OOC:
In my opinion, re-rolling Spellchanging or Healing checks outside of combat shouldn’t even be necessary at all, because it’s more or less pointless. Rolling for those things is only important when the characters are in combat, because a character only has about 5seconds in-game time per turn. So if a spellcaster attempts to cast or change spells and they fail, they lose their turn to their own party’s detriment.
But out of combat, like where our party is now, we have time to recover, loot bodies, discuss plans and strategies, etc., and time isn’t pressing us. So in theory, if it takes five seconds to cast a spell, a spellcaster should get about 12 attempts per minute, and if the party is recovering and regrouping and looting and messing around for five minutes, a spellcaster would basically get sixty rolls to succeed in Healing the party back up and or whatever. Making the player roll 12 times for however many minutes we catch our breath or loot bodies or eat lunch or whatever seems pointless.
I’ve always played it that if it’s during combat, spellcaster rolls are really important because time is of the essence. Outside of combat, the spellcaster is assumed to just patch everyone up in preparation for dangers to come. For roleplaying purposes it can be assumed that the spellcaster probably botched a few rolls in the process of healing the party, but as time wasn’t pressing, they eventually succeed enough times for everyone to heal.
If there was some hidden enemy approaching or planning to attack them unawares, then the spellcaster s might not have enough time to patch everyone up, so the GM May require the player to make a limited amount f rolls according to how much time the party has before they’re attacked or in-game turn order becomes relevant again.
Just my two cents. That’s about a size accurate as you can get from the 4th Edition rulebook.