanting.
The second version of the spell is where the real work comes in, making a spell that can compete with the cleric version Prayer of Healing. Using Healing Spirit, if we assume an 18 wis and 5 party members we do the following math: 1d4 + 4 x 10 = 10-40 + 40 = 50-80 (average 65). Now for Prayer of Healing: 2d8 + 4 x 5 = 10-80 + 20 = 30-100 (average 65). On average they are both going to heal 65. Though PoH has a higher healing potential, HS provides more versatility in that you could spend all 10 charges on 1 character or divide it up however you would like.
Now PoH does heal up to 6 targets, so you may just decide to scale HS to 2 charges per character in your campaign in order to keep the two spells more in line with each other.
Alternatively you could nix the top version all together and simply have the out of combat version.