Orange= This spell is not very good
Green = A mediocre or decent spell
Blue = A great spell and a strong choice
Purple = A fantastic must pick spell
Level 1 spells
Align weapon The idea to get beyond certain damage reduction is solid. It's mostly applicable to fighting outsiders, making it fairly limited. Also note that most outsiders have more than one kind of damage reduction, making this a part of a combo but no solution in itself.
Bane Inconsequential spell. It has a niche at level 1 when facing a ton of enemies, but since its based on a will save and the enchantment school to boot (which many get bonuses towards or outright immunity) its hardly worth using.
Bless Bless stacks with everything up towards the +20 cap for AB bonuses from spells and items. It's area wide and a staple for every cleric or favored soul. It helps your party tremendously, and its probably the best level 1 spell on this guide.
Bless water It costs you gold, is only useful at lower levels and even then its much better to buff yourself or your allies since that is useful against more enemies.
Cause fear Too short of a duration to be useful, even at low levels. You're better of summoning something at level 1 or just heal yourself.
Comprehend languages This is an RP spell. It helps you understand what fictional languages people are using and what they're saying by showing it all in the chat log. Not a great duration, but can be fun to use.
Conviction Extreme duration, and goes up to +5 universal saves. It doesn't stack with greater resistance or superior resistance, but that doesn't matter. It's a level 1 spell, while those two spells are level 4 and 6 respectively. It's better than greater resistance and only slightly less than superior resistance. What makes this spell so good is that its level 1. It's always better to use this and a level 6 slot spell than using superior resistance (for +1 more saves) and a level 1 slot spell.
Cure light wounds It saves you some gold early on, and can be used to help allies bleeding out on the ground at any level. It doesn't do much, but the utility is great for the lower levels and still have some use as you progress.
Detect undead Not worth it. Even if it revealed everything on the minimap, it would still be supbar. However, now it doesn't even do that. It reveals undead on the minimap that are standing pretty much in full view of you already.
Divine favor The duration is fixed, which helps it at lower levels. It's a staple spell for both classes because later on you've little else to spend your level 1 slots on. It's often used in melee, especially for dangerous targets, and even casters can whip it out and start hitting things on occassion.
Doom Enchantment and low level hurts it. It's generally better to buff yourself at level 1 than debuffing an enemy since it helps versus more targets. Even if it was just one enemy, protection from alignment will just give you more.
Endure elements Look at it as +20 situational HP. It's not that bad at any level. It can save you from traps or the occassional burning hands from lowlevel monsters. It only helps with 10 damage at a time, but even so it has its uses.
Entropic shield Good duration at 1 min/level, and its the only concealment spell these classes get. There are some monsters that use ranged attacks, and these rarely have blind fight giving you the full 20% bonus. Most monsters don't have ranged attacks that really hurt compared to melee, but its a decent bonus for a level 1 spell that scales decently for monster hunting.
Inflict light wounds The damage is too low, and it provides a save. Even with the hierophant ability "Blast infidel" which double the damage, it's still not worth using compared to just hitting them with any weapon (or even your fist!).
Lesser vigor Healing that saves you some gold. It heals for +2 more HP than cure light wounds can do as its maximum, regularly provides more, can be extended and has a minor use even as you level up.
Magic weapon Use this spell on very early levels until you get a +1 magic weapon. Beyond that, it serves no justification for its use.
Omen of peril If you're unfamiliar with the server, at best it gives you an indication of the level of an area. However, it's not reliable and its particularly unreliable at low levels when you need it the most. It's a waste to spend a slot on this. Talk to people.
Protection from alignment A fantastic spell with a great duration. Complete mind immunity is where its at, as almost every monster is evil. The power of this spell just becomes better the more you level up, and while both clerics and favored souls have good will saves it can also greatly help your allies. At lower levels, the 5 min/level duration and the extra +2 AC makes it the number one spell to memorize.
Remove fear It has some use on allies, sure. However, if they get feared they aren't having a protection of alignment on them. It's an odd situation where you can't cast that spell on your allies, while having slots left for this.
Sanctuary The spell should be a "save the day" spell, but its too often resisted by the monsters even at low levels to justify ever casting it. Just run!
