-Acid Storm (SC pg 7, wiz 6): 20' cylinder, 1d6/CL acid damage
-Amanuensis (SC pg 9, wiz 0): Read 250 words per minute from books (I wonder if I'll ever get a chance to use THAT exploit... teeheehee... 1500d6 force damage in a radius...)
-Amorphous Form (SC pg 9, wiz 3): subject becomes an ooze, some (not all) gear becomes useless
-Anticipate Teleportation (SC pg 13, wiz 3): and delay their appearance by 1 round as well
-Arc of Lightning (SC pg 15, wiz 5): pick 2 targets within range, they and everything between them get zapped (1d6-/CL)
-Assay Spell Resistance(SC pg 17, wiz 4): gain +10 to caster level checks to overcome one enemy's SR
-Baleful Transposition (SC pg 23, wiz 2): pick 2 people connected by something solid (e.g. the ground), and they switch spots
-Ball Lightning (SC pg 23, wiz 5): like Flaming Sphere, but damage is 1d6/CL and electric
-Bands of Steel (SC pg 24, wiz 3): creature is immobilized, can break free with DC 18 check (entangled and DC 13 if they save)
-Battering Ram (SC 25, wiz 2): 1d6 damage, and bull rush at +10
-Bite of the Were<animal> (SC pg 28/29, wiz 3-7): enhancement bonus to str, con, natural armor, and a bite attack
-Blacklight (SC pg 30, wiz 3): create a 20' radius of darkness around an object/creature/point, sight and darkvision do not function for anyone (except the caster, and only if they're inside)
-Blades of Fire (SC pg 31, wiz 1): weapons do +1d8 fire damage (it says touch range, but the targets are up to two weapons I'm using... can I cast this on the weapons a friend is carrying?)
-Blast of Flame (SC pg 31, wiz 4): kind of like burning hands, but 60' cone instead of 15'
-Blast of Force (SC pg 31, wiz 2): 1d6/2CL damage, knocks opponent prone
-Blistering Radius (SC pg 33, wiz 4): long-range, 50' spread of 2d6 /turn and (no-save) dazzling
-Blood Wind (SC pg 33, wiz 1): subject can use natural weapons up to 20' range (but does not threaten beyond normal reach)
-Bloodstar (SC pg 34, wiz 4): within 10' of this thing, enemies who take damage make a fort save against 1 con damage
-Body of the Sun (SC pg 35, wiz 2): spread fire 5' in all directions
-Bristle (SC pg 40, wiz 2): suit of armor can make one attack per round for 2d6 damage
-Burning Blood (SC 40, wiz 4): every round, save against 1d8 fire and 1d8 acid damage and limited to 1 move action
-Contingent Energy Resistance (SC 52, wiz 5): if you are hit with energy damage, gain energy resistance 10 against that element for 10 minutes
-Corporeal Instability (SC 53, wiz 4): turns target into a blind spell-less ooze, can spend a standard action for a new save each round, 1 wisdom drain per round
-Corpse Candle (SC 53, wiz 4): floating candle illuminates visible, hidden, invisible, and ethereal objects.
-Defenestrating Sphere (SC 62, wiz 4): mobile sphere does 3d6 damage, can knock targets prone, can throw prone targets around like a ragdoll
-Dessicating Bubble (SC 63, wiz 2): think Flaming Sphere, but dessication damage
-DiamondSteel (SC 64, wiz 3): armor grants half its armor bonus in DR/adamantine
-Dispel Ward (SC 67, wiz 1): like Dispel Magic, but only for Abjurations placed on objects
-Greater Disrupt Undead (SC 68, wiz 3): ray of 1d8/CL damage against undead; if you destroy a target, strike another for half that damage
-Dolorous Blow (SC 70, wiz 3): double a weapon's threat range, all crit threats auto-confirm
-Draconic Might (SC 72, wiz 5): subject gains +4 to str, con, and cha, plus immunity to sleep/paralysis
-Ebon Eyes (SC 77, wiz 1): see as normal in darkness (mundane or magical)
-Energy Spheres (SC 90, wiz 4): make one sphere each for the 5 energy types, can use each to either attack (5 damage /5CL) or defend (5 points /5CL)
-Eradicate Earth (SC 84, wiz 3): 1d8/CL to all [earth] creatures within a 40' burst (very circumstantial, but would be kinda fun to use anyway... even Evasion doesn't work against it =P)(now if only it could affect earthen terrain as well, just to look impressive)
-False Gravity (SC 87, wiz 3): Subject can choose which way is gravitationally "down" for it once per round (I think I would mix this with Feather Fall)
-Fire Stride (SC 93, wiz 4): A bit like the Floo Network in Harry Potter, up to Long Range per jump, one jump /CL. Does not grant fire resistance.
