Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0-create water, detect magic, guidance, resistance (2), virtue; 1st-bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd-aid*, align weapon, bear's endurance, bull's strength (2), consecrate, eagle's splendor, hold person; 3rd-contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall; 4th- death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV; 5th- break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might; 6th-banishment, greater dispel magic, harm*, heal, heroes' feast, mass cure moderate wounds; 7th- dictum, disintegrate*, holy word, regenerate; 8th-holy aura*, mass cure critical wounds, shield of law; 9th-implosion, summon monster IX (good)*.