Such things to craft, all held in that which is forged by Ilmarinen's faithful.
1st Level: Cure Light Wounds, Detect Magic (metal items only), Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Pass without Trace (D), Charm Person*, Comprehend Languages*, Mending*, Shield*, Unseen Servant*
2nd Level: Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Resist Fire, Spiritual Weapon, Heat Metal (D), Arcane Lock*, False Gold*
3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding, Locate Object, Remove Curse, Striking, Explosive Runes*, Stone Shape (D), Protection from Normal Missiles*
4th Level: Create Food and Water (or grain or salt for the same), Cure Serious Wounds, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Lower Water (reversible), Enchant Arms*, Polymorph Others*, Polymorph Self*
5th Level: Commune, Cure Critical Wounds, Dispel Evil, Magic Sledge (as Fire Chariot (D), but cannot fly, is drawn by deer, and is non-fiery), Distort Distance*, Magic Gold (as False Gold*, but lasts for 6 days per level), Passwall*, Secret Chest*
6th Level: Animate Objects, Blade Barrier, Stone Tell, Summon Aerial Servant (or other spirit), Control Weather (D), Arcane Window*, Simulacrum* (though must be female and made of precious metals)
7th Level: Automaton (as Animate Objects, but the effect is permanent, they gain 1d20 intelligence, and cleric may have up to his level automata in operation at one time), Metal Tell (as Stone Tell, but works with metal objects), Restoration, Symbol, Wind Walk, Permanency*
Next week: clerics of Ilmarinen, Part V!