Complete Series- Adventurer: There's not a whole lot here for an arcane caster, so best to just ignore this book unless you want feats. The spells were reprinted in the SC, and they only had up to 5th level spells anyway.
- Arcane: This book was so early into 3.5's lifespan that it lost a lot of power, but two utterly absurd PrCs exist in it. If your DM is limiting splats, this is a book to keep ahold of due to the feats and those two classes alone. CArc's spells were largely reprinted (and errata'ed) in the SC, so if you do use this book make sure your DM knows about those updates.
- Champion: This book offers a couple of options, but the only caster PrCs are fairly tame. One isn't a full 10 levels long, the other is a (admittedly decent) Loremaster variant. The feats are... well they're mixed to say the least. Trickery Devotion is a decent feat even with the errata, but Magic Devotion (a feat that's seemingly made for casters) is utter trash. The Reserve feats are a good toy to play with. This book lacks Wizard spells entirely, so take that into consideration.
- Divine: This book has some amazing metamagic feats and some incredible (potentially) PrCs, but a majority of the content just isn't suited for a GOD Wizard (ironically). In limited splat tables, only take this route if you actually plan on using one of the PrCs to do some serious optimization, and be aware that you can easily outshine the entire party with it (which isn't something you should do on a regular basis if you want to keep friends).
- Mage: This is, hands down, one of the best sources for PrCs you get. The feats selection, Focused Specialist, almost a half-dozen PrCs worth taking, good magic items, incredible spells, and magical locations galore. If you're limited on splats this should be your 2nd choice (right behind the Spell Compendium).
- Scoundrel: CS has two solid PrCs for you (Spellwarp Sniper and Malconvoker), however the spell selection is limited and you have even less in terms of feats. Skill tricks are nice, but if you can't use this book freely then don't look into it unless you're planning on Malconvoker.
- Warrior: There's practically nothing here for you. If you're limited in splatbooks, skip CWar entirely. The only feat you even care about is Improved Familiar, and there are better builds to make use of that feat than whatever PrCs you plan on taking (familiars work best on Gishes with a lot of good buffs and Obtain Familiar).
Daggerspell Mage: The entry requirements are annoying as hell, and the class features don't provide too much of a return. The nifty thing is you can abuse Double Daggercast to store buff spells (and really get stupid with it if you can get extra arms somehow) and then throw them with Arcane Throw, but by that point you're better off with War Weaver. That's pretty much it, outside of free Quicken, and you've got better options for most of these effects (notably War Weaver).
Effigy Master: I'm listing it here as a special exception; this class goes against the normal idea of playing GOD. Don't take it, despite the class being decent (if you boost your CL, such as via Red Wizard, and can get the Soulfused Construct template applied to your Effigy for example). This class lets you replace the BSF with a construct, but if your party has one or more melee-capable allies you generally don't want to do this. You can also just use Summons or Planar Binding as a more cost-effective method, but this class is a more permanent solution.
Fatespinner: Don't let that +10/-10 capstone fool you; there are far better effects in mid-to-high level spells to mimic it. This PrC is basically a debuffer's filler class; take it if you can spare the levels (since it has next to no prerequisites), but never take the 5th level.
Geometer: Despite being a 5/5 class, the features are fairly tame. This is outright superior to just taking more levels in Wizard, but outside of possible spellbook shenanigans it just isn't necessary. Free Silent spell is nice though. This can be used to get the entry requirements for Dracolexi if you want flavorful PrCs over game-ending ones (or just don't need metamagic ones). Not a bad choice for a lower-optimized campaign, and not dead weight in a high-op one.
Initiate of the Sevenfold Veil: The class' abilities go a long way, but the ability you want is the Indigo veil. That blocks EVERYTHING. Master Specialist is a good lead-in for this since it also sets you up for Archmage dips. This may well be the most broken Wizard PrC in the Complete X series.
Mage of the Arcane Order: Uncanny Forethought on crack. The only thing wrong with this PrC is having to pay the spells back into the pool, which can be problematic if you are doing a delve that takes more than a day, but that's nothing another casting of Rope Trick can't solve. There's a 3.0 FR class that does the same thing, but odds are that class was updated into MotAO during the 3.0>3.5 transition.
