Oooh, now that's a hindrance... some of my favorite cleric spells are the "rip you in half" type.
I'd go with (5th level, Spell Compendium)Zone of Revelation, prepped or on scroll... Our DM frequently throws at us invisible or ethereal foes, and while true seeing is good, it doesn't help the REST of the party.
If you haven't prepped Close Wounds (2nd level, Spell Compendium), that at least 1 or 2 of those is Awesome. Stop a comrade from dying on the battlefield IMMEDIATELY - heck, maybe even keep him from going down...
The resistance spells (greater and superior, Spell compendium) are awesome gifts for allies - who would want a stackable +3 ot +6 to all saves for 24 hours?
Panacea (4th level, Spell Compendium) is a must-have, to have at least one of. Cures a laundry list of conditions, and gives a quick 10 to 15 hit point boost.
By the way, will incapacitating spells subvert your deity's wishes? If not, spells like mass curse of ill fortune, tremor, moon bolt, and spell vulnerability (all spell compendium, I pack all of these occasionally) are a good bet. How about spells that damage undead, but not living beings?
Oh, and you're a PERFECT level for Mass Resist Energy (SpC) - it will give 11 people nearest you Energy Resistance 30 vs. an energy of your choice.
Finally, Revenance (SpC) is an ultimately cool spell for when somebody DOES die in the middle of combat.
"Get back up, Regdar! You still got fighting to do!!!"