From the referenced site you will be able to review many other spells and feats that will be well integrated into the game with little worry to game ballance.
http://imarvintpa.com/DnDLive/index.php
This site is a great reference tool for the following spells and feats I suggest for addition to the game.
Mirror Image: 2nd lvl arcane spell; Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Major Image: 3rd lvl arcane spell; This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. (Silent Image: This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature)
Dimensional Anchor: 4th lvl arcane spell ; Bars extradimensional movement.
Black Tentacles: 4th lvl arcane spell ;Tentacles grapple all within 15 ft. spread.
Baleful Polymorph: 5th lvl arcane spell; Transforms subject into harmless animal.
Spell Turning: 7th lvl arcane spell; Reflect 1d4+6 spell levels back at caster
ForceCage: 7th lvl arcane spell; Cube or cage of force imprisons all inside
Mage's Sword: 7th lvl arcane spell; Floating magic blade strikes opponents
Maze: 8th lvl arcane spell; You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesnt escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.
And now for some feats for us poor neglected casters.
Name Extra Spell
Type General
May be taken multiple times Yes
The effects stack No
Make a choice for this when selected A new spell at any level up to one lower than the highest level of spell you can cast
Version Complete Arcane
Sources Complete Arcane on page 79, Tome and Blood on page 40
Prelude You learn an additional spell.
Prerequisites Caster level 3rd
Name Energy Admixture
Type Metamagic
May be taken multiple times Yes
The effects stack No
Make a choice for this when selected One type of energy (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat
Version Complete Arcane
Sources Complete Arcane on page 78, Tome and Blood on page 39
Prelude You can modify a spell that uses one type of energy to add an equal amount of another energy type.
Prerequisites Energy Substitution (side note adds 4 lvls to spell slot)
Name Energy Substitution
Type Metamagic
May be taken multiple times Yes
The effects stack No
Make a choice for this when selected One type of energy: acid, cold, electricity, fire, or sonic
Version SRD
Sources Complete Arcane on page 79, Dragon Magazine #325 on page 58, Magic of Faerun on page 21, Miniatures Handbook on page 25, System Reference Document, Tome and Blood on page 40
Prerequisites Any other metamagic feat, Knowledge (arcana) 5 ranks.
Benefit You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.
Special You can gain this feat multiple times. Each time the feat applies to a different type of energy.
And lastly please try to add familiars.