Wild Mage: This class offers some (mostly mediocre) abilities, but it does give a potential bonus to your CL (if your DM allows Practised Spellcaster to apply). The hard part is convincing him to allow this (the wording on Wild Magic is bad). It does give a continuous Nondetection effect, but it also costs a garbage feat (Magical Aptitude, something no one takes).
Mythic Exemplar: This class is 9 levels long. That capstone isn't worth i; Spontaneous Divination is in the same damn book, and the ability score increase just isn't worth losing another level. However, the Lesser and Supreme Paragon's Gift are very solid effects (+2 to save DCs for 9 rounds 2/day since you won't need the Greater's effect, and SR 10+your
Caster Level for 9 rounds if you really need it). CL boosting is very easy, so that SR is a good way to protect yourself from lesser Blasting options that a lot of MM creatures and premade modules have. Although you may just want to use the Lesser 3/day if you're a Debuffer GOD.
Paragnostic Apostle: I mentioned I don't usually like the Loremaster-esque classes, but this one is fairly good. It has dirt-cheap prerequisites (and requires an affiliation, which means you can get some freebies), and the mix of options it provides is actually extensive enough to warrant all 5 levels.
Divine Oracle: While better options do exist, this PrC is still good. The domain is just free spells; the class itself gives "evasion", Improved Uncanny Dodge (notoriously tedious to get as a Wizard), and immunity to surprise rounds. As far as options go, your better ones are only better if you don't mind using spell slots to replicate these effects.
Rainbow Servant: If your DM rules that text trumps table (as it should by RAW), this class is INSANELY good (turning you into an Archivist, effectively). If not, ignore this class entirely. Its that simple.
Sacred Exorcist: The only reason to take this class is to get Divine Metamagic for free. The class features are barely notable, but it's the only PrC that can give you Turn Undead without costing you any spellcasting advancement. Seriously, you can do some real damage with this. You can't enter until 9th level due to needing a 5th level spell.
Ur-Priest: What I said about Mystic Theurge above? If you can qualify for the Ur-Priest class (Wizard 9 without multiclassing into something for +2 Fort), consider taking Mystic Theurge. You lose 2 levels of Wizard, gain a shitton of MAD, but gain 9/9 casting and Rebuke Undead and Steal Spell-Like Ability (which can be stupidly broken). At this point you're seriously overstepping your GOD role, unless you're the party's favorite buffer...
Abjurant Champion: What makes you think this PrC is for GOD? Well, aside from buffing your attack rolls and HP, the bonus to AC from Abjurant Armor is decent (although due to RAW it only affects you and only Armor/Shield bonuses) and you get permanent Extend on all Abjuration spells you cast. You can also qualify for it by going Wizard 10, or Wizard 5/PrC 5, making the entry requirements nearly nonexistent. The free Quicken on 3rd level spells is nice too.
Master Specialist: The single earliest entry you can make to any Wizard-focused PrC, and it gives you a good setup to take Archmage without spending too much of your own resources. The Esoterica abilities are fairly poor for GOD; of the
Minor you want
Abjuration, Conjuration, and Transmutation.
Moderate;
Abjuration, Divination, Illusion, and Necromancy.
Major;
Abjuration (see the trend here?), Conjuration, and Necromancy. Really, it's best for an Abjurer or Conjurer. Combining with Abjurant Champion can lead to some really good Abjurations.
Nightmare Weaver: This class is an oddball; it's one level long, but gains no casting from that level. The actual class features aren't really worth it outside of level 1, which gives immunity to fear and
9 free spells/day. While losing a CL is bad, that's a tempting dip for an Illusionist God. Many of the high-level Illusions are good, and if you're a Changeling it stacks with the racial substitution levels (and Focused Specialist, but there's no one crazy enough to use both of those on the same build). It gives you the bonus spell slots even if you aren't a specialist. This is best used as the capstone of a build, or just before taking Archmage levels (if you go that route), rather than during a campaign. Alternatively taking it during character creation works, just to improve your longevity.