Shield of faith Deflection bonus that goes up to +5. It's really good since the maximum is +4 on this server, so it breaks the limit. It saves you an item slot so its pretty much a mandatory spell choice. If you're a cleric you might want to memorize more than one for yourself. The spell is on the breach list, which means that any breach or mordekainen that the monsters are fond of casting will automatically remove it.
Summon creature I Decent for the early levels particularly for solo play and later on it tends to be used for setting off traps.
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Level 2 spells
Aid It stacks with everything, and even while its single target it's a class spell for both classes due to its long duration.
Animalistic power This spell is better at lower levels, as later on you really want to capitalize on +4 bonuses rather than +2 ones. Remember, ability bonuses doesn't stack. It's sole use at higher levels is the +2 dexterity, since there isn't a +4 dexterity spell for these classes. If you only need +2 and can't get it on a decent item, the spell has some use still.
Augury Like omen of peril, its awful. At best, it's an RP spell that has some use in DM events.
Bane of Beshaba The description is misleading. Only worshippers of Beshaba can cast it, and they can stack it numerous times. Since it has no save, it serves some use in setting up for other spells (particularly reflex based spells) if you're a caster cleric, but its more for flavor than power.
Bear's endurance Strong spell for that +4 bonus. Depending on what items you decide to equip later on, it retains a high use or falls on the wayside. As such it can be of a purple ranking depending on your build.
Brambles Worse than magic weapon, but does stack with magic weapon. It has a niche at very low levels if you really need to use a club, but often the +1 damage bonus is off-set by it being a club in the first place. A morningstar for example gives +1 more damage by default, so just using a better weapon nullifies half of the spell.
Bull's strength Like bear's endurance, the +4 bonus is great depending on your build. However, it tends to be more useful for caster clerics to be able to carry around all that armor. The reason for this is that divine power gives +6 to strength, and while a shorter duration it is often recast often. As such, bull's strength tends to be used by melee builds mostly as a backup for the long-term. It's not great, but extended for a level 3 slot it can be used since these characters have little else to use the slots on there.
Cure moderate wounds As you level up, these spells become less useful overall. Damage increase, HP increase, while the cure spells don't quite get that same boost. The hierophant ability faith healing can still make some use out of this spell, even if its higher level cousins find more out of it.
Consecrate Either you're good at turning, or you're not. This will likely not influence your chances much, and its pretty restrictive since it locks you down to a particular area. If you can lure enemies to that area, then it can see some use at earlier levels but often adventurers are powerful enough not to have to lure enemies even at the graveyard. It can however serve as an RP spell later on.
Darkness Highly situational, mostly an RP spell even if it has a mechanical effect. Concealment from range is great, but the penalties to melee needs to be overcome by blind fight. Still, while it can provide good bonuses often enough spending a round and a spell slot on this instead of just hitting the enemy is generally less effective.
Death knell Awful spell. The bonuses are too low, and its too situational. If you don't kill the enemy, you don't get the bonuses. You can never be quite sure how much HP the enemy has left and even then you need to hit. If you manage all that, you're rewarded with bonuses that are largely not worth having.
Detect charm Pure RP spell. As such, it has some use in DM events, but not anywhere else.
Desecrate RP spell for necromancers to boost their summons, maybe, but highly situational and restrictive to a particular area. Again like with consecrate it has some use when luring enemies, but its more of an RP spell than anything.
Dispel magic, lesser It looks good for the lower levels, but in general it doesn't hold up since most monsters don't buff that much. Even if they did, a spell helping against many enemies (like a buff spell) is usually better. Even with the dispel fix, I wouldn't choose this spell due to its low CL maximum, which is often below that of wands.
Eagle's splendour A strong spell for turning clerics and its often of great use to both classes if they're using Epic divine might. Depending on your items its a purple spell if you really need the boost, but otherwise not so useful.
Echoes A debuff spell that provides half the penalties even if you save. Still, that's not much. Melee characters will want to use something that helps them instead, while a caster has better options available like sound burst. Even if your enemy is immune to such effects, like an undead, you're better off with an extended divine favor or even cure moderate wounds. It's not a spell worth casting in general.
Find traps Very niche, and not worth it in general unless its a crazy DM event. Even at very low search levels, traps often become visible to players at higher levels and at lower levels you need your spell slots for something more useful.
