Rel
Liquid Awesome
This issue came up in my last campaign. I decided not to allow any spells from the splatbooks until they were all available. Finally, Masters of the Wild came out about half way through the game. Then I had to decide how to introduce all those divine spells. I didn't want to just plop them in all at once.
What I did was require the divine caster to meditate on the spell in question for a period of days equal to twice the level of the spell they wanted to gain access to. At the end of that period, they could make a Spellcraft check (DC 15+spell level x2). If they failed the check, no spell.
I allowed some circumstance modifications to this Spellcraft check such as meditating in a shrine or temple devoted to their god or completing some sort of quest in the direct service of their deity.
It gave them a taste of all the studying and memorizing that Wizards have to do to scribe their spells.
What I did was require the divine caster to meditate on the spell in question for a period of days equal to twice the level of the spell they wanted to gain access to. At the end of that period, they could make a Spellcraft check (DC 15+spell level x2). If they failed the check, no spell.
I allowed some circumstance modifications to this Spellcraft check such as meditating in a shrine or temple devoted to their god or completing some sort of quest in the direct service of their deity.
It gave them a taste of all the studying and memorizing that Wizards have to do to scribe their spells.