There is also a separate line that can heal your entire group, the Word of health series, that Clerics receive late in their life but that can be a lifesaver if used properly. Still in the healing lines, Clerics get the ability to cure poisons and diseases, which are useful but rarely vital except against some very powerful poisons. Perhaps the most needed of the healing abilities, that always makes high level clerics in high demand, are the revive lines that allows us to bring a fallen comrade back to his corpse, alive, and at higher levels, that also allows to restore some of the experience lost upon death. The healing abilities are indeed the most critical ones, especially at high levels, and they have lead some people to think that Clerics were only band-aids for their group. The second ability of Clerics, that is almost as important as healing, is buffing.
Clerics receive three separate and stackable lines of buffing spells, as well as resistance buffs.
First the main line, from Courage to Resolution will increase the HP and AC of the target, the most underestimated line, the Holy Armor line that increase the AC of your tanks and finally the costly Symbol line that requires to spend a precious stone everytime you use it, but that can add tremendous quantities of hit points to your tanks. The resistance buffs are also quite useful in specific situations but only the most patient or foolish of clerics will try to keep the 5 buffs on at all times on their entire party. Clerics also receive a self only combat buff, Yaulp, which is very useful, especially as an abjuration trainer, during the early levels, the upgrades are however much less useful since almost no melee battle is done at the levels where they are obtained. Since its somewhat of a buffing spell I will also speak on the Divine Aura and Divine Barrier spells here. These long recast time spells give you temporary invulnerability against everything but stuns for a short period of time.