Ultimate Magus: As far as theurge classes go, this one is a solid choice for Metamagic-focused GODs purely because of one feat: Practised Spellcaster. If you enter UM with Wizard 4/Sorcerer 1 normally you'd end up losing too many levels of Wizard to really call it worthwhile. If you take Practised Spellcaster for your Sorcerer side, however, you only lose 2 (and gain Sorcerer 10 spellcasting on the side, with a CL of 14th). This can allow you to Persist spells on your Sorcerer side, and do whatever you damn well want with your Wizard side. Also it frees up space in your spellbook. The downside is obviously slower spellcasting progression, but the boons are worth considering (Arcane Fusion, for example).
Unseen Seer: If your DM allows Spontaneous Divination to be broken as all hell (by allowing it to cast Divinations from any class list) this class is Black. Otherwise this is the best class for a Diviner GOD. If you can't use Spontaneous Divinations, use Uncanny Forethought instead and see what you can do about entering this PrC without dipping Rogue (it's possible via Keeper of the Cerulean Sign, Martial Wizard variant, and staggering levels of Master Specialist with Wizard to get access to the Assassin's Stance via Martial Stance). Generally speaking you don't want all 10 levels of this (due to Divination Spell Power), so multiclassing into Arcane Trickster is advised. You can also take Practised Spellcaster to ignore the penalty.
Malconvoker: It provides some essential boons for summons, but it is extremely focused on what it does. Summons are not exactly battlefield control, but they can provide it. The thing about this PrC is that it creates creatures that detract from your BSF's job. It overshadows the party's Fighter very easily through sheer numbers, which means you are pulling Deus Ex Machinas instead of providing “divine favor” (like I said earlier: Your job is to “help” the party defeat any encounter they come across without doing too much yourself). It's a great PrC, but not for the GOD Wizard concept.
Warshaper: While the class is good for what it does (hence the black label), it doesn't advance your casting at all. The class can be stupidly broken on its own, but you're supposed to be a "support" caster when you play GOD, not just break the game. Skip this one unless you really want to.
Racial Books- Dragon Magic: There's a bunch of spells here, but the only PrC of relevance is the Wyrm Wizard. Skip this book unless you want the spells and racial choices (they're not half-bad).
- Drow of the Underdark:The main draw of this book is the Specialist Wizard variant presented in it (see above). The PrCs, however, leave a lot to be desired.
- Destiny:Three words: Locate City Bomb. Ok, being serious, this book's best use is Illumian. You can do some nutty stuff with an Illumian Wizard, and you get those nifty sigils floating around your head. You can pretend you're Zer0 from Borderlands 2 if you want. Tons of fun there.
- Dragon:This book... this freaking book man. Dragonborn, Spellscale, Kobold enhancement, spells, feats, and even grafts; this book is amazing. Do not underestimate the resources here. Greater Rite of Passage can be used to cheat out an extra level from Ultimate Magus if you want, making it advance Wizard a full 10 levels.
- Stone: It has literally no spells worth mentioning, so while there are three Wizard-friendly PrCs in this class, only two of them are worth looking at (Earth Dreamer is just another "SLA" class). Both of these remaining classes are astounding, but one really stands out... This is the book that gave us Whisper Gnome, so there's at least a decent option for racial choice.
- Wild: Racial choices are kinda limited here. Raptorans are cool for free flight, but the Killoren doesn't give much in the way of stats (Fey typing is also fairly limited for Polymorphing). It also only has one arcane PrC.
Wyrm Wizard: If you're looking to finish off your build, a 2-level dip into Wyrm Wizard gets you one spell off of any spell list. Taking this level at 18th gives you anything of 9th level or lower, the highest value for this effect. By RAW this is able to grab Mysteries as well, not that there's a lot of those that would be good for you. All in all this class isn't worth taking past 4th, and probably not even that if you can use Recaster.
Arachnomancer: Why are there like six Lolth-themed Wizard PrCs that almost universally suck? I dunno, for some reason the devs had a hard-on for Spider PrCs. This one is a bit mixed. The first level can arguably give you more spells/day (since it directly references Domains in a way that is functionally different from CDiv's method), but otherwise it gives you more spells on your spell list. You get a Wild Shape that expressly qualifies for Natural Spell (!!!), but outside of these two features the class is bad. The 8th level isn't worth it BTW; the Gargantuan spider is wholly impractical. If you do get domain spells, that's a free casting of Phantom Steed each day.
