For some reason this thread became a discussion about how injuries could be healed: https://forums.elementalgame.com/432646/page/1/#3238129
I think each magic school should have some high level spell which helps get rid of injuries. My contribution yesterday was:
Life: Highish level (4?) spell costing a moderate amount of mana (150-300?) to heal one injury (probably random?). I think Life magic should by a small margin be the simplest and best of the schools at healing injuries.
Earth: A hero who spends 100 turns (not necessarily consecutively to not make it punishing if dispelled at 95) auto heals one random injury. Could make it a bit harder by making them then go to an earth shrine after the 100 turns and cast another spell or use an ability or whatever.
Death: A Rebuild as Undead spell (level 5) which costs moderate mana and turns the hero into undead, healing all injuries and giving them +20 strength but at a cost of and healing half as much each strategic turn. Subsequent casts on the hero still heal all injuries but reduce also permenantly reduce health by 1 (or similar) to reflect growing wear and tear to the undead heroes body.
Fire: A high level spell which costs moderate mana and can only be cast on a full HP hero standing on a friendly fire shrine, heals 1 random injury but drops them to 1 current HP, and reduces their movement to 1 for 5 turns while they recover from the fire purifying their body.
Water: A high level "floating meditation" spell which costs moderate mana. Heals 1 random injury after the hero spends 5 turns not moving and not casting any spells (would need the strategic spell selection screen to warn if you tried to get the hero to cast a spell during that time).
All numbers (ie spell levels/mana costs/bonuses/penalties) prob need tweaking but the point is to make it interesting. HeavenFall's Stormworld Undead is along a similar theme I believe.