Those just shouldn't have been a thing. Make it so divine spells can't be wanded, and you're golden.
Cure ______ wounds is an arcane spell in 3e, thanks to Snarf's favorite class.
For comparison: In Pathfinder 2, Shield is a cantrip that provides only a +1 bonus to AC. Once cast, it can't be cast again until 10 minutes later.
That's not entirely how it works. The differences between D&D
shield and PF2
shield are based on quite a few other rules differences.
First, in PF2 you have three actions per turn. If you're wielding an
actual shield, you need to spend one action to Raise a Shield to get its benefit of +1 or +2 to AC (+1 for light shields or bucklers, +2 for heavy shields) until the start of your next turn. This is something anyone can do. In addition, most martial types will have the Shield Block feat, which lets them use their Reaction to actively block an attack that hits with a Raised shield. This will reduce the damage of the attack by the shield's Hardness (3 for wood, 5 for steel, more for magical shields), and then both you and the shield take the remaining damage (which might break the shield and make it useless for the rest of the fight until you can repair it, which usually takes one or more 10-minute activities). So, that's how regular shields work.
Then we get to the spell
shield, which as already mentioned is a cantrip. When you cast it (1 action), you get a +1 bonus to AC, just like Raising a light shield. This is something you can do all day long. If you do get hit, you have the
option of blocking with it, reducing the attack's damage by a small amount (generally less than a proper level-appropriate shield would), but if you do you can't cast the spell again for 10 minutes. So basically, the
shield spell is the equivalent of having a bad physical shield, except you don't need the Shield Block feat to reduce damage, it doesn't take up a hand or any Bulk (encumbrance), and it does take a cantrip slot.