Darkvision off a spell would be useless.  We may as well just use torches; dumb undead won't see anything more than floating lights they're too stupid to identify, while smart undead are going to make their save anyways.  I have no problems going through the entire wand, so I can just pop the effect back up every time we decloak.  (And beside that, Darkvision isn't a Cleric spell.  Rather, it's a second-level sorc/wiz spell.  4th-level mass.)<br/><br/>In other news, I have a decent draft (http://www.myth-weavers.com/sheetview.php?sheetid=167167) for spell prep for the day.  Since my turning's only so-so, I'm including a few spells to boost it.  Light of Wisdom is a high price to pay, but pairing that with Light of Faith and the Hallow boost we already have, and piling all that onto my Greater Turning?  That could do some damage.  2d6+8 for the damage check as an 8th-level Cleric (averaging a cap of 10-HD, max 12 HD, min 7 HD), and 2d6+14 HD of undead (average 21 HD).  With a little luck and a little prep (I'd need two rounds to put up both effects and turn), I could vape some pretty brutal unliving horrors.  Of course, that's my one-shot nuke for the adventure.<br/><br/>Edit: Oh, and Sam is in his/her default, androgynous form at the moment, not the one she was in last night.