Wall of Fungus: 3"/CL thick wall, safe to the touch, but abrading the wall (dig/climb/attack/etc) causes it to shoot spores, dealing 3d6 damage to living creatures. (example has 3 arrows missing a target, hitting the wall, and shooding 9d6 spore damage).
Blinding Beauty: Close range +6 CHA bonus. All creatures viewing the target must save vs Hypnotized, followed by a second save vs 24 hours of blindness when the target leaves.
Wingbind: Force web entangles target, stops flight.
Bloodstar: Hovering object provides light and drains con from wounded creatures you designate.
Summon Undead IV: Allip, Ghast, or Wyvern Zombie.
Dweomer of Transference: Spend spell slots to recharge a psionic character.
Leomund's Spacious Carriage: Summoned Carriage seats 4-6, pulled by phantom steeds. Impervious to normal attacks and doesn't catch fire.
Summon Pest Swarm: Controllable swarm of mammals/birds/vermin.
Raptor Cloud: Cloud of shadow hawks grant +4 AC and attackers take 1d8 Slashing damage. Gives +5 to jump and tumble. Can be ended early to deal 6d8 (reflex half) to an adjacent creature.
Steelsing: 5x25 Cylinder of force darts, each target takes 1d3+1 attacks from the darts (using your casting modifier) for 2d6 damage.
Dalamar's Lightning Lance: 1 Lance/5CL, Ranged touch, 3d6 physical+1d6/CL Electricity. Fortitude Half.
Storm Wall: Wall/Ring of electricity deals 2d4 electricity to targets on one side of the effect every round. Additional 2d4+1/CL to creatures that pass through (double damage to anyone carrying metal). Casting the wall ON someone does full damage (reflex to avoid, taking damage if they land on the damage side)
Spark Shield: Attackers take 1d4+1/CL (max 15), DOUBLE DAMAGE if struck by anyone carrying metal. Nonmetal reach weapons negate. You take 1/2 damage from electricity, if the spell allows reflex 1/2, then take no damage. You also glow like a bug zapper.
Energy Barrier:Up to 10ft/Level immobile amorphous barrier stops all incarnations of an energy type. Lava flows around, Subtyped creatures cannot enter, etc. (Interestingly, an acid barrier stops water from entering.)
Immolation: Fort vs 1d6 per round, new save each round (15d6 max). Death=turned to ash, with possessions untouched.
Flamewave: Moving wall of flame sweeps 30 feet per round for 2d6+1/CL(Max +20), double to Undead.