Fox's Cunning +4 intelligence sounds good, but neither of these classes have much use of it. If your build requires a boost in this department go ahead, but most people should avoid it.
Frost breath Mediocre damage spell for evocation casters. Cone attacks are not easy to use, but at some levels you can find a use for it. As you level up however, caster clerics will want to use silence or buffing spells instead.
Guided shot Like true strike, but hardly worth the effect. A niche build could utilize it but its too costly for the slots compared to the effect.
Hold person Not even caster clerics use this, since its enchantment and provides a save each round to get out of. The low DC doesn't help it.
Inflict moderate wounds Too little damage and it has a save. Sure, you can heal your undead summon with it but that's about it. Even blast infidel from hierophant doesn't make the spell worth casting.
Negative energy ray Decent damage of a type rarely resisted. It has a save and it becomes progressively less useful, but it can see some use early on.
Owl's wisdom Very good spell for caster clerics, providing +2 more DC (usually +1, as they tend to use a +2 wisdom item). The +2 will save bonus is marginal so if you're not a caster cleric you can skip this spell. Even some caster clerics don't use it, relying on a +3 or +4 wisdom item instead.
Remove paralysis While useful in its niche, the sad fact is that virtually nothing will paralyze you on this server except for some rare trap effects. Waiting 12 seconds for the effect to wear off is better than spending a level 2 slot on fixing the issue at hand.
Restoration, lesser A good spell. While potions of this are rather cheap at 100 gp each, it never hurts to have the spell to save gold and benefit allies. The effect is very strong, removing most penalties associated with poison, disease or debuffs. It won't remove poison or disease itself, for that you've the more powerful version or a healkit, but it helps you and that's something that will always be useful at all levels.
Resist energy Like endure elements, but slightly better. Endure elements is usually better though, because its a level 1 slot so its cheaper. If you don't have anything else to cast go ahead, but chances are you often do.
Sense weakness The target needs to hit, and its meant to cast on allies. It's far better for you to help them out with actually attacking.
Shield other So and so. It can help some allies stay alive, but for effective play its better to try and not get hurt. As such, its mostly a spell people use to help lowlevels when they themselves are facing virtually no challenge in an area. It's probably not worth casting, and it won't help in combination with damage reduction either.
Silence A strong spell for both classes. When cast on the ground, it nullifies all spellcasters. This is extremely powerful when used against monsters, as they will fail spells and try to move out of the area to make use of their abilities. If you can corner them, you can greatly limit a powerful enemy's ability to hurt you. Works at any level, and is particularly good versus bosses of all kinds.
Spiritual weapon A weak summon that attempts to scale in usefulness with a massive AB boost. It still won't do much if any damage at higher levels, but it can be somewhat useful as a distraction. Often not worth using, but its not entirely bad either.
Sound burst A decent area spell for caster clerics, that has a chance to stun people. It's mostly used for the stun, which can help your allies to mop up before the stun wears off. Stunned enemies are much easier to hit and won't fight back.
Stabilize Has absolutely zero value. Cast a healing spell on your bleeding ally instead.
Status RP spell, mostly. Chances are you're way too busy fighting to read the log, and fighting actually drowns it out.
Summon creature II It's decent at level 3-4 when you get it for solo play and overall help in the damage department, but it doesn't scale well.
Turn anathema It seems good for turning clerics, but often these don't have that great of a DC. With hierophant, some caster clerics can use this spell with a decent enough DC and a good turning capability. Its worth noting however that its a setup spell. It does nothing on its own, and more annoyingly you as a caster won't see the spell in the log so you can't know if it succeeded or not. This is key, because a setup spell that doesn't tell you that it worked really has a diminished value. At best its a cool spell for targetting low-level enemies as then you can be reasonably sure you succeded.
Warning Only available for Helmite clerics. The +4 stealth detection is great for caster clerics who have a good wisdom score already, but less so for anyone else. Still, while the effect is good if you've good detection skills, its power is mostly in that it stacks with all the other detection spells around. Since noone else can use this spell but helmites, it's almost mandatory for them to pick it up given they've some good listen and spot scores.
