victorysaber said:
So let's say I gave the cleric a spells per day progression like the wizard, but in return I allowed them to use their turn undead ability to heal 1d6/level damage in a 30 ft radius. Would it be unbalanced, balanced, or... overbalanced?
I think that would work. Actually, a very simple fix would be to allow clerics an (SU) ability to Cure Minor Wounds and then give them a wizard's spell progression. Thus, the cleric can heal everyone to full, at a rate of 10 hp/minute all day long, but, loses a lot of in combat healing.
Honestly though, it's the "in combat" healing that's important. It doesn't really matter how long it takes to heal out of combat, since you aren't in danger of dying. However, you REALLY need healing in combat, particularly at higher levels when creatures can drop you from full to dead in one round of full attacks.
I think you would find that even giving them a healing ability, they are still going to have a number of healing spell memorized because of this fact. Which means that the more specific spells get cast even less.
Something to remember is that, while clerics do have some combat spells, none of their spells come even close to the versatility of a wizard's. Look at alter self. What secind level cleric spell can give me a fly, climb or swim speed? Plus the abilty to breathe underwater? Plus natural attacks?