Helherron Priest Spells
Priest spells are cast by the Priest, Monk, and Ranger.  They are also cast when using an instrument, but you cannot pick which spell is cast then (See the Music skill and the Bard class for more information).  When you cast a spell you select a multiplier to cast it at, the magic point cost (MP) listed is for the multiplier of 1.  Increasing the multiplier increases the MP cost and *may* provide some benefit.  Damage spells increase damage done, healing spells increase hit points restored, summon spells summon more creatures, but some spells seem to be unaffected by casting them at higher multipliers.
I believe this list is complete. However, because of how random spells are, I could be missing something.
Spell MP Description
Very Easy
Heal Minor Wounds 3 Heals a small amount of damage.
Light 3 Caster's body starts to shine very bright light making it easier to operate in darkness.
Holy Shield 3 Target's AC is increased by 6 and damage from spells is slightly reduced.
Poison Cloud 4 Creates a slightly poisonous cloud to a 3x3 area.
Dispel 4 Remove all spell effects from target.
Injurious Touch 4 Causes some damage to target.  Base damage 10-30.
Clear Mind 3 Removes confusion(natural and magical) and fear from target.
Cause Minor Wound 5 Causes some damage to target.  Base damage 10-18.
Blur Vision 4 Makes it difficult to hit target with ranged weapons and some spells (darts, bolts, etc…).
Weakness 4 Causes target to inflict lower damage in combat.
Create Web 5 Creates some cobwebs.
Easy
Cure Disease 3 Removes disease from target.
Awaken 4 Wakes up as stunned target.  (Removes stunning, sleep…)
Summon Minor Animal 6 A weak animal is summoned to help the caster in battle.
Weaken Poison 5 Target's poison becomes milder.
Create Wall 6 Creates a brickwall.
Turn Undead 4 Causes a great damage to undead creatures.  Base damage: 35-70.
Transfer 5 Two targets are chosen and they swap positions.
Repel Undead 4 Target repels undead creatures for 5-10 turns.
Bless 6 Target's all weapon skills are increased by 10.
Create Water 5 Creates water to a 3x3 area.
Blindness 7 Target creature is blinded for 5-10 turns.
Anesthesia 7 Target can receive +25% more damage.
Detect Invisible 6 Target is able to see invisible things.  Duration: 5-6 turns.
Haemophilia 6 Target starts to greatly bleed.
Intermediate
Diabolic Afterlife 6 Causes target so that when it dies, it will raise up as an undead and serve the caster of this spell.
Summon Undead 12 An undead creature is summoned to help the caster in battle.
Mana Shield 9 Causes damage inflicted to target to be reduced from his magic points.
Create Great Wall 8 Creates a 3x1 brickwall.
Anti-magic 6 Target's ability to cast magic spells is highly reduced.  Also destroys up to 40% of target's mana.
Blink 5 Target will be teleported to a random location on the battlefield.
Precision 7 Target's ranged damage is increased by 25%.
Heal Serious Wounds 8 Heals a nice amount of wounds.
Levitation 7 Causes target to levitate.
Hard
Summon Major Animal 16 An animal is summoned to help the caster in battle.
Regeneration 7 Target regenerates 2-3 hit points in one turn.
Aural Perception 8 Enables target to perceive creatures' auras.  This vision is not limited by walls or light.  Duration: 5-6 turns.
Paralysis 9 Target is paralyzed for 5-10 turns.
Cause Serious Wound 8 Causes a lot damage to target.  Base damage: 30-55.
Mass Blink 12 All creatures will be teleported to a random location on the battlefield.
Create Great Web 11 Creates a large area of cobwebs.
Invisibility 10 Target is invisible for 5-6 turns.
Greater Anesthesia 12 Target can receive +50% more damage.
Charm 10 Target is charmed for 5-10 turns.
Necromancy 13 Raises up dead bodies as skeletons.
Create Food 12 Creates a nice amount of food.
Very Hard
Mass Haemophilia 14 All enemies that fail to resist start to greatly bleed.
Identify 10 Identifies items.
Uncurse 18 Removes curse from an item.
Heal Critical Wounds 14 Heals a great amount of wounds.
Mass Cure 12 Wakes up, cures bleeding and removes confusion and fear from all friendly creatures.
Mass Heal 18 Heals all friendly creatures.
Divine Light 12 Bright daylight for 5-6 turns.
Cause Critical Wound 14 Causes a great damage to target.  Base damage 60-100.
Mass Dispel 14 Remove all spell effects from friendly creatures.
Mass Wound 16 Causes a slight to most hostile creatures.  Base damage: 10-40.
Resurrect 25 Resurrects a dead creature.
Summon Demon 32 A demon is summoned to help the caster in battle.
Neutralise Poison 12 Neutralises target's poisoning.
Finger Of Death 19 Target dies.
Heroism 40 Target becomes heroic.  His all physical skills (weapon skills, toughness, swimming, etc…) are increased by 50.
Gate Travel 50 Your whole party is teleported to any location.
Summon Golem 90 A golem is summoned to help the caster in battle.
Apocalypse 66 Causes huge damage to most of hostile creatures in battle.  Base damage: 40-390.
Death 34 Target dies.