The main draw is the Spider Shape feature. Notably, the Natural Spell benefit means you can use the Spider Shape to get free "Reach Spell" benefits, since you gain a melee reach of significant size (the Gargantuan form still isn't worth it though). As far as being GOD goes, the 5th, 7th, and 9th level spells of the Spider domain are decent options (thanks to the Rebuke Spiders feature you can use Spider Shapes to turn 20 Tiny Monstrous Spiders into Huge ones, bypassing the normal limit on commanding such things). This isn't exactly playing GOD unless you target the party as well, but sometimes you need to instill arachnophobia into some poor bastard to get the point across (plus this lets you threaten an army outright with one spell).
There's more practical methods of duplicating these effects (Arcane Disciple for the spells, War Weaver for reach, Polymorphing for the stats, etc), but if you get the Domain spells/day like a Cleric does then this class is a decent (7 level) option.
Chameleon: Ok, so if you want to take Mystic Theurge but can't use Ur-Priest for some reason, here you go. Otherwise skip it. You need to use the Changeling Wizard sub levels to qualify (Bluff and Disguise aren't class skills otherwise), which means the DM can veto the class by denying you the adaptation (or Races of Eberron). A 2-level dip gives you the most mileage, but costs more CLs. Best to stick to the bare minimum for Mystic Theurge. You don't really care about anything else the class does, save the bonus feat (but you're a Wizard, and can do that anyway).
Its also possible to use Ultimate Magus with this PrC via Uncanny Forethought, but this is questionable at best and only barely worth it over Sorcerer/Beguiler entry, which is unquestionable.
Loredelver: It gives you a bunch of SLAs, weak spontaneous casting, and Improved Evasion/Fear immunity. At -1 CL this isn't too bad, but the entry requirements need either multiclassing or feat expenditures to get trapfinding (and a specific race). Unseen Seer and Keeper of the Cerulean Sign are better options IMO, but this one isn't a horrible alternative.
Dracolexi: Yes, it requires you to be a spontaneous caster. Uncanny Forethought fixes that problem. But you become Dovahkiin (also Google's spellcheck recognizes Dovahkiin, which is awesome). Free Extend spell, regain spells/day, free Eschew Materials (because you took Still Spell to enter the class, like a smart player), extra spells known (even if they are Power Words or language-dependent), and the ability to negate magical silence. Not too shabby, but requires a lot of preparation.
Singer of Concordance: You need Southern Magician to qualify, but it gives you a few extra layers of defense. You also gain access to a demiplane. Said demiplane is protected by Io himself, and automatically ejects anyone who commits an act of violence within it. You can shift to and from this demiplane AT WILL as a standard action, and can take up to 8 people with you. It isn't a fast time plane, but it is a safe haven for you (anyone without knowledge of the Spheres can't find it without your help). Yeah, this is essentially at will Rope Trick with some extra benefits. A LOT of extra benefits.
Runesmith: The book doesn't list the actual cost of creating runes, but the ability to ignore ASF outright (and share spells with the party without needing to cast them yourself) is incredibly potent. And the capstone is, effectively, doubling one of your spells/day and removing all components (save for a 2000% one-time increase in material component costs).
Shadowcraft Mage: Say hello to the single most powerful PrC there is. Capable of creating Miracles from a 0 level spell slot, able to make it so failing a save to disbelieve is safer than succeeding, and can replicate every single Evocation spell with Silent Image. A Shadowcraft GOD is quite reasonably as close to an actual god as you can get. There's literally nothing this class can't do, so you need to pull punches to keep the DM from actually murdering your character via Deus Ex Machina. Be warned, this is not a balanced option for any campaign if you go all out.
Arcane Hierophant: So what I said about Mystic Theurge? If you plan on taking levels in this PrC, Mystic Theurge becomes blue by default. Combining these two PrCs is the one of the safest ways to get dual 9ths without crippling your character. GOD doesn't necessarily need this; one spell list full of buffs is fine. There's something to be said about stepping on the BSF/Glass Cannon's toes too, but sometimes this is what is needed for the party. The BAB requirement can be met by taking Mystic Theurge levels first (Wizard 3/Druid 3 doesn't get BAB +4), and you do get Wild Shape progression despite the wording of Arcane Hierophant (the example is horribly wrong, but the intent is fairly clear).
