Level 6

Aerial Servant

Type: Summoning
Strategy: This spell is much like any other summoning spell, only this time, you get an aerial servant. Unfortunately, aerial servants are not particularly good, so neither is this spell.
Importance: Low

Animal Summoning III

Type: Summoning
Strategy: Like animal summoning I and II, this spell summons animals to fight by your side. However, in this case, the summoned minions have a good amount of hit points and do a bit of damage. Good for tough battles, these monsters will take the hits, but not much else. Mages, unfortunately, are the true masters of summoning.
Importance: Moderate

Blade Barrier

Type: Defense, touch damage
Strategy: Creating a damaging shield of blades, this spell is great if your priest is in the center of combat. When the Priest is in the middle of the fray, cast this spell, and it will deal 8d8 points of damage to all creatures near the priest. Though enemies do get a save, and it does often succeed, this spell lasts for ten rounds, so there is ample time for success as well as failure.
Importance: Moderate

Bolt of Glory

Type: Missile damage
Strategy: Dealing incredible damage against the undead and demons as well as scoring good damage against everyone else, this spell is stunning. With no saving throw and the damage enhancements for said creatures, this is one of the few truly great priest damage spells. Don't go anywhere without this.
Importance: Vital

Conjure Animals

Type: Summoning
Strategy: Like the other animal summoning spells, conjure animals summons animals to fight by your side. However, in this case, the monsters have a good amount of hit points and do a great deal of damage. Great for any battle, conjure animals will summon very worthwhile creatures and is well worth the effort. It's easily the best of the priest summoning spells.
Importance: High

Conjure Fire Elemental

Type: Summoning - druid only
Strategy: Exactly like the wizard spell of the same name, this spell works just like any other summon creature spell with strategies much the same. The only difference is that elementals can actually turn on their master and attack you. So, to avoid that unfortunate occurrence, cast a protection from evil spell on yourself. The elemental has a good amount of hit points, so he can absorb quite a bit of damage. Also, he helps in a fight by dealing acceptable damage. The casting time, though, makes the spell impractical to use en masse.
Importance: Moderate

Dolorous Decay

Type: Missile damage - druid only
Strategy: Dolorous decay slows the target for two rounds and deals one point of damage each second if the save is not made. However, the save usually is made, so the spell is rather pointless. Even if it weren't, most creatures won't be alive for almost a minute regardless.
Importance: Low

False Dawn

Type: Area damage
Strategy: Much like holy smite, this deals damage to the undead. In this case, it deals 6d6 points of damage, and no saving throw is allowed. Also, all undead are confused. So, this is better in every way. All in all, false dawn is the definitive anti-undead damage spell.
Importance: High

Fire Seeds

Type: Missile damage - druid only
Strategy: Creating four seeds that explode into a fireball upon impact, this spell is difficult to use and pointless. Though they explode for two to 16 points of damage, they explode into an area and can damage your party members. Since the seeds only last for three turns, it is impossible to position your priest strategically. In other words, this spell does more harm than good.
Importance: None

Harm

Type: Touch Damage
Strategy: Much like cause critical wounds, this spell is a touch damage spell that will do insane amounts of damage. With no save allowed, this spell will take the creature down to one hit point. Period. Like its earlier incarnation, touch damage spells are abysmal for mages, though they serve to boost the priest's already competent fighting abilities. For these spells, you must wait until you are attacking an enemy worth casting the spell on. Then, once you are out of harm's way, and the target is concentrating on attacking another party member, cast this spell. Once cast, you have two rounds to successfully hit the enemy. Once you do, this spell will simply take the enemy down to one hit point (with no saving throw). If you don't hit it, though, the spell will be wasted. So, make sure your priest has a good backup weapon, and you are in a position to hit. All in all, if used correctly, harm is the ultimate touch spell in the game. It's simply and utterly fantastic.
Importance: Vital

Heal

Type: Cure, heal
Strategy: Cast this spell on a hurt party member. This spell heals all damage. Heal is the ultimate healing spell and will fully heal whomever it is cast upon. This spell is extraordinarily useful both in and out of combat and will save you many, many, times. You will always have a use for it, so fill up any remaining slots with heal.
Importance: Vital

Physical Mirror

Type: Defense
Strategy: Reflecting all missile weapon attacks back to the sender, this spell would be decent if it weren't such a high level. Unfortunately, it is, so there is almost no point in using it. There are too many other ultra-useful level 6 spells.
Importance: Low

Sol's Searing Orb

Type: Missile damage
Strategy: Acting as a thrown fireball, Sol's searing orb does 12d6 points of damage and 6d6 points of damage if it's resisted (there is also a bonus for damage against the undead). The damage is extraordinary, but, like the wizard spell fireball, it affects a huge area, with all creatures in the area - friend and foe - taking damage. It is a great spell to start a battle with, however. Before you move your party in, send a searing orb flying forward to do some early damage without your party being hit. The damage dealt is incredible, and many creatures will fall from simply one strike.
Importance: High

Wondrous Recall

Type: Other
Strategy: This spell simply lets you take two spells level 6 or lower and cast them again. With this spell, you get two for the price of one. Always, always use it. There is no disadvantage, and the end result is one more spell. Marvelous!
Importance: Vital