How do you handle access to new Cleric/Druid spells?

Starman said:
I'm talking about a whole book other than the PHB. Are you saying that it weakens the classes not to give them access to gobs of spells from other sources?
In theory, all classes are given equal treatment. Wizards and Sorcerers are given more spells to choose from too. Same with Rangers, Paladins, and Bards. Fighters are given more feats to choose from. Et cetera, et cetera. If you allow any material from other books, then specifically taking away options from one or two classes weakens them in comparison.

I did specify "in theory." If you're not talking about theory, then you have to talk about each spell, feat, and option case-by-case.
 

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I let them in freely, subject to my rule for everything (especially stuff outside the core rules): "Make sure I approve it first." I've never had it be a balance problem, and I just don't see the gods as celestial beancounters, giving a spell and taking another away. (Unless, of course, the god in question has "merchants" in his or her portfolio!)

One of my DMs handles it the same way; I suspect the third DM does as well, but it hasn't yet come up.
 

My DM allows anything from the core books and the "complete" books. Any other spells (wizard, cleric, whatever) from another book other than these have to be approved by him and then researched by the character (or found on scrolls, spell/prayer books, etc.).

Personally, from experience, I have found this as being a pretty good power boost for the divine casters, since they automatically get to choose from the new spells when they pray for their spells each morning/night/whenever. The wizards on the other hand have to find the spells (or research them) then spend the time and money to scribe them into their spellbooks, one at a time. I know this is just the way the system was designed, but it just brings the clerics and druids one step further to making the wizard obsolete. ;)
 

Divine spontaneous caster option from UA. They have limited numbers of spells they know. New spells must be approved by the DM. I rejected a PC dwarven cleric of a dwarven knowledge god learning dragon's breath from CD for flavor reasons. On the other hand I approved Ghost armor for him and camoflage for the druid.

Straight preparation clerics and druids I limit to the srd selection for preparation options.
 

Starman said:
I'm wondering how other people handle adding new Cleric/Druid spells in their game. Do you just make them freely available to the player?
Yes.

Wasn't their a poll on this a month ago, or so?
 

My method: Druids/clerics/etc ... have access to all PHB spells at the start. These are the 'common' spells known to all. Then, I design short lists of extra spells from alternative sources that are commonly known to certain faiths, sects or other religious organizations of which the PC is a member or is affiliated. Then, I give the players the lists of extra spells their PC knows. There may be multiple lists for the same PC. These lists may be as short as 1 spell, or they may have a fwe hundred spells on them. For instance, a cleric of Mystra in one campaign I ran had a list for being a cleric of Mystra, a list for being based out of a church in Waterdeep, a list for being a clerical member of a certain wizard's guild, a list for being a member of the city guard reserves, a list for being a member of the adventurer's guild and a list for being a member of the royal family.

Then, I allow these characters to add spells to their lists by studying new spells that they encounter or create. If a PC has an opportunity to study with another spellcaster that can cast a spell they do not know, or locates a scroll with one of these spells, they may spend 8 hours studying it and add it to their list (if they make a Spellcraft check DC 15 + 2 X level).

The net result:

Each priest ends up with their own specific spell lists.
All clerics of the same God develop similar, but distinct flavor.
I get to use all those extra spells from all the sources, without flooding a single priest with 3000 choices for a first level spell.
 

We handle the availability of non-core spells by either being exposed to them, research, or being taught them by superiors/allies.
 

I'm playing a druid currently, and our DM gives me access to spells from other sources as a RP reward. Alternatively, I can pay to research specific spells. We just hit llth level in our game(10th for me because of a +1LA). I wanted to learn the Rejuvenation Cocoon spell from complete divine, so I spent about 5000 gold developing my characters druid grove(equivalent to researching imo except more flavorful). Transplanted a bunch of trees, moved in a couple Unicorns(that we saved back at 4th level), and moved a large tree containing a sprit creature into my grove from a distant location(also saved at an earlier level).
Clerics imo should have a little easier time getting spells....and its much easier to donate large sums of money to furthur religion.
 

My method: druid spells are banned unless I'm convinced that they're not broken. There's no single greater indicator of an unbalanced builder book spell than "drd x" in the spell level line. (Miasma, murderous mist, spikes, brambles, etc, I'm looking at you).

Clerics spells would be available to specific faiths and orders of clergy or, possibly available to others on a 2/1 trade basis--trade 1 PHB spell for 2 builder book ones. All subject to DM review, of course. (Mass resist energy is NOT a 3rd level spell).
 

If the PC's pray for it they can have it so long as theres a reasonable explaination why their god granted them this new type of prayer.
 

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