Just be clear about one thing: You're going to lag behind another caster if you try this, so you need a good reason to go this route.
Environmental Books (Dun/Frost/Sand/Storm)- Dungeonscape: If you plan on entering a PrC that gives you access to other spell lists (Wyrm Wizard, Recaster), gives you UMD as a class skill, or if you just want some really good Eternal Wands, the Trapsmith's spell list is insanely useful. Seriously, 3rd level Greater Dispel Magic, 2nd level Dimension Door, Stone Shape, and Resilient Sphere, 1st level Haste and Arcane Sight. By far one of the best spell lists you'll find on a non-Ur-Priest/Beholder Mage, and it's RAW Arcane for Eternal Wands. The main attraction of this book is the ACF (and possibly Factotum 1 dips).
- Frostburn: A majority of this book's benefits are utterly worthless outside of campaigns set in either winter or a frostfell location. The spells, however, oh boy! This book gave us a nearly unbeatable Grease variant (Ice Slick), one of the most broken spells ever printed (Ice Assassin), and multiple others that are actually decent. Given that these spells were not reprinted in the Spell Compendium, it's worth checking out to see if any are valuable to you.
- Sandstorm: There's only one Arcane PrC in this book, and it's a fairly good one. There's also non-Spell Compendium spells here. Given that these spells were not reprinted in the Spell Compendium, it's worth checking out to see if any are valuable to you. Oh, and that PrC can give you a majority of those spells for next to nothing (this is one of the rare cases where dipping a -1 CL class is acceptable).
- Stormwrack: Welcome to one of the most situational books in the game. Seriously, not a lot of DMs run an underwater campaign due to the nature of 3D movement. Most of the content in this book is therefore supremely limited. Even in premade campaigns there are very few underwater encounters. There are, however, spells. Given that these spells were not reprinted in the Spell Compendium, it's worth checking out to see if any are valuable to you.
Trapsmith: The only real use for the class is its spell list, unless you plan on Ultimate Magus with this as your spontaneous side. IMO, its best to just settle for the Eternal Wands or taking Recaster/Wyrm Wizard levels to get it.
Frost Mage: ICE CARS! Ok, seriously, this class is kinda underwhelming. It adds a bunch of spells to your list, gives you a free metamagic feat (enhanced at that), but Cold is the 2nd most common resistance out there. They get Search as a class skill though, which is nice if you saw the Trapsmith entry above. Cold immunity is nice, but fire damage is common.
Rimefire Witch: Outside of the capstone (one of the rare sources of DR/Cold Iron) and a good Fort save, this PrC offers very little in the way of class features. The class features are largely situational, and even in a Frostfell campaign it doesn't offer much over, say, a Reserve feat. The Rimefire Bolt can't physically ignore Fire/Cold resistances, doesn't function outside of certain geological locations (extraplanar campaigns render it useless unless you go somewhere like Cania), and does pitiable damage.
It's a 10/10 casting class with good saves and more class features than straight Wizard 20, but even in Core you have more worthwhile choices than this.
Sand Shaper: Due to the 2 lost CLs this class is fairly low on your priority list, but some of its class features are wonderful. Dust Magic is a straight +1 CL bonus if you can afford to carry a jar of dirt (15lbs of sand, a bit much if you dumped Str but easily made up for via Polymorph effects). Desert Insight adds a positively MASSIVE number of spells to your repertoire (and even better; you don't have to scribe them into a spellbook to prepare them by RAW), Sand Shape provides a ton of utility for literally nothing, Sandform is a free Gaseous Form substitute, you can use a free Overland Flight if you're over a desert or waste, Improved Dust Magic is free Metamagic up to 5/day, and free Resurrection with no material component cost (AND ITS EX!). The only real dud here is the Improved Sand Shaping (which just comes online so late that it doesn't scale well enough).
The main problem the class has is the setting specific nature and the lost CL, which drastically slows your spell progression (you're behind an equal-level Sorcerer). Dipping a level is fine, but outside of high-level campaigns you shouldn't need more than that unless you want free metamagic. The +1 CL doesn't really do much for you without Practised Spellcaster, but the Desert Insight spells are pretty good all around (Flaywind Burst, Flesh to Salt, etc). Every GOD loves free spells though...
