Would it help if Divine Intervention was an
upgraded form of the relic mass heal, i.e. replacing it rather than in addition to it?
Relic:
cast Lv1-2 as FA (this is the best thing ever please don't change it!)
1/game heal all others 5hp (number subject to change)
Legendary:
cast Lv1-2 as FA (or maybe Lv0-2 as I think Fiddy suggested)
+1 RP, +1 RS
1/game call for Divine Intervention
This is based on the previous draft of Divine Intervention as an unevenly-randomized all +5 / all +10 / all +18 & one raise / all raised and healed. The part I like best (and the part that would entice me to actually craft a legendary rather than stopping at relic) is the
overall ~50% chance of getting at least one raise; it won't bother me if the specific healing numbers need further adjustment.
I did in this example reduce the relic mass heal to match the
lowest tier of Divine Intervention, so the legendary can never perform worse. That's not an absolute requirement for me personally to be happy, but I consider it a nice design feature.
Also: it's unclear to me whether or not the relic mass heal receives the Cleric's spell +healing bonus (as a pool of course), and also whether it counts as a spell for Linked Shirt of Healing / Key of Healing / etc. At this moment I lean toward Divine Intervention
NOT being a spell, and so for parity the relic mass heal also
NOT being a spell, so the number-balancing can be done based on fixed values instead of having to take into account "what if the whole party is already kitted to max out Soothe Wounds?" We'll see if this opinion gets me branded as a heretic by my fellow clerics.