Yaarel
🇮🇱 🇺🇦 He-Mage
Yes. Psychological factors can be relevant to overcome the stress of physical wounds, and even resist death.And even that physicality is not so strictly bound as some want it to be. Someone can recover from shock (which is usually what actually kills people in a number of violent-injury situations), or at least hold at bay the dangers of shock, due to external stimuli--like someone shouting at you. A rush of hormones, a delayed stress-response or (more likely) stress-relief response, a conscious effort to stay focused on breathing...these things can LITERALLY save lives, because the injuries can be more reparable than the breakdown of circulatory function.
All this to say: it isn't actually unphysical to 'heal' someone by shouting at them. It sure as hell isn't something one can easily control, but that's already true of half or more of the amazing things D&D characters do on a daily basis that don't have a lick of magic in them at all. Motivation alone literally can keep someone going long enough for "real" medical treatment (as though treating shock were somehow virtual medical treatment?) to arrive.
At the same time, I prefer the Martial powers that restore nonphysical hit points (such as alertness and morale and so on) to be different powers than the powers that overcome physical damage, namely, the "stay with me" powers.
Flavorwise, the morale powers tend to be at range, the "stay with me" powers touch.
The Warlord should be better at restoring nonphysical hit points, than the Life Cleric.
I consider any extraordinary powers that rely on the soul, mysticism, etcetera, to qualify as "magic"."Perhaps it is magic: the magic of the human heart, focused and made manifest by technology. Every day, you here create greater miracles than the burning bush."
"Maybe. But God was there first, and He didn't need solar batteries and a fusion reactor to do it."
"Perhaps; perhaps not. It is within that ambiguity that my brothers and I exist. We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner. Holographic demons and invocations of equations. These are the tools we employ, and we know...many things."
"Such as...?"
"The true secrets. The important things. Fourteen words to make someone fall in love with you forever. Seven words to make them go without pain. How to say goodbye to a friend who is dying. How to be poor. How to be rich. How to...rediscover dreams when the world has stolen them from you. That is why we are going away, to preserve that knowledge."
I also consider any extraordinary technology (a sufficiently advanced technology) to qualify as "magic".
The Warlord must focus on nonmagic, things that seem plausible within a scientific naturalistic world view, even if amazing.
The higher tiers segue into the superhero genre. Even when the nonmagic powers of the Warlord become larger than life, it still needs to be the nonmagic flavor that shines thru, despite achieving impossible effects.
Babylon 5 is a great example, where "fantasy" and "scifi" are the same thing. It an other examples are why I routinely refer to fantasy genre as "scifi".I cannot overstate how much Babylon 5 shaped my understanding of fiction, both science and fantasy. Possibly the only thing that can equal it is Myst, and in particular, not the game (which was good, but not that impactful), but the novel, Myst: The Book of Atrus.
With regard to D&D, I view levels 1−4 and 5−8 as the realm of the possible (even if achieved by magic it resembles reallife), and levels 13−16 and 17−20 as the realm of the impossible (even if achieved by the Martial power source and hypothetical reallife scientific speculation). The tier of levels 9−12 is the blurry overlap in between.