Felix said:
It's not a healing spell, strictly speaking. Healing spells are Conjuration (Healing). This is Necromancy. And since they can channel a bit of the Negative Energy Plane (in Negative Energy Ray), what is stopping them from channeling the Positive?
I don't see anything wrong with that... as long as it is limited to affecting undead and not healing allies.
It does not say what happens if it hits a living creature, so a DM could rule that it would do 1d6 points of healing.
True. I just wouldn't be one of those DM's
The healing isn't as good (d6), the spell takes up slots that would ordinarily be filled with other spells, necromantic spells have precident for channeling the Positive Energy Plane, and most players of clerics hate being thought of as the First Aid Wagon.
It might actually work fine to give wizards and sorcerers healing spells. I just like having each class as unique as possible. The more powers you give each class that normally belongs with another, the more you end up with a lot of classes that aren't that unique... or you end up with a single class that is clearly better than any other. It is more about preference than balance why I wouldn't allow it. On the other hand, everyone is free to buy healing potions.
Do you not like Tenser's Transformation? Because this is basically what it gives them...
I have no problem at all with Tenser's Transformation. While it is a nice spell if you are going into melee combat, it isn't near as good as having a D10 hit die, full BAB, and heavy armor proficiency. Having things be a part of who your character is 24/7 is much better than having temporary changes that you can do a limited number of times/day at the cost of other options. If I had to fight with no offensive magic, I'd much rather be a fighter than a wizard with Transformation cast.
I forgot about the bard. I often make the mistake of referring to arcane casters when I mean to refer to sorcerers/wizards. I am fine with Bards having healing magic. I wouldn't like their healing to be as potent as the cleric though. I would also be fine with the wizard having healing spells if all their flashy offensive spells were taken away... but then it would be no fun to play a wizard.
I think that how it is now works best for me. Sorcerers/Wizards get the best offensive spells, and many of the best utility spells (Fly, invisibility, D-Door, etc.) Clerics get the best healing/restoring spells, and many of the best divination spells. If you want to play without a sorcerer/wizard, you give up on a lot of those utility spells unless you invest in expensive magic items. If you want to play without a cleric, you give up on a lot of healing potential and divination unless you invest in healing items. You also miss out on things if you don't have a fighter/barbarian or a rogue/bard. There are always ways to compensate... and that is good, but I don't see a need for any changes.
As for the original question. I don't see a problem with no healing spells in the necromancy school. Of course, if they were there I would find no problem with them being there either. I think they fit about equally well in conjuration and necromancy and it is least confusing to put them in just one rather than both.