Stormcaster: One of the devs had a thing for Storms (Shining Blade of Heironeous, Storm Caller, etc). Dirt-cheap entry requirements, but loses a CL. Thunderclap is a nice 30ft radius save or stun with no listed DC and no errata (common sense sets it to the same DC as the spell slot used to activate it), but stunning is easily ignored at the high levels. You do get a small Wind Wall 3/day (for one round per use), immunity to severe weather, enhanced Sonic benefits (including more stunning), and Control Weather 1/week. Not really all that worthwhile, since most of the effects can be replicated, but cool theme for a GOD Wizard. At least this Storm PrC ended up being decent...
Campaign-SpecificThese books all focus on a single aspect of a campaign, such as alignment, a specific creature type, or battles.
- BoED: Let me be up front about this book: Most of it is trash for you. GOD's job isn't helped by most of the things here, outside of some of the spells anyway. The PrCs are mostly garbage, and the few that advance your casting enough to matter often require multiclassing or just have bad features. While GOD can be a good person, this book isn't worth the effort in situations where the DM decides to screw with your Exalted status (tragically common).
- Heroes of Battle: This is a mixed bag of PrCs for you. One is amazingly overpowered (especially with Legacy Champion involved), the other is bubkis. The spells in this book are fairly tame; the good ones are Acid Rain (no save, no SR, just suck), Animate Legion (hilarious BFC), and Battlemagic Perception (an amazing buff spell if you're an Abjurer). None of these spells are in the Spell Compendium either.
- Heroes of Horror: This book is the most recent source for Taint and Corruption, so if you're allowed this book you need to know if those rules are in effect (they are optional; if the DM says no, you can't use them). This book was printed in the same timeframe as the Spell Compendium, but the only spells in it that are in the SC are the Summon Undead line.
- Libris Mortis: Ah, the Necromancer's baby. While the majority of its spells were reprinted in the Spell Compendium, the developers intentionally left out some of them (off-hand, the Cyst spells). By default you use the SC's version, but check to see if some of the missing spells are worth your time. Also most classes in this book suffer from a tunnel vision effect that seriously crippled Necromancy as a school; the Devs didn't really see a necromancy caster as anything other than "I control an army of undead, fear me!" when the school has so many debuffs.
- Lords of Madness:There's only a handful of spells, but the three big ones are Arms of Plenty (extra hands for holding things, good for a War Weaver), Invoke Magic (a livesaving spell, although its Evocation), and Undulant Innards (another War Weaver spell, but it gets outclassed later on). The PrCs lack a lot of worthwhile abilities.
Sentinel of Bharrai: You can turn into a bear anyway, and summoning a horde of bears isn't unique to this PrC, but it's actually decent for being an Exalted class. If you plan on being a summoning-focused GOD and can't take Malconvoker for some reason this isn't a bad option. Plus you can still cast spells in the bear (and dire bear) shapes, which are at-will. SO at the very least, there's something in this book that's worth using that isn't just straight-up broken.
It does, however, suffer from requiring an annoying prerequisite feat (Vow of Obedience). But if you're GOD, there's nothing stopping you from forming an organization yourself and just making up rules so stupidly simple an actual bear could follow them.
War Weaver: And here's one of, if not
the, best buffer PrC out there. You lose a level, but gain the ability to buff allies with a single casting of a spell instead of multiple spell slots (note that it doesn't allow you to affect items with the Eldritch Tapestry, and by default works on spells of 5th level or lower), and you can store up to 4 spells of 5th level for up to 24 hours, then release them all as a move action.
Now by itself this is an astounding PrC, but the real kicker comes when you use Legacy Champion; by RAW you can boost the limits of both Eldritch Tapestry and Quiescent Weaving to 9th level spells and upwards of 12 different spells. Not a lot of DMs will allow this (it works as written), but even then you're still casting 4 spells for a single MOVE ACTION regardless of their casting times. If you decide to be a buffer GOD this is the first PrC you should have on your spell list. Transmuters, Diviners, and Abjurers get the most value.
