There is also a third line of spells the symbol of transal line of spells which grants additional hit points though this line requires a spell component. With the combination of these three buffs a cleric can buff a player to extremely high statistics that are unattainable with the buffs of any other class. These spells grant the cleric total invulnerability for a brief period of time. I cannot tell you how many times these spells have saved my tail. This spell not only can be used for self evasion but also will allow you to remain confident in your ability to stay behind and heal your party members making sure that they all get out because you know that you can divine if things get bad.
Clerics also feature a calming line of spells.
These spells can be very useful inside of dungeons. Calm can also be used to limit the number of monsters that your group will have to face. Say for example you come up against 3 different monsters and your group has no chance of defeating all three. You could calm two of them and then pull the third out with a spell. Your group will now only have to fight one monster at a time.