Thanks.
So it is primarily because of one spell, that the mage doesn't run of of SP?
Also, I thought HMB only went to lvl 5?
I think it's because he uses appropriate spell management that he doesn't run out. He posts here too, so I assume he can offer his critique of the magic system better than myself.
HMb goes to Level 10 due to expansion information that was made available in KODT #156 and #157. Additionally, there's class information for Knights, Paladins, Rangers, Rogues, Fighter/Mages and Fighter/Thieves in the HackJournals that go to Level 10 as well. (Not to mention there have been an impressive number of additional spells made available in those two resources).
It takes days to heal in HM without a heal bot. Not very fun for dungeon crawls - or?
Strike days - it can take weeks or months. I have a PC who, without clerical healing, would have needed something like 120 days to heal back from one nasty wound he received! If we were playing with the advanced rules, he likely would've found himself crippled with permanent negatives to his STR and CON for the kind of blow he received...
I'd just say that "heal bot" doesn't really exist in the traditional sense in HMb. In my opinion, that makes a dungeon crawl more exciting. However, PCs with first aid can help alleviate wounds; healing potions (which are suggested to be only modestly dispersed) help as well.
I guess that's a fairly significant difference in HMb when compared to some of the other RPGs. After a while, you have to start weighing the risks. Is it worth exploring the next room in the dungeon when you've lost half your HPs, your mage is sucking on fumes and the cleric has used his only heal spell of the day? Or do you want to go back to the village and spend a couple of days healing up? (With clerical aid, heal time should be reduced drastically.)
While you're gone, what's happening in the dungeon? Odds are, things aren't static. Maybe they decide to raid the village the same night that you leave to seek retribution for their fallen dead. Maybe they leave the dungeon all together, but not before taking all the kewl stuff you didn't find before you gave up. Maybe they send for reinforcements. In any case,
they don't simply occupy rooms, and
you won't have easy choices...