-Firebrand (SC 93, wiz 5): Make one 5' fiery burst /CL, each does 1d6 fire damage /2CL (including on the next round) and lights creatures on fire. Overlapping bursts do not stack. costs one vial of Alchemist's Fire.
-Greater Fireburst (SC 94, wiz 5): 15' burst centered on caster, 1d10 fire damage /CL
-Flashburst (SC 95, wiz 3): 20' radius burst; everyone inside is dazzled, everyone inside or with LoS makes a will save vs blindness for 2d8 rounds (to clarify, people can be instructed to close their eyes against it, right?)
-Flight of the Dragon (SC 95, wiz 4): 10 mins/CL, able to fly 100' per round, or 15 miles/hour overland (24 mph at a hustle
-Mass Fly (SC 96, wiz 5): Like Fly, but on one target /CL, all must stay within 30' of at least one other
-Force Claw (SC 97, wiz 4): Create a claw that guards an area by making AoOs within 20' of it, can be moved around with a move action from the caster (threaten ALL THE THINGS)
-Frost Breath (SC 100, wiz 2): 30' cone, 1d4 ice damage /2CL, reflex save for half damage and vs. dazing for 1 round
-Giant's Wrath (SC 105, wiz 3): one pebble /3CL is enchanted; when you throw it, it has 120' range increment, it turns into a boulder that does 2d6 bludgeon damage, and you add CL to attack and damage roll
-Hail of Stone (SC 108, wiz 1): 5' cylinder, 40' high, creatures and objects in radius take 1d4 damage /CL
-Hailstones (SC 109, wiz 3): 1 hailstone /5CL, each needs RTA to do 5d6 cold damage
-Heroics (SC 113, wiz 2): temporarily grant subject a fighter bonus feat for which they qualify
-Horrible Taste (SC 116, wiz 1): creatures that bite you are nauseated, and don't want to bite you again (immunity to animals lol)
-Infernal Wound (SC 122, wiz 2): cast on a weapon, hits with that weapon cause enemies to lose 2 hp per round (until healed, despite spell duration)
-Junglerazer (SC 127, wiz 3): 120' line, 1d10 negative energy damage to fey, vermin, plants, plants creatures, or animals.
-Manyjaws (SC 138, wiz 3): one set of jaws/CL appear, move 40 (perfect flying), standard action to redirect them to new targets, always autohit for 1d6 damage (half with reflex save), lasts for concentration (up to 3 rounds)
-Metal Melt (SC 140, wiz 4): close range, melt a metal object into a puddle (owner can grant a will save)
-Mindless Rage (SC 142, wiz 2): target is forced to move towards you and melee attack, cannot make ranged attacks or use any magic
-Misery's Envy (SC 142, wiz 3): target must try to obtain a specified object, and guard it greedily
-Nerveskitter (SC 146, wiz 1): immediate action, grants +5 to initiative checks made within 1 round
-Net of Shadows (SC 147, wiz 1): target gains concealment, but can't see more than 5' (and creatures within 5' of the target have concealment against it)
-Orb of Acid (SC 150, wiz 4): 1d6 acid damage /CL, fort save vs sickening for 1 round
-Phantasmal Assailants (SC 154, wiz 2): will negates and fort half against 8 wis damage and 8 dex damage (the CArc version does 4 and 4)
-Rainbow Beam (SC 165, wiz 2): ray deals 1d12 damage /3CL, of a random energy type (the 5 energy types, force, poison, or pick-two-use-half-of-both)
-Rainbow Blast (SC 165, wiz 3): 120' line, 5 damage dice (one of each energy type): d6 at CL5, d8 at CL7, d10 at CL 9, d12 at CL11
-Ray of Clumsiness (SC 166, wiz 1): ray attack deals 1d6 dex damage +1/CL, can't bring target to 0
-Ray Deflection (SC 166, wiz 4): immunity against ranged touch attacks (specifically including rays)
