Treat wounds, manage blood loss, neutralize poisons, or pull someone back from the edge.

Battlefield medicine is not delicate work. There is not always clean water. There is not always time. You learn fast which wounds can wait and which ones won’t, and you learn that sometimes the kindest thing a healer does is stop someone doing something stupid while they are still bleeding. The rest is pressure, thread, and the particular calm of someone who has seen worse.

Heal is the skill of keeping people alive — treating wounds, managing blood loss, addressing infection, neutralizing poison, and stabilizing the critically injured. Make a Heal (Spirit) Trial when someone needs medical attention, whether that’s immediate triage in a fight’s aftermath or careful treatment of a longer-running ailment. For improvised remedies using what the land provides, see Wildcraft (Vitality).

Examples: packing a wound before it costs someone a limb; identifying a poison by its progression and countering it; bringing an unconscious ally back to stable; treating fever in someone who cannot afford to rest.