Arcane Healing you say?
here's an arcane alternative ... never really tried it, but I think it's an okay spell selection. Rebuild self is actually really good.
Arcane Healing [v 1.5] I,II,III, & IV (by Wolf72 and Rehab)
Transmutation
Level: Sor/Wiz 1-4
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/lvl or less
Saving Throw: Harmless (will negates)
Spell Resistance: Harmless (if you want to ...)
True healing rests in the hands of users of divine magics and those versed in the power of song. Sorcerors and Wizards are not with out some capability to aid their comrades though. This spell will repair wounds and damage much the same way a cure spell would. The big difference is that the repair is only temporary, the magic that repairs the wounds will fade after a time. The recipient would be well advised to seek true healing soon (or immediately, see below). When the spell duration runs out, the temporary hit points disappear. The spell can not grant a target additional hit points, the target only gains HP up to its maximum. The energy from this spell is not positive energy and has no adverse affect at all on constructs, undead, and the like. This spell permanently heals subdual damage as a standard cure spell would.
There are 4 versions of this spell.
1st lvl: 1d4 +1/lvl (max 1d4+5) Arcane Healing I
2nd lvl: 2d4 + 1/vl (max 2d4+10) Arcane Healing II
3rd lvl: 3d4 +1/lvl (max 3d4 +15) Arcane Healing III
4th lvl: 4d4 +1/lvl (max 4d4+20) Arcane Healing IV
The caster can increase the strength of the magic by decreasing the duration. In essence, more powerful healing but for much less time.
Help is just around the corner!: duration is 10 min/lvl, the die is increased from a d4 to d6 ...
The Cleric says “Don’t worry! I’m right behind you!”: duration is 1 min/lvl, the die increases to a d10 ...
Today is a Good Day to Die!: Duration of 1 round/lvl, but the die used is a d12!
Of course any kind of dispel or anti magic zone could be quite deadly. If a creature were to lose enough hp to drop it below 0 because of the end of the spell’s duration, the creature goes to 0 hp in a stable but unconscious condition. The material component of this spell is threaded sewing needle.
Rebuild Self (by Rehab & Wolf72)
Necromancy
Level: Sor/Wiz 5, Bard 5.
Comp: V or S (see below)
Casting time: 1 action
Range: Personal
Target: you
Duration: 1 round / level
Save: harmless
SR: n/a
This spell allows an arcane caster to instantaneously heal himself to perfect condition with a mere gesture or word. Using his powers, bones are forced to re-knit, organs repair themselves and his veins flow with renewed blood. Of course, once the spell has depleted its magical reserves, the caster's body returns to its previous form, with devestating effects.
The spell heals the character 4hp/lvl. All diseases and poisons are halted. The character also regenerates any lost body parts. NOTE: this spell has a duration of 1 round/level. At the end of the spell all temporary hp are lost, diseases and poisons resume their course, and regenerated body parts fall off.
There are two versions of this spell, one verbal and one somatic, choose one. That version is the one you know. Wizards can have both versions in their spell books, they must however decide which one (or both) to prepare. Bards can only know the V version. (Sorceror’s could learn both if they wanted to).