I would like to point out that you don't roll to cast spells by RAW.
Edit: Okay, I'm now able to sit down and craft an explanation and a warning. Sorry if I seem confrontational/angry, but I'm not sure that you completely understand how magic works
Tl;dr: Being able to fail when casting a divine spell in 3.5 is like taking a chainsaw to an already unbalanced see-saw, then dropping napalm on it. Then running it over with a tank. Then feeding it to Cthulu.
Well, maybe not Cthulu, but definitely the chainsaw/napalm combo.
N(ot)tl;d(id)r: To begin, spellcasters are widely considered more powerful than other classes, because of their adaptability. This is evident to anyone who reads the spell list of any spellcaster, clerics and druids especially, as they can prepare ANY spell from their list. Their limiting factor is their Spells per Day. This affects low level casters most, as they have few spells per day and bonus spells.
Kyle has 3 0th level spells per day, which are not modified by bonus spells. Detect Magic is a 0th level spell. Only arcane spellcasters suffer from spell failure chance when wearing armour, divine spellcasters are immune to that factor, as they are conduits for the spell, instead of the source. Basically, a cleric or druid is a wire, while a wizard or sorcerer is a battery.
From my perspective, you are using the standard rules, which do not tell you to roll for the success of casting a spell on divine caster outside of an anti-magic field. Your rolling for success/failure on Kyle's spell is like taking a chainsaw to Kyle's spells, as you cut off a significant spell casting potential. If you are using custom rules, then I must have missed it.
The napalm and tank parts come from me not seeing how you compensated for this loss of spells.
The bottom line: You're doing it wrong.
Also, KYLE, you forgot to fill in your spell DC and spells per day.