pawsplay
Hero
I don't think a cure light wounds would be impossible for a wizard. While a Bard may be in tune with the Song of the Universe or work magic with their hearts or whatever, we are fundamentally talking about a movement of arcane energy, at which Wizards are the masters. Further, many Monster Manual critters can cast even Cleric spells as arcane sorcerer spells, further suggesting that arcane power is theoretically capable of just about anything, with the right ingredients. Wizards can't cast cure light wounds for the same reason Fighters can't sneak attack. It's not physically impossible, it's just outside their expertise.
There are several obvious ways to me to approach this. First, you could say, if it could be done, it would have been already. I find that the weakest approach, because it leaves open the question of why it's so hard to do. Second, you could assume outside forces keeping such spells out of a Wizard's hands. Perhaps any time such a spell is cast, the Gods of Magic, Healing, and Death instantly become aware of it, and by pre-agreement, strip the knowledge from the caster's mind. Third, you could say, "Sure, this might be interesting." At the low end, early experiments might yield only crappy versions. In many worlds, great advances in the spell list are the work of generations with a few strokes of genius. In other worlds, experimentation and customization might be easier. Because it's outside the usual practice of magic, maybe such a spell is just a level higher for a Wizard than a Cleric. Another approach might require a Feat to acquire the necessary expertise, perhaps with a Treat Injury requirement to represent they must do with knowledge what a Bard does with intuition and a Cleric with faith. A more conservative approach, to keep such magic from being too readily available, might be an arcane healer class. Such a class might grant full arcane progression, and each of 5 levels grant increasing access to cure and remove spells.
As for the flame strike argument, that holds little water. A character created using the Book of Exalted Deeds has ready access to a Feat that allows you to empower a spell with divine energy. It raises the spell level by one. The vast difference between a consecrated fireball and flame strike, both 4th level spells, escapes me.
There are several obvious ways to me to approach this. First, you could say, if it could be done, it would have been already. I find that the weakest approach, because it leaves open the question of why it's so hard to do. Second, you could assume outside forces keeping such spells out of a Wizard's hands. Perhaps any time such a spell is cast, the Gods of Magic, Healing, and Death instantly become aware of it, and by pre-agreement, strip the knowledge from the caster's mind. Third, you could say, "Sure, this might be interesting." At the low end, early experiments might yield only crappy versions. In many worlds, great advances in the spell list are the work of generations with a few strokes of genius. In other worlds, experimentation and customization might be easier. Because it's outside the usual practice of magic, maybe such a spell is just a level higher for a Wizard than a Cleric. Another approach might require a Feat to acquire the necessary expertise, perhaps with a Treat Injury requirement to represent they must do with knowledge what a Bard does with intuition and a Cleric with faith. A more conservative approach, to keep such magic from being too readily available, might be an arcane healer class. Such a class might grant full arcane progression, and each of 5 levels grant increasing access to cure and remove spells.
As for the flame strike argument, that holds little water. A character created using the Book of Exalted Deeds has ready access to a Feat that allows you to empower a spell with divine energy. It raises the spell level by one. The vast difference between a consecrated fireball and flame strike, both 4th level spells, escapes me.