Klaus said:Because it simply can't be done (again, IMC).
Klaus
They have a potential to heal more, but they can't control it (hence the 1d6), and it doesn't get better (no Greater Disrupt Undead). A Maximized Disrupt Undead would be a 4th level spell (iirc) and heal an amazing 6 (!!!) points of damage. At those levels a cleric is healing what, 3d6 + 7 damage?
The apprentice cleric learns to steadily control positive energy, so by the time he gets to 1st level, he's able to heal far better than any mage can hope to.
At least IMC
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
This spell functions like cure light wounds, except that it cures only 1 point of damage.
Inflict Light Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Healing: Certain divine conjurations heal creatures or even bring them back to life.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
Patryn of Elvenshae said:So why hasn't any wizard put 2 and 2 together and researched one?
Goolpsy said:further more its a balance thing, Sure you could cast healing spelsl if your DM would allow it, but while breaking the balance, why not give all half-orcs wings.. and water elementals swords of Fire?
adamantineangel said:Chill Touch makes a specific statement that it doesn't heal undead with the negative energy it creates, I believe. The explanation of the Positive Energy Plane does state that you will immolate on the plane if not protected (DMG p. 158). Thus, Positive Energy is not inherenty beneficial.
Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
TheYeti1775 said:.
irdeggman (& Hypersmurf),
On the power of the Cure Minor Wounds, in your post just above, could that not be interpeted as having 1+level(max 5) hp's cured?
"This spell functions like cure light wounds, except that it cures only 1 point of damage."
Just a curious question, I've always played the one point too. But every other Cure spell has that level bonus. Makes your battle field healers that much more effective.
The Yeti
This spell functions like cure light wounds, except that it cures only 1 point of damage.
irdeggman said:PHB doesn't have any text on it either.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.