Healing Rebalance

Healing spells were given a wonky addition under NDS that prevented them
from being used on Qors (they'd heal worse and lower the caster's
karma). It was an attempt to stop heal muling, but it didn't work. We
can do that a better way. (more on that in another pull)

* Heal spells no longer factor in target's karma. Shals won't get bonuses
simply for being positive karma (which was making their spells do max healing
even under AMA/Dement and in plate), but Qors won't get penalized, either.

* Heal spells are now based mostly on spellpower, like they should have
always been. You will find them being far less effective under AMA or
Dement than before.

* All heal spells are now instant (no focus). Focus is a bad design
mechanic, and it made Minor Heal and Hospice unusable.

* Heal spells can no longer fizzle. First, because oh my god the fizzles
on Minor Heal are enough to drive anyone insane. Second, because their
effect is based on spellpower, so casting under AMA will heal nothing
anyway.

* Major Heal will shift your karma faster for healing people with higher karma
than you. It was previously swing = 2 (same as hospice) but it is now swing = 3.

* Added vigor costs to Hospice and Major Heal; but Minor Heal vigor cost
is now zero. The different spells now have different balances depending
on whether you want reagent efficiency, time efficiency, or mana/vigor
efficiency.

* Minor Heal now heals 1-3 + spellpower/20, or 1-8 total.

* Hospice now heals 1-5 + spellpower/10, or 1-15 total.

* Major Heal now heals 1-10 + spellpower/5, or 1-30 total.

Overall, this is a mixed bag of buffs and nerfs, but I think the outcome
is a satisfying series of usable spells that players won't be annoyed to
fight with or against. The awkward issues and broken situations
should be resolved. In particular, Shals trying to Major Heal themselves
under AMA/Dement while wearing plate will be sorely disappointed.
That used to give 30-40 health purely based on karma, which was silly.
Now healing is something you may want to use with Dazzle - dazzle
the enemy, switch to robes, heal yourself. Minor Heal and Hospice
are significantly better than they were... Major Heal may not always
be the best option.

But note, since heal spells don't fizzle anymore, you can still try to heal
yourself while wearing plate and so on. Getting 1-3 health from Minor
Heal in that severely disadvantaged situation is still something, if you've
got any breathing room.

This pull also reclassifies the internal objects so that all heal spells are 
a new Heal class of spell. This will help us do cool stuff to interact with
heals later (formerly, there was no unifying element between the three
heal spells, they were all just separate spells). This also makes adding
new heal spells trivial if we want to.