TEXT: Gregorius21778: 
  Healing Spell House Rules 
  for OSR RPGs
  Version 1.0; written by Kai Pütz
  (c) 2017
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2016
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Some artwork copyright John Buckley, used with permission.
  Cover by Publisher´s Choice Quality Stock Art (c) Rick Hershey / Fat 
  Gobling Games
  Some OSR  games  suggest to  use  “alternate  history” versions  of  our  own  world  as
  backdrop for adventure games. This approach has a lot of advantages, as everybody is
  able to read up on a given area via internet sources, and the real world was (and is) a
  grim-dark place for sure: there was the 30-years-war in Germany, the reign of the black
  plague in Europe, life in Paris during the time of musketeers was filthy and cruel, the
  "northmen"  still  were  vikings  as  the  first  christian  missionaries  arrived,  the
  Conquistadors were terrible savages in their own right, etc. Using the real world leaves a
  GM with a problem in regard to one class, so: clerics, due to their healing spells.
  While witches and warlocks are expected to call forth unfathomable powers, people of
  the faith who are able to heal wounds with a touch of their hands would have a flock of
  believers around them quickly. After all, they are true saints, aren´t they? Visions and
  blessings  are  one  thing,  but  instant  wound  healing  is  hard  to  incorporate  into  a
  "realistic" Europe. Our real world did not have temples of instant healing, people prayed
  for miracles but a clear, undeniable, unarguable miracle would be a bit much and could
  „break the magic“, especially when even a Level 1 Cleric may heal a wound instantly.
  After all, the PC cannot be the only ones who have access to that "spell".
  The following spells are meant as alternative (and replacement) for Cure Light Wounds
  and Cure Serious Wounds.
  
  Minor Prayer for Protection
  Cleric Level 1 Spell
  Duration: 10 combat rounds per level of the caster
  Range: 50´
  With this spell the cleric calls out to his or her deity for protection. For the duration of
  the spell the character may negate damage of up to 1d6 hit points (plus one hit point per
  level of the caster) at the moment the damage is dealt. In game, the attack is only a
  glancing hit and/or the damage is just superficial. The prevented damage is "subtracted"
  from the number of points the cleric is able to "prevent" for the duration of the spell, and
  the cleric may choose which damage to prevent and which not. Only a number of
  characters equal to the cleric´s level may benefit from the protection, and to do so they
  must be within 50´ of the cleric. There is no reverse version of the spell.
  Major Prayer for Protection
  Cleric Level 4 Spell
  Duration: 1 turn per level of the caster
  Range: 50´ +5 feet per level of the caster
  With this spell the cleric calls out to his or her deity for protection. For the duration of
  the spell the character may negate damage of up to 1d6 hit points per level of the caster,
  at the moment the damage is dealt. (see Minor Prayer for Protection). In addition, the
  spell may be used to negate a temporary negative condition that would be inflicted upon
  a character (like stun, blinded, etc.). The GM determines a number of “damage points”
  this negation counts as (usually, 1 to 10 hit points). There is no reverse version of the
  spell.
  With this little trick, the clerics are still the saviors of hit points for the party, but every
  heathen and heretic can easily argue that this was “just plain luck!”.
  Cure disease may be tweaked as easily. Instead of having the diseases disappear at once,
  the character will simply succeed on all further rolls that are done to check for the cure
  of the disease, an all damage that will occur due to the disease is reduced to the possible
  minimum. If the disease would otherwise be “permanent”, a cure will set in after 1d6 or
  2d6 days. Likewise, “Cause Diseases” (the reverse of the spell) should take 1d3+1 days to
  come into effect. As this reduces the effectiveness of the spell, the GM may wish to turn it
  into a “Cleric Level 3” spell.
  More powerful spells I would personally leave as it is: at Level 5 or 6, a little miracle doing
  might be expected and as there are tales about marvelous healing in the middle ages, this
  should not become to much of a game breaker. After all, there are not THAT many Level
  5+ Clerics running around in the game world, are there?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Jon Brazer Enterprises/Healing Spell House Rules.pdf