How offten are you killing your players is the question? there are countless ways to whoop-on players, make the combat dangerous and gritty without killing them every other game. Siimply saying "Wow, ouch, yes..the Troll hit you, now your unconcsious so you can't see what happens." turning to the other players the Dm Says, "you see his body hit square in the chest, doubled over, then grabbed by the back of his shoulder and thrown out the cave, his shins snapping on the rocks before he vanishes." Now, when the combat is over, the players find out that the knockedout guy, is seriously wounded, and will take along time to heal natrually without magical or medical aide. This way, the knocked out player didn't get the Xp, or the gold, but didn't die, and ended upw ith alot of wounds that will cost him to fix. He'll be smarter for it next time.
orther ways are to break, or cut off players limbs: fingers, hands, forearms, legs, knees...w/e, this inflicts damage, and leave them alive. Also, leave the player with lingering damage, a cracked rib or swollen hand that wont go down, give them -'s to their stats for weeks of In-game play. I love the healing chart from WOD for a human, check it out and see if you can work it into the game so that the players know how long it will take them to heal, how much down time, and how much it might cost to get better.
ON the other hand, if your playing the game less serious, then by all means us the healing spells, and the Raise Dead as a sort of "new quarter effect" or a "last man save" thats cool, but for those who are playing a more serious game, keep the Raise Dead away, becuse, once the players learn that they can come back, I feel, that the play their heros with less realisim, and throw themselves into likely deadly situations withless thought.