In the Astrologian quests, it's quite literally casting Aspected Benefic and sending the patient away.
"Heishia
What is this sorcery? My cuts... They knit themselves! Are you a healer, adventurer? If so, I have another request of you."
"Heishib
How did you...? It is as if I was never dealt a single wound! What manner of magicks do you wield, friend?"
Etc. You do that a lot in the 50+ quests and many of them are in their death throes to boot. Truly, many of them are sent back several malms through the snow right away. While conjury might possibly be a little less powerful, it's unlikely White Magic would be.
That said, the reason why we can't just heal everything away is simple: It cheapens the narrative.
Just as healing trivializes mechanics if you can just comfortably heal through the damage, it also cheapens the narrative effect of pain, death and disease, as it erases the consequences and thus impact and effect.
So you're given limitations to preserve those consequences and those are commonly arbitrary: You cannot dispel "that" debuff, you cannot rescue "that" person etc. Or as a compromise, you can "barely" save them, but they need to jump through X, Y or Z hoops afterwards. Why? Because whoever made that encounter/story didn't want the effect to just be completely erased. You can instead have your healer power fantasy on inconsequential random NPC #471 instead. It's that simple.
People generally underestimate how dangerous healing is on a meta-level.
To cope with it, the narrative adjusts healer power to the desired level to achieve the desired effects. Sometimes you can fix a dying person up with a single cast, other times they need months to recover and still struggle and other times you just outright cannot do anything.
The content instead adjusts boss power - hence easy content has lots of mechanics that can be healed through, hard content has instant kill and instant wipe mechanics galore.
Just crack it up to function over form.



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