I find the overlap of spells in D&D 3.5 and Pathfinder frustrating as both a DM and a player. I certainly understand the rationale for have spells listed in multiple spell lists. It makes sense to have more than one class have access to healing spells. In the 3.5 Player’s Handbook there are five classes (out of 11) with access to healing spells; the bard, the druid, the cleric, the ranger and the paladin. The Druid and Cleric are both primary healers with the bard, ranger and paladin as back up healers. Now I don’t mind there being multiple classes with access to healing, but what I don’t want is five classes with the exact same spell. In fact, I only want one class to have access to any particular spell.
Let’s go a little further in my thinking about healing spells. Assuming I keep the Druid as a class, I want them to have different types of spells than the cleric. The Druid should have healing spells based off of the “natural” healing of a creature, while the cleric should have spells that are drawn from the divine.
Here’s an example based on existing spells.
Cleric: Cure light wounds (positive energy)
Druid: Lesser Vigor (natural energy over time)
The Cleric’s spell can also damage undead since it’s positive energy, while the Druid’s cannot. The Druid taps into the “natural” healing of the target and speeds it up, while the Cleric taps into the energy of the gods. Both accomplish the same thing in different ways.
The paladin and the bard present different design issues. If I continue with the same line of thinking, I either need to develop new spells or change the ability of the classes. I lean toward the second option. I don’t like paladins, rangers and bards having spells, so I’ll give them special abilities that accomplish the same thing without duplicating another class. Since I’m still working on the Bard and ranger, I’ll concentrate on the Paladin.
Paladin’s get “Auras.” Auras function similarly to the Crusader’s stances in Tome of Battle. Here’s a example.
Healing Aura
Each time you successfully strike an opponent in combat, one ally within 30′ heals 4 hp.
10th Level: Increase healing to 8
15th Level: Increase healing to 12
Paladin’s will get multiple Auras over time and can switch between them as a swift action. These auras always have a radius and always heal, protect, inspire, etc, another character, but never themselves, since the nature of a Paladin is to lead others.
So now we have the Paladin not duplicating the cleric or druid, but still serving its roll as a back up healer for the party. Obviously they aren’t going to replace them as the primary party healer, but they are going to provide secondary healing support. Another Aura might help with other types of healing. For example:
Aura of Mending
Each time you successfully strike an opponent in combat, one ally within 30′ heals 1 point of ability score damage to one ability score.
10th Level: Increase healing to 2 points
15th Level: Increase healing to 4 points
The conversion of Paladin spells to Auras is a relatively simple process. It is only a matter of identifying those essential spells and re-creating them as Auras. By the time a Paladin reaches 20th level they will have 5 auras they can switch off and on to provide secondary support to other characters.