First off, I want to apologize to you, Red. My character wants to collect a lot of magic spells. So, having gone through the spell compendium to see what Veshnoal would consider interesting or even slightly/situationally useful, here's a giant-ass list of spells from the Spell Compendium that I would like to request.....
-Angel Skin (pal 2, SC pg 11): DR 5/evil for a few rounds
-Anyspell (Spell domain 3, SC pg 14): cast any lvl 0, 1, or 2 arcane spell
-Camouflage (Rgr, Drd 1, SC pg 43): +10 to hide
-Chill of the Grave (Deathbound Domain 1, Libris Mortis pg 60, SC pg 46): ray attack, does 1d10 cold damage plus another d10 every three subsequent levels, maxes out at 4d10
-Close Wounds (Clr 2, SC pg 48): immediate action, close range small healing
-Cloudburst (druid 1, SC pg 49): makes a 100' radius raincloud that annoys people, but doesn't water the garden for you
-Cloud wings (druid 2, SC pg 49): target flies 30' faster, doesn't allow the groundlocked to fly
-Crabwalk (druid, ranger 1, SC pg 53): charge attacks gets +4 attack bonus, no AC penalty
-Curse of Impending Blades (rgr 2, SC pg 56): -2 AC
-Curse of Ill Fortune (clr 2, SC pg 56): -3 attack rolls, skill checks, ability checks
-Dark Way (clr 2, SC pg 58): make an awesome BRIDGE
-Dawn (druid 0, ranger 1, SC pg 59): everyone wakes up
-Deep Breath (druid, ranger 1, SC pg 61): swift action, breathe water for a couple rounds
-Deific Vengeance (clr 2, SC pg 62): one target, 1d6 per two caster levels, or 1d6 per caster level against the undead.
-Demonhide (blackguard 2, SC pg 63): gain DR 5/Cold Iron Or Good for a couple rounds (only works on evil people)
-Dispel Ward (cleric 1, SC pg 67): Dispel Magic, but only works on abjured objects
-Divine Insight (cleric, paladin 2, SC pg 70): 5+CL insight bonus on one skill check in the next few hours
-Divine Sacrifice (blackguard, paladin 1, SC pg 70): first attack each round (for a few rounds) does 5d6 damage, but I take 10 damage
-Earthbind (druid 2, SC pg 76): target stops flying
-Earthen Grace (druid 2, SC pg 76): damage from stone weapons and falling onto rocks becomes nonlethal
-Ebon Eyes (cleric 1, SC pg 77): Ignore miss chance from darkness
-Embrace the Wild (druid 2, ranger 1, SC pg 79): get low-light vision, either blindsense or scent, and +2 to spot/listen
-Entice Gift (Greed domain 2, SC pg 83): make someone give you what they're holding
-Fell the Greatest Foe (clr 3, pal 2, rgr 2, SC pg 90): attacks do 1d6 extra damage for every size category your enemy is larger than you
-Find Temple (pal 1, SC pg 91): helps you find temples of your god/alignment
-Flame of Faith (clr 3, pal 2, SC pg 95): weapon becomes +1 Flaming Burst Weapon for a few rounds.
-Frost Breath (clr, drd 2, SC pg 100): 30' cone of 1d4 damage per two levels, plus dazed for 1 round
-Ghoul Glyph (Hunger domain 2, SC pg 105): anyone who goes near your symbol is paralyzed... although the description doesn't say for how long....... (maybe for 1 hour per caster level, since it takes a minute to cast? It's not very good for open combat, just for laying ambushes)
-Giant's Wrath (Druid 3, SC pg 105): When you throw the stone, it becomes much bigger and does 2d6+str damage. 120' range increment.
-Girallon's Blessing (clr, drd 3, SC pg 106): Grow 2 more arms, all arms have claw attacks but can't hold stuff
-Grave Strike (clr, pal 1, SC pg 107): sneak attack the undead
-Guided Shot (rgr 1, SC pg 108): ranged attacks don't take the penalty to attack for going beyond 1 range increment, and ignores miss chance from less than total concealment or cover
-Hand of the Faithful (clr 4, pal 3, SC 109): nonbelievers stay out of this 10' area for a few hours
-Hawkeye (drd, rgr 1, SC pg 110): Range increment for ranged weapons goes up 50%, also +5 to spot
-Haste, swift (rgr 2, SC pg 110): Haste as a swift action for 1d4 rounds
-Healing Lorecall (clr 2, drd 2, rgr 1, SC pg 110): With ranks in heal skill, your conjuration(healing) spells can remove dazed, dazzled, fatigued
-Healing Sting (drd 2, SC pg 110): do 1d12 damage +1 per CL of negative energy damage, and heal the same amount. Touch range.