-Ray of Flame (SC 167, wiz 1): RTA to do 1d6/2CL fire damage, reflex save versus catching fire (which deals 1d6 per round)
-Ray of Ice (SC 167, wiz 2): RTA for 1d6/2CL cold damage, reflex save to be frozen to the ground (can't shift, no dex to AC, -2 attack rolls)(DC 18 str to break ice, or deal it 15 damage)
-Reciprocal Gyre (SC 170, wiz 5): target takes 1d12 damage for every ongoing magical effect on it (not including benefits from worn magic items)(max 25d12)(will save for half), plus fort save vs dazed for 1d6 rounds
-Mass Resist Energy (SC 174, wiz 4): like Resist Energy, but 1 target /CL
-Resonating Bolt (SC 174, wiz 3): 60' line, 1d6 sonic damage /CL, damages creatures & objects (objects it doesn't destroy stops the line)
-Reverse Arrows (SC 175, wiz 3): DR 10/magic against projectiles, fully blocked ones attack the shooter with their own attack roll (reroll damage)
-Revivify (SC 176, clr 5): restore someone to life (if within 1 round of their death) (useful to prevent more deaths like Thansh's maybe, even though I can't use it >.>)
-Rust Ray (SC 178, wiz 3): RTA to do 2d6 damage +1/2CL to metal creatures/objects, armor loses 1d4 armor class, magic items get a fort save to resist
-Scatterspray (SC 180, wiz 1): six fine/diminutive objects go flying, doing 1d8 damage in a 10' radius (nonlethal if they're softish like eggs)
-Scintillating Sphere (SC 181, wiz 3): like fireball but electric
-Sensory Deprevation (SC 182, wiz 4): target is Blind, Deaf, and can't use Blindsense/sight, scent, or tremorsense
-Shadow Binding (SC 182, wiz 3): 10' burst, will save vs. entangling (DC 20 strength or escape artist)
-Shadow Well (SC 186, wiz 4): Will save vs. getting pulled onto Plane of Shadow by your own shadow (removed from combat for 1 round /CL), on return another will save vs frightened for 1d4 rounds
-Shard Storm (SC 187, wiz 5): every round, do 3d6 force damage in a 20' radius from spell's target point, for 1 round /CL (free action to suppress for a round)
-Shatterfloor (SC 187, wiz 3): 15' radius from caster, creatures/objects take 1d4 sonic damage /CL, floor in the radius becomes difficult terrain (if it's stone or ice or wood or anything softer)
-Sign of Sealing (SC 189, wiz 3): close a thing (box, door, etc.), DC to break it is increased by 10, when broken do 1d4 points (untyped?) damage in 30' spread (reflex half) (can be disabled by rogues (DC 28), dispelled by Dispel Magic, or suppressed by Knock)
-Greater Sign of Sealing (SC 190, wiz 6): works on open spaces, objects get +10 hardness and 5 HP /CL and +4 resistance bonus on saves, if broken does 1d6 (untyped?) damage in 40' spread (reflex half), resists Knock
-(Bigby's?) Slapping Hand (SC 191, wiz 2): target instantly provokes AoO's from everyone threatening its space; DC 20 concentration to negate (no save)
-Slide (SC 191, wiz 1): Move target 5' horizontally (not upward), movement does not provoke.
-Greater Slide (SC 192, wiz 2): longer range, move target in a 20' line
-Slow Burn (SC 192, wiz 1): 30' radius, fires last twice as long, putting out a creature on fire needs two consecutive reflex saves, [fire] spells do one less damage per die
-Snake's Swiftness (SC 193, wiz 2): one ally makes one attack immediately (doesn't stack with extra attacks from Haste or similar)
-Mass Snake's Swiftness (SC 193, wiz 3): 20' radius burst, all allies make one attack immediately (also doesn't stack with Haste etc.)
