So, I had this big long complicated idea for herbalism that I was getting waaaay too 2e on, if you know what I mean.
Then I went back, had a cider, and looked at the actual Lamentations skills.
EDIT: These rules have been updated, though mostly just reworded. The update is available here
Physic is a shorthand for all the healing arts; diagnosing and correcting imbalances in the humors, knowledge of healing herbs, of staunching and stitching, fitting artificial limbs, and all things appropriate to the station of a doctor.
Use of Physic requires a Specialist Toolkit (Physician). It may be used in any and all of the following circumstances.
• First Aid: Following combat, you may use the skill to treat one or more wounded characters. The physician declares his priorities for treatment, then rolls against the skill; success means he can heal 1HP plus an additional 1HP per point of his margin of success. Divide these HP as evenly as possible between patients. If a 6 is rolled, roll again: on a 4+ (6+ for physicians with a skill of 6) the doctor does an additional d6 HP of damage to the patients.
• Back From the Brink: You may attempt to stabilize a dying character. Characters who have been given a coup de grace, died from disease, or whose bodies are clearly destroyed, cannot be saved. With a successful Physic roll, the character is allowed a save vs. Poison. A character stabilized in this way can be moved with sufficient care but will remain unconscious or immobile and barely lucid for the remainder of the day. They must also roll on an appropriate resurrection survival/mutilation table or suffer other disabilities at the DM’s discretion.
• Find Herbs: As “find food” under Bushcraft. A Physician with Healing Herbs in the party allows all party members to recover an additional HP with each night’s rest, or one character to regain 1d4 HP.
• Diagnose/Treat diseases, drugs, and poisons: a character with an imbalance in the humors can be treated by a Physician. The suffering character takes 1HP of damage. If the Physician passes his skill test, the character is allowed an immediate “free” save against his ailment, with no further penalty for failure.