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Level 3 spells
Animate dead The best summoning spell when you get it, mostly due to the immunities and the 5 damage reduction that both summons have by default. It has RP implications, and its usefulness dips after awhile as you progress.
Bestow curse In general, debuffing your enemy is worse than doing damage or buffing yourself. Debuffing only becomes strong when it hits long-lasting enemies, and bestow curse among other spells fail at this due to its low level = low DCs.
Bladedance Subpar damage on a summon, even for this level.
Blindsight This is generally a spell that most characters pick, but that's mostly for utility (and maybe paranoia!). Few enemies use invisibility which this spell counters, but even so invisibility purge is seemingly better. While blindsight is friendlier towards your allied mage, that's largely not too relevant. In the end, it's a typical choice mostly for convenience.
Blindness/Deafness The low DCs aside, the effect is actually pretty good and every now and then a caster might prepare one of these spells to deal with some weak-willed enemy. The AI generally handles blindness poorly, and just walks around aimlessly for the duration of the spell.
Conjure Shadows Decent summoning spell if only because it scales a little, and summons plenty. Summons at this level rarely last anyway, so the 2 min duration isn't that much of a problem.
Contagion The DC caps at 25, no matter how good you are at casting. This limits the spell, and the effect is too slow to be worthwhile.
Cure serious wounds Healing that saves gold and helps downed allies. It's borderline a bad spell, but the hierophant ability coupled with the healing domain can make it respectable on a level 2 slot. Mostly though, the vigor spells are better since they're more reliable.
Dispel magic A subpar choice, due to how infrequently enemies have enough buffs on them that warrants removal. While it appears to be good at dispelling wands, it's often not the spell you want for those situations and the use is rather niche. There are also several magical items that can cast the spell, if you're interested in that.
Glyph of warding While long-lasting, the damage is really low. It's an awful spell because most damage spells on the server got a damage boost but glyph of warding did not. As such, it stops at 5D8 averaging 22 damage. That's just not worth a level 3 slot, even if you use it for ambushes.
Inflict serious wounds The hierophant ability blast infidel can't save this spell. The damage is way too low, it provides a save, you need to hit with it at touch range and its single target. Stay away from this spell.
Invisibility purge A fantastic spell that automatically removes all invisibility effects in an aura around you. The aura stays with you for a min/level duration, so it is always there. True, it can hurt your allies but tell them to use displacement instead of invisibility effects, as the invisibility purge doesn't do anything against displacement and that's the better spell choice for arcane casters anyway.
Lesser visage of the deity Too short of a duration to be worth it. Evil alignments gets the most out of it, since while its effects is less than the other alignments its helping versus far more prevalent elements (fire and cold). Still, its difficult to justify this spell being cast.
Magic circle against alignment A must pick spell if you don't go for protection of alignment, otherwise just a strong choice. Melee clerics in particular tend to have many level 3 slots left over, and while the aura is strictly better than the single target version of protection of alignment the best part about this spell is not that. It's that the spell has no visible VFX effect. That's right, casting magic circle saves you from having a purple ring swirling around your midsection and that's worth it right?

Magic vestment A fantastic spell that breaks the AC limit of +4 by providing +5 to your armor and shield (target your shield in your inventory with the spell). The power of this spell can't be underestimated as it can turn a good armor into a truly epic armor. It saves you an item slot having to look for a +4 armor netting you many other bonuses in addition to AC. A clear must-have spell.
Mass aid Another great spell, particularly for party play. As said, most melee characters have an excess of level 3 slots so getting this instead of aid is viable. Stacks with everything.
Mass lesser vigor Reliable healing for the entire party. It's not too much, but it helps when grinding enemies where instant healing isn't as needed as the amount of healing. You can stack this with other regeneration spells.
Prayer A great spell to have. It's low duration, so for melee characters it's mostly a buffing spell for tough encounters rather than constant use. It does after all only provide +1 bonuses to the party and debuffs the enemy with +1. However, caster clerics should ideally get 4-5 extended prayers so that they constantly have it on. How come? Any enemy entering near the caster instantly gets the debuff without any save. By having the enemies lose -1 in universal saves, it's the same as you getting +1 DC. That's the equivalent of +2 wisdom and makes the spell have an epic power rating. That it helps you defend yourself doesn't hurt either.
