Not sure healing at the start of turn/dawn? is natural healomancy, but it seems best to call it that, considering what I know of Erfworld's mechanics.
Now then, at first, we have been shown that start of turn is supposed to heal you to full hp, no exceptions; unless you're incapacitated, of course. But otherwise, you can have an arrow in your side, be chopped to near pieces, but if you have at least 1 hp remaining, you'll get healed to 100%. Caesar recovered from exactly that in one text update. http://www.erfworld.com/wiki/index.php/ ... mission_47
However, we have later been shown several things that ignored the "heal at dawn" rule: First was Olive's heroine buds. The addiction didn't go away, if you used them, you'd eventually croak, if you stopped using them, you'd croak even faster. They were a product of a link-up, containing a whole mash of disciplines, and we know things like that are usually powerful. Was that the reason? Or is it because they were poison? does being poisoned not allow you to heal at dawn?
Second thing was one we learned about, very recently, from Digdoug: the never before mentioned branch of magic, Winemancy.
His hangover persisted after dawn aswell, despite the healing that was supposed to happen. This brings credence to the "poison/poison damage does not get healed if you're still poisoned" theory, since getting really, really wasted is alcohol poisoning, even if it's not lethal. And here I thought you could drink all you want in Erfworld and not have hangovers, since everything should just get healed at dawn.
Third thing could be something else: way back in book 1, it took Wanda more than one day and help from a Thinkamancer to recover from her mental trauma caused by the backlash from Jillian breaking Wanda's control. Since heroine buds also had thinkamancy in them (Charlie removed the addiction via a Thinkamancy/healomancy process), it may be possible that only physical damage is healed, and damage caused by thinkamancy might be irreversible without another thinkamancer's help, which makes that branch of magic extra-scary.
So, thoughts? I can see why Thinkamancy-inflicted damage wouldn't be healed - it's physical healing, and what makes a "right" state of mind, anyway? But why wouldn't a purely physical damage poison be healed? Is this a "special" poisons have - you can't be healed until poison is removed, even if the poison itself is non-lethal?
Edit: also, as per topic name, are there any other things that I missed that appear to mess with the heal at dawn mechanics?