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Originally Posted by
justagame
At level 1, Nightshield is a must for me, as is Divine Favor. (Evoker, melee, or otherwise, I've never build a divine caster that didn't at some point need to swing a weapon from time to time.) Like you said Command is great early, but you will swap out to GC later. Remove fear is always handy. Obscuring mist can cut down in incoming damage in a nasty fight, the light spell (I forget the name at the moment) is no-save, and SofF can be useful on some party members.
Level 2: Soundburst and resist are 2 musts. After that, you could load remove paralysis or lesser restore for cheap quick debuff removal without switching to a wand or casting a more expensive spell. Depending on starting CHA, The eagle's ___ spell for +4 cha can come in handy if your CHA item gets disjuncted, to meet casting minimums.
Level 3: Magic circle, Searing light, Remove curse, and Prayer. RC because it's a major PITA to swap to a wand every time you need to remove a curse.
Level 4: Freedom, Divine power, recitation. Holy Smite can be good CC while levelling, but loses its luster later. You'll have DW while levelling but switch out to mass DW later.
Level 5: The first level with some tough choices. I usually have slay living, greater command Divine punishment, and break enchantment. You can raise dead with scrolls. True seeing can be scrolled. Spell resistance loses its protective value at higher levels.
Level 6: The toughest level. There are 5-6 great spells, you only get 3. On a caster build I go with Heal, Blade barrier, and Cometfall. I sometimes carry Banishment instead of CF in the vale, but swap out once I move on to the next level content. On a melee build I may carry mass cure mod, or harm, instead of cometfall.
Level 7: I typically take Destruction, Cure mass serious, and Resurrection. Need at least one non-scrolled raise, so that you have 2 separate timers going in a pinch. Alternatively, you could go with mass protection from elements, and take Cure mass at some other level (perhaps 8).
Level 8: Mass DW is a given. After that, I usually go with symbol of death and death pact. I used to pack holy aura all the time, but not since it was nerfed to near-uselessness.
Level 9: Implosion, Mass heal, energy drain. It hurts not to take True Rez, but by packing both resurrection and rez scrolls, I can keep raising folks. And energy drain is truly needed at times. On a melee build I can carry True Rez instead of implosion.