Whilst we have no magical healing, between soak rolls, and the healing rules, we may be ok.
p96:
The Healing skill is used to remove Wounds. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.
A success removes one Wound, and a raise removes two. Failure means no Wounds are removed. A Critical Failure increases the victim’s Wound level by one.
Buffing spells, especially long duration ones with extra modifiers can make a big impact.
Darksight lasts 1 hour, and you could then add Hurry to give us +2 Pace, and Shroud for +1 Stealth & -1 to hit us, for 3PP base, and then +1 per person extra it is cast on.
So for 8PP that could be cast on all of us.
Or in combat, chucking out Boost Trait (Fighting) on all the melee fighters to make us more likely to hit/raise, as well as increase our Parry. Or strength to hit harder.
Or preventing damage with Deflection (beware if your copy is old, it isn't -2 to being hit since the last update, you choose ranged OR melee on casting), or Protection (which also got tweaked), so we're not needing to be healed as much afterwards.