Dread Witch: While losing a CL is bad, this PrC allows you to continue using fear effects against pretty much everything. You only need 4 levels to get this benefit, but once you have it you can stack fear spells onto opponents to reduce them to cowering wimps for your party's BSF to finish off. Granted, the actual rules for the class are a little dysfunctional under scrutiny, but you don't really care about those effects to begin with. Worth taking if you're an Enchanter or Necromancer, maybe even an Illusionist.
Fiend-Blooded: Meh. Most of the effects are minor and the 10 level is dead to you. This class offers more to a Sorcerer than you, but it can give you spells from other spell lists if you want. I don't recommend it for a GOD Wizard, as better options exist.
Tainted Scholar: So this is either the most useless PrC in the game (if your DM disallows Taint) or the most broken one there is (because Necropolitan exists). As far as actual class features go, you don't care about anything other than setting your casting stats to your Taint scores. And then you become undead and gain an infinite Corruption/Depravity score to get infinite spells/save DCs.
If you actually want to be a literal GOD, this is the PrC to take. Be warned: The campaign ends when your DM realizes he can't beat your spells without cheating.
Pale Master: Yes, that table is correct, you gain nothing from taking the first level in this class. In fact, all of this class' features are replicable with just spells. The free casting of Animate Dead is nice, Control Undead likewise, but most of the rest is meaningless. The class doesn't even have a good chassis to conceal this. That said, the free effects are still better than pure Wizard levels. You also get psuedo-undead traits as you progress, but that's worse than just becoming a Necropolitan under the right circumstances. Minionmancy isn't GOD's job either, so pass on this unless you really need to back the BSF up with some shamblers.
Fleshwarper: As an author of one of the Graft handbooks, I'm obligated to say that this PrC stands out as a really powerful option. When playing GOD, sometimes you need to bestow gifts upon your worshippers. Here's the way to go about it. You can use them on yourself to give you some cheap and always-on defenses, or just spread the freaky love throughout the party. A note; You can't use grafts printed after LoM due to the text of the PrC. You have to make due with LoM's, FF's, and LM's grafts. Also being able to craft grafts in 1 hour is really good.
Keeper of the Cerulean Sign: As far as class features go, this isn't really that special. It is, however, a 10/10 casting PrC with 6+Int skill points. The class features are campaign dependent, but aberrations are a fairly common type. This class can get you the skills you need to enter Arcane Trickster or Unseen Seer very quickly, and provides you with some niche benefits against a type of enemy that often curbstomps noncasters (seriously, Mind Flayers and Beholders will end your BSF and Rogue). You are, however, required to craft a magic item you may never need over a Ring of Protection or Cloak of Resistance. UMD as a class skill though.
Subsystems- Magic of Incarnum: Like I'm not going to mention this damn book. Soulmelds are a nice toy for you, spells are outright better but you can save spell slots and GP with Soulmelds. There's only one PrC in here for you, and it's a solid one. The spells almost all require a feat to cast, so unless you are going to take levels of Soulcaster skip those. Midnight Metamagic is wonderful, and a few of the other feats are interesting options for you.
- Tome of Magic: As far as spells go you get next to nothing worth using (a couple of the Truenamer spells are actually kinda cool, but none stand out as vital). The Vestiges in it all have some worthwhile effects, but you're never going to get the higher-leveled ones. Shadow magic is unique in that you can get dual 9ths and have some unique backup options; this comes with the drawback of being several levels behind any other caster in the party though. Truespeech is just worthless (outside of the above comment on the spells).
- XPH]This book has more spells than useful PrCs, but it does have one of the best subsystems to combine with magic: Psionics. While Psions are generally considered the "real mage's little brother", they have a lot of unique tricks that can be extremely helpful to you as GOD (although not a lot of party-oriented effects).
- Unearthed Arcana/SRD]So there's not really a PrC in here so much as a variant for the Bard that turns it into something stupid. Getting the Perform ranks can be a hassle, but there are ways.
- Bo9S: Not covered. The only PrC from this book for you is JPM, and you're not supposed to gish it up. The class works better on a Wu-Jen or Suel Arcanamach build anyway (not that it is horrible for you; you just have other things you need to do).
