Healing, and the possibility of optional healing spells are subjects that
have been kicked around before. Even moderate changes in the healing rules
can
have major effects on the flavor & feel of play. For myself, I wanted a
more
swashbuckling and cinematic style of play, so I boosted healing: Potions
now heal
1d+1, and "natural" healing is several times faster to keep up with the
magical healing. I've also changed the Revival spell to a more general
Health spell
(completely heals the living, or raises the recently dead, St cost 50).
Finally I've considered two hypothetical healing spells: An IQ 14 spell
that
heals 1d+1 for 50 St and an IQ 8 spell that heals 1 pt for 50 St. The first
one migh get researched one day; the second one will probably go
undiscovered or
only be a curiosity.
But I'm considered a wild, mad, munchkin, "why don't you go play D&D
instead?" TFT GM on this list.