As established in "Hit Points", hit points of damage logically cannot be equated always and completely with wounds. It follows that healing of hit points cannot be equated always and completely with the miraculous or magical healing of wounds.
The following quote is from the first post in the thread on Hit Points.
http://www.darkgrimoire.com/bb/ftopic87 ... oints.html
carlo aggaruzzi wrote:Hit points of damage dealt and received in combat don't mean open wounds. You can interpret loss of hit points in a variety of ways: bruises, strains, sprains, pulled muscles, head concussion, being dazed, being physically fatigued, being mentally fatigued, shock, fear, panic (Consider fearfulness a possible part of the offensive potential of some creatures like demons, ghosts, or most anything that's especially scary to an individual character.), mental trauma, perhaps even rage. This has impact on how we think of potions and clerical healing. They're not just a miraculous or magical closing of wounds; they're also calming, soothing, and refreshing as needed. Some of those remedial characteristics are relative. And this fits as an explanation of why the number of hit points healed by health potions goes up with level. You're not just healing the body of wounds, you're restoring your character's general state of mind and body to better capacity to fight at the character's accustomed performance level.
Later, I added to the range of interpretations for loss of hit points.
Sickness, pain or nausea from poisoning, skin or eye irritation, temporary blindness, smoke inhalation, dizziness, and unrelenting sneezing. I'll now add: magical damage such as from a necromancer (They have shown up in one special event, at the least.); partial paralysis from poison, an electric shock, or pinched nerve; burns or scorching from fire; frostbite; hypothermia from an ice attack or cold conditions. No doubt there are other negative effects of combat to the body and mind that would fit into reasonable, interesting interpretations of hit point loss.
The implication is that healing must be many things. I said before "They're not just a miraculous or magical closing of wounds; they're also calming, soothing, and refreshing as needed." Now I need to add "warming, cooling, relieving, and neutralizing (poison), at least. The point is, the magical healing power of potions and of clerics' laying on hands are cure-alls - with one exception that I noted in the "Potions" thread. Persistent bleeding is remedied only by NPC clerics, salves, and clerics' rings.
I wrote once regarding NPC clerics.
I think the holy artifact and holy place theory would serve well to explain the cure of bleeding. Or just assume that the NPC clerics use their rings to stop bleeding whenever it's necessary, and you just don't see a separate post in chat.carlo aggaruzzi wrote:Virgil in Dundee heals as many points to an indifidual as does Shamson in Milltown or the clerics in Branishor, Fartown, or any other place. It would be more sensible to come up with an interpretation for that uniformity of healing. You might suppose that they're all the same level or all such high level as to be indistinguishable. I pose the more interesting interpretation that it is not common traits of the NPC healers that result in the uniformity of the healing effects, but rather that it is the holiness of the places and artifacts they tend which factors into the equation to make [the NPC clerics capable of healing any adventurer to the full.]

