| Mr_Smileys |
The best advice I can give to a new player trying to play a high level cleric is to create 1-2 core Spell lists that are the default, and a small side board list of spells that can be swapped in if the situation is more specialized. This will limit the overwhelming nature of the spells and make it easier to consume. You can use the below list as a base for these lists. Also, have your player stick to reading the brief summary of spells in the class spell list and then, if a spell seems interesting or useful, look up the full text.
Here is a basic list of spells that are good all around cleric spells, they can be used in just about every situation you will encounter in an average Adventure. This is assuming no bonus spells and not knowing what domains the cleric is.
0th Level
Detect Magic (x2)
Light (x2)
1st Level
Cure Light Wounds (x2)
or 1 CLW and Divine Favor
Shield of Faith
Protection from (Alignment)
2nd Level
Cure Moderate Wounds (x2)
Lesser Restoration
Sound Burst or Spiritual Weapon
3rd Level
Bestow Curse or Searing Light
Cure Serious Wounds
Daylight
4th Level
Restoration or Cure Critical Wounds
Dismissal or Freedom of movement
5th Level
Flame Strike, Slay Living, or True Seeing