Since 3.0, clerics and druids have suffered from an overabundance of casting options. Wizards learn two spells per level and get more only when they’re ready to spend money to borrow books or scribe from a captured book. Divine casters get a giant list of spells dumped on them each time they hit a new spell level, and it only gets worse as more sourcebooks are added. It’s completely overwhelming to new players, and even experienced players have to comb through a whole list of spells they never use to find what they actually want to cast. Plus, while getting everything is obviously better from a pure power standpoint, it’s part of why clerics are boring to level; wizards get to make choices of spells on levels where they’d otherwise just get some skills, but clerics don’t.

This idea is blatantly borrowed from Harbinger and tweaked to work for 3.x/Pathfinder (his version was mostly focused on 5e). It affects all divine casters that normally get their whole spell list added automatically (so clerics, druids, paladins, rangers, and possibly some expanded material casters).


Divine magic is in many ways simpler than the complex formulae of arcane spells; the god is doing a lot of the heavy lifting, and the priest needs only request the spell in an hour of prayer. While this means that the priest can keep all spells known in memory without the aid of a book, it does not touch upon understanding. That is, a prayer for a spell is more than just the words, it is the complex emotional resonance that conveys to the god exactly what the priest wants and that she is worthy. Attaining this mindset for each spell is essential to being able to channel its energy.

Divine casters gain basic spells known in the following ways:

  • They automatically gain any spells they can cast spontaneously (e.g., cures, inflicts, or summons) upon attaining the necessary spell level.
  • If they have a domain, they automatically get to cast the domain spells normally, and add them to the full spell list if they are normally available (e.g., a cleric with the Knowledge domains adds all spells from it as they become available except Detect Thoughts, Legend Lore, and Foresight, which do not otherwise appear on the cleric list).
  • They gain all level 0 spells on their list.
  • As soon as they can cast first level spells, they can add additional first level spells equal to their casting ability bonus (i.e., wisdom for most, charisma for paladins).
  • Finally, they automatically add spells known per class level like a wizard (i.e., no spells are gained automatically from a prestige class that grants additional caster levels).
    • Full casters (cleric and druid) add two spells per class level past 1st.
    • Partial casters (paladins and rangers) add one per class level past the first level they can begin casting spells (e.g., a Paladin gains first level spells equal to Charisma bonus at 4th level, and one spell each level at 5th level and beyond).

Any further spells have to be added via the methods below.


Whenever a divine caster casts a spell through a scroll, he can feel the flow of energy and try to get a sense of the mindset required to cast it. The spell must be on his spell list, and of a level that the caster could produce (i.e., if you cast a higher level scroll than your max level, you can’t learn it for later).

Make a reflexive Knowledge: Religion check at a DC equal to 15 + [Spell Level x 2] (e.g., DC 19 for a second level spell). If successful, add the spell as a spell known. This requires no additional actions, and the spell is available the next time the character prepares spells.


Divine casters can teach others if they know a spell that the student is capable of casting but doesn’t know yet. The teacher explains the mindset of the spell (which takes about ten minutes) and casts it while the student is adjacent and paying attention to the energy (which requires a full round action if in combat).

The student then makes a reflexive Knowledge: Religion check at DC equal to 25 + [Spell Level x 2].

  • If both casters are of the same religion, the student gains a +5 bonus on the roll.
  • If the roll is failed by less than 5, the process can be repeated and the student gains a cumulative +1 bonus for each subsequent try (e.g., +2 on the third attempt to learn).
  • However, if the roll is failed by 5 or more, the student can no longer attempt to learn that spell from that particular teacher (their styles are just too different).


One of the major purposes of churches and glades is to retain the relics of fallen clergy. This might be the literal remains of the priest, either interred in a grave or sepulcher or displayed in the church itself (e.g., fingerbone). Depending on the religion, it might be the priest’s signature arms (for war deities), a work of art produced by the priest (for deities of craft and beauty), or simply a natural space that the priest tended and loved (for nature deities).

Each relic resonates with one spell of each spell level the priest could cast in life, and the clarity of the spells is even better than what the priest could teach while living. Priests of the same faith may meditate before the relic and consider the history of the fallen priest’s life to learn one or more of these spells. This is usually a service that churches allow all members in good standing to attempt for free; after all, they’ll leave behind their own relics to the church upon death.

Like the other methods, this only works for spells the priest should be capable of casting. The priest must meditate for one day per spell level (and it’s the level on the supplicant’s own list; e.g., a paladin only takes four days to try to learn Dispel Evil, even if it is from the relic of a cleric that knew it as a fifth level spell). At the end of this period, the priest makes a Knowledge: Religion check at DC equal to 15 + [Spell Level x 2]. If successful, the spell is immediately added to spell’s known. If failed, even by 5 or more, the priest can repeat the time spent to try again.

For a standard way to figure out what’s available in any particular church or glade, determine the head priest’s highest level spell. The church has 1d4 spells of that level and each level below, +1 cumulative for each lower level (e.g., if the priest is 5th level, the church has 1d4 third level spells, 1d4+1 second level spells, and 1d4+2 first level spells). Larger and older churches may have 2-3 times that available, while newer and smaller churches may have few or none (none of their priests have died yet; at least in a way that left a usable relic). Discrepancies in the random rolls on the levels (i.e., more higher level spells than lower) means that there’s some doubling up at the levels with fewer spells.

Churches often pay quite well for the remains of lost members of their clergy found in dungeons (and it’s left as an exercise of the rogue’s Bluff to sell back the remains of a priest that the party killed to his church). At the very least, they might pay as much for them as an NPC wizard would pay for a captured spellbook.