In basic D&D Clerics' primal Stat is wisdom. But it does not effect neither turn undead nor their spells. So why do they need a high wisdom? Just for the exp bonus?
[RPG] Why do clerics need wisdom
clericdnd-bx
Related Solutions
Yes, the wording does mean that a cleric of the Light Domain gains 'Fireball' as part of the Cleric Spell List; and here's why the wording is different. I hope the following helps explain why
"The following spells are added to the warlock spell list for you," which shows that Fiend patron warlocks have Fireball in their spell lists, and so should be able to use Spell Scrolls of fireball.
The above Warlock phrasing, just as it's phrased for Wizards and other spell casting classes that gain extra spells through means of specialization, is phrased that way because each of those classes have a spell list that they must choose spells from as they level up. They do not inherently know all spells available to a Warlock. So the phrasing in this case means the fireball spell is added to the list of spells he can POTENTIALLY add to his 'Spells Known' list. For intents and purposes, those are now on his Warlock Spell List
Now enter Cleric, and the Paladin; which have very different methods of spell learning.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you."
It must phrase it like this because Clerics and Paladins do not have to choose what spells they learn as they level. Clerics and Paladins inherently have the knowledge of every spell on their list....because we're awesome like that....and can prepare spells as needed in between long rests. If I wanted to go with cure wounds one day and then give up cure wounds to take Inflict Wounds after a long rest? I can do that freely. I have direct access to every spell available to Clerics. So when I choose Light Domain and it says the Fireball spell that isn't on my class list nonetheless becomes a cleric spell? It's now part of my knowledge of cleric spells (On my list of spells), and thus able to be utilized in scroll form since I now have the knowledge of how 'Fireball' works magically.
The only reason it doesn't say these spells are added to your spell list for you, is because it wouldn't matter in a Cleric or Paladin's case. Any spell that's on our spell list is a spell we can cast should we choose to. Any spell that's on a Warlock/Wizard/Sorcerer spell list, is a spell they can cast only if they chose it from their spell list when gaining levels.
In short, No.
To quote Pathfinder's FAQ:
Bonus Spells from a High Ability Score: Can I use these even if my spellcasting class level isn't high enough to give me access to those spell levels?
No. You only get the bonus spells if your class level grants you access to those spell levels. You can't even use them for lower-level spells. See page 16, Abilities and Spellcasters section: "In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. "
For example, a 1st-level wizard with 18 Intelligence has (according to table 1–3: Ability Modifiers and Bonus Spells) 1 bonus spell at spell levels 1, 2, and 3. However, he can only use the 1st-level bonus spell because as a 1st-level wizard he only has access to 1st-level spells (his class-based number of 2nd- and 3rd-level spells per day are "—", meaning "no access to spells of this level"). As soon as he becomes a 3rd-level wizard, he gains access to his 2nd-level spell slots and can use that bonus 2nd-level spell slot from his high Intelligence, and likewise for 3rd-level spells and bonus spells at wizard level 5.
Basically, ignore the columns for higher-level spells on table 1–3: Ability Modifiers and Bonus Spells until your class grants you access to those spell levels.
Best Answer
In older D&Ds, not everything is tied tightly into things written on your sheet. Assuming that it works like modern D&D and that you can bring in modern D&D assumptions about what matters most—what's on your sheet—is a common mistake that can lead to de-optimising a character. There are mechanics that only appear within the adventure notes, there are ad hoc situations that will be judged by eyeballing the PCs' stats or testing them with a d20 roll, there are monster abilities that trigger off PC stats.
Your stats, therefore, should not be considered merely a source of bonuses. Your stats are what you are capable of, just yourself, when all of your abilities, gear, spells, and friends are missing, damaged, irrelevant, or stripped away by misfortune or misadventure. They are what lies between you and the unknown when you're in dire straits. A cleric is known for their wisdom, so a less-wise cleric will always be at a slight disadvantage, but whether that matters and makes any difference when the chips are down is something you can't know until you're tested by adventure.
So yeah, you don't "need" a Wisdom of 15 compared to a Wisdom of 13, but that's not the point. When you write down 13, you are saying "I am not as wise as the next cleric." Similarly, a lower strength means you're not as strong. There's no such thing as optimising here, just making a statement and then living or dying by it. You're making trade offs, with neither being better than the other. After all, you can't optimise for what you don't know, and old D&D is all about venturing into the unknown to see if you can come back better off. You can optimise for the short-term mechanical bonuses that are immediately obvious, but that's not wise, that's just making a wager that you won't need the other stat more and higher later.