Protection from energy Pretty bad at this point. If you really need elemental protection, go for the higher level "energy immunity"-spell or stick with the lower level versions. There are simply better things to cast that have a greater impact at this level.
Remove blindness/deafness A utility spell, and as such its best for favored souls who don't need to prepare it. Blindness really hurts, so it is always a good thing to have around. However, a wand with the spell provides the exact same benefit and isn't susceptible to interruption which is why its a preferred choice. If you can't use wands, casting a scroll is usually better.
Remove curse Like remove blindness/deafness, a utility spell best used on a wand or a scroll.
Remove disease Deathward should have you protected, and there is a mass version for your allies to enjoy later on as well. Still, while being a utility spell remove disease is very marginal. Unlike blindness/deafness or even remove curse, diseases have alternative ways of being removed. A healing kit stops the effect, and a lesser restoration potion or spell takes care of the applied effects. Since these are readily available the use of this spell is almost non-existant.
Searing light Decent spell that doesn't provide a save. It's best when used by sun domain clerics as they can maximize or empower it against the undead. 160 divine damage for a maximized searing light at level 5 by a sun domain cleric is very impressive, and others can cast that at level 6. It has a niche, but its a strong choice for caster clerics when fighting the undead if they really don't want to go into melee.
Summon creature III Decent when you get it, but not at the same level as animate dead. Like many such spells the usefulness goes down rather rapidly, and one might argue that most other spells are strictly better unless you're soloing.
Unholy storm The -4 penalty to detection is noteworthy, as its no save, and the extra damage to good opponents is not too shabby. However, it's more of a blackguard spell than a cleric/favored soul spell, and its entirely aimed at PvP or those rare good encounters evil PCs might find. Since there are often better things to cast in these situations, it's limited in its usefulness. Still, it fills a niche and it can be fun to use.
Vigor Reliable healing that stacks well with other regeneration spells and can be extended for more utility. It's one of the best healing spells in the game considering its level slot and it retains some usefulness at all levels.
Weapon of impact A great spell if you're using a bludgeoning weapon. The ability to add keen onto any such weapon is a powerful ability, not only saving you a feat but for its effect as well. One can get a keen weapon, sure, but to add an ability to anything is versatility that translates into power. Plus, some people like the VFX effect the weapon gets from the spell.
Wrack A save or die spell pretty much since the paralyzation has a good duration. Necromancy is a so-so school for clerics, so it won't get as much use as it would on an arcane user, but access counts for something. You probably want to cast something else, but at least its not an outright bad choice if you do pick wrack.
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Level 4 spells
Abyssal might A unique spell in that it gives +3 to all physical stats. This is excellent, not only because it can depending on a character's end abilities max out that ability to an even number, but because thdexterity component is not readily available to divines unless you have some specific domains. Plus, many characters like to have a base dexterity of 9 or 13, which is perfect for this spell.
Assay resistance A caster spell, aimed for fighting bosses or other tough encounters. It's single target, and the only realistic way a cleric caster has of breaching spell resistance. Still, it's far less important than it is for the arcanes, as divines can also melee well and their spells aren't all about "If I fail this, I die".
Blood of the martyr Some like it, some don't. Personally, I don't like it at all. While it can be decent healing, do note that its a zero-sum benefit. What another gains, you lose. This is different to how most spells work, so you're spending a spell slot for a specific situation (moving damage around) rather than having a spell that brings about an actual mechanical benefit (such as mitigating or healing damage recieved).
Call shadow pack Like the other multiple summon spells, not too bad at the lower levels since the duration means less here than the amount of HP summoned per spell. A decent distraction, particularly in the face of enemies casting Isacc's greater missiles or such.
Castigate A pretty uninspiring damage spell, even if it can hit more people its damage output is low and it requires a fortitude save which most monsters have as their best save. The school is good though, evocation, but you'll likely spend spell slots on other spells over this.
Cure critical wounds Pretty poor at this point. Sure, with faith healing, healing domain and augment healing you could maybe make this fairly decent, but the randomness of the healing is a detriment when you need it. Regeneration spells are typically better, and if you're rapidly losing life using potions or kits is also better to avoid getting disrupted.
Deathward Provides a ton of immunities, is part of the infamous deathward + freedom of movement + stonebody combo and has a really long duration. It's a must pick spell for every divine character.
