That Game We Never Play
There are two types of clerics. The first are type represents the shamans and druids of the the various ancient tribes and peoples of the islands. These clerics have the most control over their divine gifts, as they were nurtured in a society that accepts and reveres their magic. These clerics work magic focusing on the natural world, a world of uncertainty and chaos. Therefore, these clerics are all considered to be Chaotic in alignment. They trip balls in the woods and cast rituals within ancient stone monuments.
This type of cleric has access to ALL spells of their level, but may only cast a number of spells per day equal to their wisdom modifier. This increases by 1 every level after the first.
The second type of cleric is the rare person raised within the stuffy confines of the Norse or Norman churches and somehow conferred with innate magical powers. These people are considered saints or heroes if they prove themselves virtuous in the eyes of the people. Being raised in civilized societies that fear magic, these clerics aren’t as powerful or knowledgable in the mystic arts as their tribal peers.
This type of clerics has access to only D6 randomly picked spells of their level, and can only cast 1 spell per day. This increases by 1 every level after the first. For every level after the first, they are granted D6 random spells from any level below and including their current level. They also receive 2 additional skill points at character creation, to place where ever the player chooses.
Starting hit points are 1D6 + wisdom modifier. Add another D6 + Wis modifier for each level after the first.