Soulcaster: Of course its blue, its Incarnum. The entry requirements can be met via Incarnum Spellshaping for the Chakra binds and Shape Soulmeld*3 (expensive as that is), but the better entry method is to dip Incarnate or Totemist 1 to get a meldshaping progression and essentia pool. It doesn't have much in the way of class features, but the starting feature gives you a +1/+2 bonus to CL/Save DC if you invest essentia during your daily preparations. I recommend doing this on daily buff spells to get your essentia back ASAP, since you'll be able to use your soulmelds better that way, but its your call. If you're a debuffer, doing this for your most threatening buff spells is a better idea. Magical Distillation isn't really worth using unless you have some free spell slots for some reason (like you got a random Ring of Wizardy IV in your treasure roll).
The main draw, however, is the Soulmelds. Meldshaping is good for you, and your familiar if you have one. This PrC can compliment multiple build types without too much opportunity costs, allowing you to either have better buffs, better debuffs, or a tanky familiar with extra Polymorph benefits. It also seriously eases your WBL expenditures (no need for Bracers of Armor when you have four soulmelds providing extra AC or no need to buy a continous item of Protection from Evil when you shape the Planar Ward soulmeld, for example).
Anima Mage: A 1-level dip into Binder and the Improved Binding feat is all it takes to get entry into this class, so you're losing a caster level for binding abilities and
outright free metamagic. Persistent Spell for free, 3/day. Or whatever you want. Also you can bypass the casting time of any spell 1/day (turning it into an immediate action with free Silent+Still). This class is amazing for you, as the vestiges give you something to do other than fire a crossbow (and they're flavorful, so the DM won't care about them as much as he would Reserve feats; had this experience before).
Noctumancer: The actual class features aren't that good, but some of the mysteries you can learn are decent (if tragically limited in daily use). The Shadowcaster also has a unique qualification for Mystic Theurge, so this is an alternative to Arcane Hierophant if you'd like. Shadowcasters also get unique access to a mystery that has the perk of being both the biggest and longest lasting Battlefield Control spell in the game (Black Labyrinth, with an area of a 1 mile radius and a duration of 24 hours/2 CLs). And that spell ROYALLY FUCKS everyone that isn't you. Its a stupidly powerful panic button, but thanks to the Rings of Spellguard (CM) you can actually exclude the party's BSF from the effect and let him annihilate something with near-impunity. The same thing I said about Arcane Hierophant applies here; you will fall behind another caster.
Anything Truenamer related: Skip it. The PrCs are not worth it in any way, shape, manner, or form. The spells can be fun though, and I will cover them later.
Cerebremancer: So what I said about Theurges above? This is one of those oddball cases where you can actually benefit from the lost CLs quite easily. An Ardent gains powers not through class levels, but through manifester levels directly. And due to Psionic/Magic transparency any magic item that buffs your Caster Level (Orange Ioun Stones) also applies to your Manifester Level. So you can take a 1-level dip and the Practiced Manifester feat to bypass the entry requirements. You'll never get 9th level powers without some really dedicated item crafting, but you will get access to stupidity like Catfall+Linked Power+Synchronicity for a "free" Quicken of any spell you can cast as a Standard action. The otherwise utter lack of class features holds this class back from being awesome. The standard HP buffing route it also very effective (Vigor+Shared Pain), as you can use your familiar, spells, and psicrystal in unison to get higher milage.
Prestige Bard: Want to be a real party-buffer? Getting Prestige Bard 1 gives you Bardic Music and opens up over a dozen PrCs (not all of which are that good), free Armored Mage (for light armor), and gives you a +2 CL to Divinations, Enchantments, and Illusion (but -2 Necromancy and Evocation, like you didn't ban those anyway). You can take PrC Bard all the way up to 12th without losing your 9ths, but the best method is to just dip it for 2 levels so you can qualify for Sublime Chord, then take Ultimate Magus for stupid benefits. Yes, you can do this by RAW. It is hard as hell to qualify for, but once you do you're set for life (two sets of 9th level spells and access to the delicious Sorcerer-exclusive Greater Arcane Fusion with the free spell slots to cast it). Losing 2 CLs for that is almost worth doing, plus you get shenanigans like Glibness and Dragonfire Inspiration (although that works better if you stick with Prestige Bard for a while).