Detect Scrying RP spell at best. Scrying produce a tiny blue dot that is visible to everyone, so this spell is rather difficult to justify casting. Even if its to avoid metagaming the blue dot, you're effectively only casting it when seeing the blue dot to justify the metagaming for the character.
Dimensional anchor The spell lies to you. It does not in fact block ethereal effects, which makes the limited use it could have in PvP far more limited. If you want to block someone teleporting, this is the spell. It's pretty much the only thing it does, if you overcome their spell resistance and hit them with a ranged touch attack first! (subject to concealment)
Dismissal The most powerful anti-summoning spell in the game, largely due to the fact that it gets a large bonus to its DC. It takes your caster level - the targets hit die as a bonus. This means that a CL 30 caster targetting a HD 20 monster gets a +10 to their DC. It doesn't just hit summons either, but outsiders and elementals too. Most elder elementals have a will save of 4-8, with a HD of 20, so they're toast with this spell. The spell is only mediocre-listed because you might not use it too often.
Divine Power +6 strength breaks the limit, which alone is a really good bonus. The extra AB and attacks is just taking this spell over the top, making anyone go from mediocre to an acceptable melee combatant. It's less useful for caster clerics of course, but its arguably THE SPELL for melee divine characters.
Exorcism Really good damage, sadly hampered by a will save, transmutation school and more importantly its extremely limited amount of targets. As such, it's really more of an RP spell than anything else.
Freedom of movement Provides a ton of immunities, is part of the infamous combo with deathward + stonebody and is a definite must pick for all divines. A single casting of this does quite a lot to help your character avoid a wide variety of disabling spells and abilities.
Greater magic weapon Goes up to +5, so breaks the +4 limit. Obviously really good and as it can be cast on any weapon, it can make any weapon into an epic one. The ability to just look for powerful abilities and then buff the weapon up with this spell is very potent and one of the main reasons why divine characters do so well on the server.
Greater resistance Pretty poor, considering that it does less than conviction which is a level 1 spell. Avoid this spell, aim for conviction or superior resistance if you need that +6 bonus instead of the +5.
Hammer of the gods Decent spell that mainly is selected due to its school of evocation and the daze effect. Daze allows the targets to only walk and drink potions or such, but not fight, cast spells or run. A dazed monster is soon a dead monster.
Hypothermia 15D6 isn't that much. It's less than the orbs that arcanes have access too, and it has a save to limit its damage further. In general its better to use other spells if you're a caster, or buffing spells otherwise. An Auril-worshipper might find some RP use for it too.
Inflict critical wounds All of the inflict wounds series of spells are useless, even with hierophant abilities. They have very low damage and unlike most damage spells haven't been buffed up for this server, and to boot they provide a save to limit it further. Just avoid it.
Least spell mantle A cheap mantle that can easily be quickened. Mantles are powerful protections against magic, especially when empowered, but the key is trying to get a total absorption level of 10+. This will effectively always cancel at least two spells no matter their level, and least mantle fails at this with D4+4. It's decent if you can't afford another mantle, but then again, this is able to be used on a wand and that might be a better option.
Neutralize poison Pretty much useless, given that restoration does the same thing and more.
Poison The DC has a max and so won't ever improve unlike other spells. Unfortunately the max is 25, which is far too low to make it useful. Even if this spell had a set DC of 40, the effect is slow to take effect and largely not worth it. That speaks volumes of its usefulness, does it not?
Recitation Probably the best party buffing spell, as the AC, saves and AB can really help a party to steamroll over monsters. Many melee divines use some extended versions of this, but its a delicate decision. Divine power usually does more for the caster himself, so is often prioritized, even if recitation has a bigger impact overall in party play. In the end, almost no divine caster can afford enough castings of both, so its usually just a few of each.
Restoration A strong spell that cures you of pretty much anything negative except a curse or disease (remove curse and a healing kit are solutions there). You'll use this at all levels, provided you pick it.
Sending An RP spell for talking IC rather than sending tells.
Summon creature IV A pretty poor summoning spell, especially compared to some of the other options here. It has some use right at level 7-8 when the divine character can get it, but it quickly fades in usefulness.
