Greater Restoration

Type: Cure, heal
Strategy: Lose a level? Lose some intelligence? Gone berserk or have some other ailment? This spell is the fix for these problems, but at the cost of fatiguing the priest. It's a nice spell, and one you will use often. But, you shouldn't memorized it until you need it.
Importance: Low

Resurrection

Type: Cure, heal
Strategy: This spell will bring a fallen friend back from the dead and is a great spell, but not one that you must have memorized at all times. If you need it, rest and get it then, unless you are in an area in which you cannot rest. If that is the case, this spell is probably worth having in your memory before you enter.
Importance: Moderate

Shield of the Archons

Type: Defense
Strategy: This is the priest's version of spell protection. It will summon a shield that will protect the priest against one spell level per level of the priest. The catch is, the spell must be cast directly at the priest and is not an area of effect spell like stinking cloud. It's a nice spell for those fights against wizards, but why not just cast holy word on them and stop the casting altogether?
Importance: Low

Sunray

Type: Missile damage
Strategy: This is one heck of an anti-undead spell. This will do 1d6 points of damage per caster level versus the undead, but will only do three to 18 points of damage versus living monsters with a chance at a save or being blinded. If you are going up against some undead, this spell rocks and will most likely knock one undead down for the count because if the undead fails a save, it is destroyed. We look at it this way: Why not just summon a pit fiend to do the work and save you some time?
Importance: Low

Symbol: Stun

Type: Area damage
Strategy: We are not fan s of the symbol line of spells because of the chance of a save and getting nothing for your troubles. We prefer to stick with surefire damage or summoning. But, if you want to set up traps, these are some fun little spells to cast. With this one, you will stun a monster for one round per level of your priest unless your enemies make a save versus spells at a -4 penalty.
Importance: Low

Symbol: Death

Type: Area damage
Strategy: We do not like this spell. It will only affect monsters with 60 hit points or less, and they get a save. Stay away from it and stick to the stun symbol if you want to set up symbol traps.
Importance: None

Symbol: Fear

Type: Area damage
Strategy: One good thing about this spell is that the target gets no save. The bad thing is that the monsters run off and half the time bring friends back with them. Again, you are better off using the stun symbol to set up traps.
Importance: Low

Unholy Word

Type: Area damage, hindrance
Strategy: This spell is the same as holy word, but works on good creatures and people instead of evil.
Importance: Low