qftCrothian said:I let Clerics have access to all spells on the cleric spell list. Sounds good for the PCs until they see that cleric NPCs have access to the same spells.
I allow most spells from WotC sources, provided I have a copy of the book. The caveat for clerics, however, I got from Piratecat--your spell list is limited in size such that it must be equal to the list in the PHB. If you want to use new spells, you have to make room for them by giving up old spells. This has had the effect of making each player character cleric's spell list unique, and has given me a framework within which I can allow most new cleric spells without allowing clerics to gain more power each time a new supplement arrives.Lizard Lips said:Sorry about the ranting, but how do you deal with new cleric spells? I find wizard spells easy to introduce. If i want a spell to be in, I throw a scroll into the next treasure hoard, or I let the player pick a couple when they level up. But clerics get access to everything. Isn't introducing tons of new spells a problem?
Not really; this is actually more of a problem a DM is having with his player adding supplimentary material to the game 5 minutes before it starts, which is a Bad Thing (tm), and causes unecessary stress.airwalkrr said:I think this thread skirts on the line between house rules and general, but it's all good.
This is the approach I use in my campaign. I find it is a good balance between opening options for the player while keeping the characters more or less on par with each other.airwalkrr said:One is to use the RPGA D&D Campaigns method. A player can choose one rules item from outside the three core rulebooks for each character level. This rules item may be a feat, a spell, a magic item, a mundane item, or a prestige class.
Just have 2 cleric NPCs and have them cast whatever the PC cleric cast the round before. They are bound to be worth casting if the PC is casting it.Morrus said:Heh. And suddenly running NPCs becomes ten times harder!

Lizard Lips said:He insists he's not min/maxing but most of his choices appear to be made solely for their tactical value ("cleric is just the best class", "I want to play a 'little person' who rides a dog and wileds a lance, but I'm not a halfling")
Just before my last session he hands me a stack of print outs. "I found a bunch of spells online for my cleric. They're all from WotC books so they're official."
So I take a look at the spells . What is the deal with all of the cleric damage spells? "Nimbus of Light"? "Deific Vengeance"? Maybe I'm an old curmudgeon, but shouldn't clerics be pretty limited to healing and buffing?
Sorry about the ranting, but how do you deal with new cleric spells? I find wizard spells easy to introduce. If i want a spell to be in, I throw a scroll into the next treasure hoard, or I let the player pick a couple when they level up. But clerics get access to everything. Isn't introducing tons of new spells a problem?
JustKim said:Spellcasting is the cleric's class feature. Because their spell list is utilitarian and the core game assumes you have access to many of these utilities, a lot of clerics do end up exactly the same. If you allow fighters to take their bonus feats from noncore books, why not allow a cleric to prepare spells from a noncore book?
To answer your question, no, it has never been a problem for me, either as a DM or as the de facto cleric player.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.