Tongues Very long duration makes it stand out as something you can always have on. It's an RP spell, sure, but it can be useful nonetheless.
Violate A poor form of dispel. It has a narrow selection, but is not without potential. Greater dispel magic and the lesser variants that the divines have access too have some usefulness as you level up, but are mostly dead picks at level 30. Violate however can work even at level 30, as its dispelling power is based on a reflex save rather than the level of its target. Unfortunately, it's not likely to get a decent DC with it being transmutation and at level 4, and the targets of the spell are mostly just good for getting rid of protection of alignment. It really needs to be no save, or something similar, to have much use.
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Level 5 spells
Azure Flame The transmutation school is unfortunate which means that most divine casters will have a mediocre DC at best. However, the effect is quite decent. If you cast it too many times, you might end up taking a bit of damage yourself.
Bane of yondalla At first glance it is pretty bad. However, against a level 30 target consider that you do at least 60 damage from the constitution loss alone, plus the other penalties. There is no save, except for spell resistance, which is key. Now, the description is wrong and only clerics of Yondalla can actually use it, and these rare individuals should. It's a mediocre spell, but it has some character.
Battletide Battletide is decent, although you shouldn't count on the penalties actually applying to the enemy given spell resistance and the will save. It's mostly used for the bonuses, which aren't all that great. The main issue this spell has is that the slots are usually better filled by extended level 4 spells, and level 6 spells are better than extending this most of the time. It's still a common choice, but mostly due to lack of options.
Bladebend It's really a roll of will save vs will save for 10 rounds, or you can't attack. It's as such a way for anyone to get a good "DC" spell, without being good at DC spells at all. It's restricted to Vhaerun worshippers.
Commune an RP spell.
Disrupting weapon You should limit your round/level buffs, and this is just not worth using. Its damage type also hinders it, as it shouldn't stack with for example bless weapon, which is simply a much better spell.
Cure light wounds, mass It doesn't heal for much, even counting in class abilities or feats that could boost it. It's main use is in that it currently heals everyone in your party no matter where they are. It goes without saying that it gets better the more allies you have in the party, but most of the time it's still mediocre.
Flamestrike One of the better damage spells, particularly if you have the war domain to get it a level earlier. It's evocation, and has excellent damage types. Unfortunately, if you're a DC caster you'll more often want an extended divine power or a slay living, so its a bit specific in use for when fighting clumped up enemies.
Flaywind Burst Excellent damage and type, great effect. Take care not to hurt your allies though. The disruption caused by knockdown clears the target's action queue, prevents spellcasting and all that. This is one of its main uses, since it ignores spell mantles, and reflex is often a spellcaster's worst save. As it is in the evocation school, it becomes pretty good for any divine DC caster. The only bad thing about the spell is the cone.
Inflict light wounds, mass Absolutely useless. Way too little damage, with a save. Always avoid all inflict wound spells, even if you have the hierophant ability "blast infidel".
Mass contagion Unlike most spells, contagion has a DC maximum, which is 30. As such, it's hardly worth using. Even the effect is negliable, as it takes too long for it to fully kick in and influence a battle. More for RP than anything else.
Mirror walking
Opalescent glare Think of it as the level 4 arcane spell fear. This one has +1 DC due to its level, and its a quite good spell particularly if you've a necromancy focus, which is the divine DC caster's second best school to focus in. Mass effect spells are always useful.
Raise Read It's a utility spell, saving gold. It doesn't do much in a combat situation, since 1 HP is almost a death sentence in itself. Resurrection is better in such cases. For those quiet times when you can use it in safety, it's only saving the gold of using a scroll (which everyone can use).
Righteous Might +3 damage, an abnormal size, in exchange for -1 AB, -1 AC? It's hardly a good trade for the spell slot, but it is extra damage and it is useful in areas where you are more or less invincible already. Against tougher enemies the penalties probably outweigh the bonuses, making the spell not worth using.
Righteous wrath
Scrying
Slay Living
Spell Mantle, lesser
Spell resistance
Summon creature V
True seeing
Wailing whips
Wall of dispel magic
Wall of stone
Orange= This spell is not very good
Green = A mediocre or decent spell
Blue = A great spell and a strong choice
Purple = A fantastic must pick spell