Heal
Mana: 1
Range: 2
This ability can be used to heal infantry or biological units and is enabled without any research. Unlike most special abilities, Heal is an auto cast ability and Medics will begin using it on any nearby damaged units. Units can only be healed by 1 Medic at a time and every point of mana spent will heal 2 health. Unlike the SCV Repair ability, the Heal will recover units very quickly and is very effective at keeping units alive in combat.
Optical Flare
Source: Academy
Minerals: 100
Vespene Gas: 100
Research Time: 120
Mana: 75
Range: 9
When cast on a target, it becomes permanently blind reducing its Vision to 1. The target can still see anyone who is attacking. This isn't very effective on a group of units since any unit that isn't blind will be able to see the area just fine. It is most effective against units that are alone, but mostly detectors since it removes their detection ability. The flare is probably the most rarely used ability in the game, and it is probably better to save the resources.
Restoration
Source: Academy
Minerals: 100
Vespene Gas: 100
Research Time: 80
Mana: 50
Range: 6
Restoration cures a friendly unit of any harmful status effects. This ability is what makes having a few medics around useful. Most of these abilities which make a unit worthless or almost dead can be cured including: Lockdown, Blind, Irradiate, Plague, Ensnare, Parasite, Acid Spores, and Maelstrom.