-Snowball Swarm (SC 194, wiz 2): 10' radius, creatures and objects in area take 1d6 cold damage +1d6 /2CL beyond 3
rd-Sonorous Hum (SC 196, wiz 3): next spell you cast that uses concentration for duration is maintained for you for 1 min/CL
-Sound Lance (SC 196, wiz 3): 1d8 sonic damage /CL, fort save for half
-Spell Vulnerability (SC 200, wiz 3): reduce subject's SR by CL (minimum 0)
-Spirit Worm (SC 202, wiz 1): target takes 1 con damage / round (max 5), fort save ends spell
-Spiritwall (SC 203, wiz 5): create a wall, creatures on one side (determined by caster) within 60' need will save vs. fright for 1d4 rounds, touching/passing through the wall deals 1d10 negative energy damage and fort save vs negative level, wall provides concealment and total cover against physical attacks, blocks LoE for magical effects
-Spontaneous Search (SC 204, wiz 1): creature touched is treated as having taken 10 on everything within a 10' radius (including traps)
-Steeldance (SC 206, wiz 3): two swords or daggers float around caster and attack adjacent enemies every round (attack roll is d20+CL+spellcasting stat, damage is normal weapon damage + spellcasting stat, becomes magical for bypassing DR)
-Stolen Breath (SC 207, wiz 2): target is sickened for 1 minute, no save
-Stone Bones (SC 208, wiz 2): target gets +3 enhancement to natural AC
-Sword of Deception (SC 217, wiz 4): create a sword that strikes a target every round from caster's direction (BAB=CL, 1d8 damage, can full attack, can flank), hits bestow cumulative -2 penalty on next saving throw (up to -5), standard action to switch targets
-Symbol of Spell Loss (SC 218, wiz 5): when triggered (as per Symbol of Death), all casters within 60' make will save every round vs losing their highest-level prepared spell (or spell slot) for the day, lasts 10 mins/CL or until 50 levels of spells are erased (works on SLAs as well)
-Thunderlance (SC 220, wiz 4): create variable-size lance (reach 5' to 20'), deals 3d6 damage + caster's casting mod, makes dispel checks against force effects of 3rd level and lower (like Shield, Mage Armor...)
(can I give the lance to a friend and have them use it with my stats? It doesn't specifically say I can't...)
-Treasure Scent (SC 223, wiz 4): detect copper, silver, gold, platinum, and gems within 30' (only the general direction is given), fooled by barriers (e.g. 1 foot stone, 1 inch of metal, etc.)
-Tremorsense (SC 224, wiz 3): constantly detect/pinpoint creatures within 30' that touch ground
-Unluck (SC 227, wiz 3): will negates, for 1 round /CL target rerolls all dice throws and takes the worse result
-Vortex of Teeth (SC 232, wiz 4): 1 round /CL, 40' radius hollow cylinder, 20' high, with 5' safe zone in the middle, does 3d8 force damage per round (no save)
-Wall of Dispel Magic (SC 233, wiz 5): undetectable wall, targeted Dispel Magic for everyone walking through
-Wall of [Good/Evil/Chaos/Law] (SC 233, wiz 4): Evil (etc.) summoned creatures cannot pass through wall, other Evil (etc.) creatures require a will save to pass through (failure ends creature's turn immediately)
-Wall of Limbs (SC 234, wiz 5): 1 round/CL, deals 5d6 (untyped?) damage and grabs enemies every round, DC 18 str check to avoid/escape grabbing (if wall is conjured on top of enemies, reflex save to move out of the way)
-Xorn Movement (SC 244, wiz 5): move through unworked stone, earth, etc. without trace (like a Xorn). Shunted to nearest space (1d6 damage /5') if spell ends while underground
Most of the above spells also appear in other sourcebooks, for instance some of the Mass versions of PHB spells show up in Complete Arcane (Mass Fly, Mass Resist Energy)
-Backbiter (CArc 98, wiz 2): given two-handed, wooden-hafted weapon attacks its wielder instead of target on its next attack, wielder is unaware, magic weapons use their wielder's will save to resist
-Blindsight (Player's Guide to Faerun pg 100, wiz 2): grant subject Blindsight for 1 min/CL
-(Boccob's) Rolling Cloud (DR338 pg 49, or page 15
here, wiz 3): 25' cone, 1d6 damage /CL, damage is 1/4 each of fire, electric, positive, and negative, never heals targets (for instance undead are still harmed by the negative energy)
-Stars of Avandor (BoED 108, wiz 3): 10 lights circle caster's head, each round can spend a free action (1/round) to launch one star or standard to launch 3, 1d8 damage each, no save, half damage is nonlethal against non-evil targets
-Healing Touch (BoED 100, wiz 3): heal target 1d6/2CL, take equivalent damage
-Siphon (DR338 pg 78, or page 18
here, wiz 3): drain 5 charges from a wand/staff to recover a prepared spell (or slot) of same or lower level
-Explosive Cascade (Magic of Faerun page 93, wiz 4): area 5'/CL (must be contiguous but can be any shape), deals 1d6 fire damage /CL to objects and creatures ("line" is stopped by barriers that are not destroyed)
-Backlash (Magic of Faerun page 89, wiz 4): First spell target casts that fails (is interrupted, resisted, saved against) affects caster with no save
-Prismatic Ray (CArc pg 118, wiz 5): roll on spell's table for effect, creatures with 6 or less HD are also blinded for 2d4 rounds
1) 20 fire damage
2) 40 acid
3) 80 electric
4) insta-kill poison (or 1d6 con damage on save)
5) petrification
6) Insanity spell