None of the healing spells mentioned are described in a usable amount of detail, although it's possible that if she carefully went over all the details the book does offer she could piece together enough of a system to derive some of the rest by experimentation; it's full of tidbits like "while of course the clearest quartzes are the most effective against infectious disease, it's possible to compensate for a cloudy specimen by increasing the purity of the silver in the rest of the array" and "most of the time, colour is more important in a candle than exact material, but for especially tricky operations like healing a severe physical injury, a solid unscented wax can make the difference between success and failure".
Sherlock comes back with a second book that mentions healing magic. This one is primarily focused on comparing and contrasting spells that call on gods or demons with spells that don't; he's bookmarked the three places where the spell in question is a healing spell and not, say, a curse for turning your enemy into a rat.
First case: speeding recovery from minor injuries such as bruises and small cuts. Here are three different spells Belmarniss would classify as divine, each calling on a specific entity using a specific formula, and four spells she would classify as weird niche bullshit, each using a different method from the rest. One involves a complex dance (not fully described) done while singing a song (only partially transcribed) in an ancient demonic tongue; one involves having the injured person write the location and nature of the injury down on seventeen identical slips of paper, folding each paper up in a different specific pattern (not fully described), and then dumping them all simultaneously into a fire; one involves an arrangement of crystals and candles that might or might not belong to the same system as the one described in the theory text, described in only somewhat more detail than the theory text tends to offer; and the last involves animal sacrifice, and makes no mention of side effects.
Second case: curing serious injury. Two divine spells, two non-divine. One of the latter is another animal sacrifice ritual, and not described well enough to replicate; the other requires a pre-enchanted artifact and does not describe how to make one, but does caution that the ritual will "use up" one of the amulet's seven rubies.
Third case: curing disease. Three divine spells, two non-divine. The description of the first non-divine spell admits that its primary use case is reversing magical plagues caused by the caster, and it's much worse at handling any other sort of problem, which is a pity because all you have to do is paint some runes on yourself and then chant a few things; the second is a cure for the common cold, accomplished by burning a dead bird in a fire ("any bird will do, including one that was dead when you found it, but it must not be plucked or cooked beforehand") until nothing remains but bones and then grinding the bones into a powder and sprinkling that powder over the patient's body while they are asleep.