-Heartfire (drd 2, SC pg 112): target shines like a torch, and takes 1d4 points of fire damage from their literally burning passion
-Holy Storm (clr, pal 3, SC pg 115): -4 to perception checks and ranged attacks in/through the 20' cylinder, evil people take 2d6 per round
-Horrible Taste (drd, rgr 1, SC pg 116): You taste horrible, and animals that figure this out won't want to bite you again
-Icelance (drd 3, SC pg 119): ranged attack with +4 bonus, does 6d6 and fort save vs. stunning for 1d4 rounds, costs 50gp of quartz to cast
-Junglerazer (drd 3, SC pg 127): nature people take 1d10 negative energy damage per caster level, 120' line
-Knight's Move (clr 3, pal 2, SC pg 129): like a 5' step but farther than 5', only works if you end up flanking someone
-Know Opponent (clr 3, SC pg 129): tells me up to four weaknesses/abilities of an enemy
-Lay of the Land (drd 4, rgr 1, SC pg 131): I get to see the map for 50 miles around, but only for a short while
-Lightfoot (rgr 1, SC pg 132): provoke no AoO's
-Lionheart (pal 1, SC pg 132): subject is immune to fear
-Lion's Charge (drd 3, rgr 2, SC pg 133): swift action, you get the Pounce ability for this round
-Listening Lorecall (drd, rgr 2, SC pg 133): with ranks in Listen, get Blindsight/Blindsense
-Living Undeath (clr 2, SC pg 134): immune to crits and sneak attack, -4 cha
-Low-Light Vision (drd, rgr 1, SC pg 134): you get low-light vision, hoo friggin' ray
-Mantle of Good (clr 3, pal 3, SC 137): SR 12+CL against [evil] spells
-Mark of the Outcast (clr 2, drd 2, blackguard 1, SC pg 138): person gets -5 to bluff/diplomacy, and -2 AC. For like, ever.
-Moon Blade (moon domain 3, SC pg 143): make a sword that does 1d8 damage +1 per two CL, 2d8 against undead, force concentration check to use spells (or SLAs) for 1 round
-Omen of Peril (clr, drd, rgr 1, SC pg 149): "Is this a good idea?"
-Quick March (clr, pal 2, SC pg 164): allies within 20' get +30' movement speed for 1 round.
-Rhino's Rush (pal, rgr 1, SC pg 176): If you charge this round, it does double damage. Only once though.
-Righteous Fury (pal 3, SC pg 177): 5 temp hp per level for 1 hour, +4 strength for 1 minute per level
-Ring of Blades (clr 3, SC pg 177): 5' ring of swords around you does 1d6 damage +1 per CL per turn
-Sandblast (drd 1, SC pg 180): 10' radius of 1d6 nonlethal and stun for 1 round
-Scent (drd 2, rgr 1, SC pg 180): you smell really good. As in, can smell other things really good.
-Sense Heretic (pal 1, SC pg 182): you detect evil spellcasters within 100' of the thing you cast the spell on
-Shroud of Undeath (clr 2, SC pg 189): The undead think that you are one of them
-Skull Watch (clr 3, SC pg 191): a floating skull screams at everyone it sees. Deploy in shops for maximum trolling.
-Smell of Fear (rgr 1, SC pg 193): creatures with scent want to attack that guy with their new bonus to attack and damage
-Snake's Swiftness (drd 1, SC pg 193): someone makes a free attack this round, doesn't stack with Haste...
-Snake's Swiftness, Mass (drd 2, SC pg 193): everyone makes a free attack this round, also doesn't stack with Haste...
-Sniper's Shot (rgr 1, SC pg 194): You may do 1 ranged sneak attack, without the 30' range limitation
-Snowshoes (clr, drd, rgr 1, SC pg 194): +10 land speed, never fall through ice
-Spell Flower (clr 1, SC pg 198): you may hold 1 touch spell in each hand
-Splinterbolt (drd 2, SC pg 203): the druid's Scorching Ray, does piercing damage. Crit threat on 18-20. DR applies.
-Stabilize (pal, clr 2, SC pg 204): absolutely everyone within 50' heals 1 damage
-Strength of Stone (pal 2, SC pg 211): +8 to strength, but no moving fast or jumping
-Surefoot (rgr 1, SC pg 216): +10 balance, climb, jump, & tumble and don't lose dex to AC while climbing or balancing. 10 mins per CL.
-Telepathic Bond, Lesser (mind domain 3, SC pg 219): talk to one person through their mind over any distance for 10 mins per CL
-Traveler's Mount (blackguard, drd, rgr, pal 1, SC 223): 1 hour per level, mount gets +20' movement but will not attack
-Updraft (clr, drd 1, SC 228): float 10' up per CL, then float down. You can move 5' horizontally.
-Vine Strike (drd, rgr 1, SC 230): allows you to sneak attack plants for 1 round
-Wall of Smoke (drd 1, SC 235): It makes. A wall. Of smoke.
-Wave of Grief (blackguard, clr 2, SC 236): -3 to attacks, skills, saves, & ability checks... 1 round per CL
-Winter's Embrace (drd 2, SC 241): 1d8 damage and fort save every round. May cause fatigue.
-Word of Binding (pal 3, SC 242): read as Summon Shackles.
-Wracking Touch (drd 2, SC 243): touch attack, 1d6 damage +1 per CL, always does sneak attack damage. ALWAYS.
-Zeal (pal 2, SC 244): +4 AC against AoOs from everyone except this one guy you are trying to fight. Also you can walk through enemies.