Um, Time stop is a ninth level spell. The ability to rattle off spells at greater than the normal rate of speed is carefully controlled in 3e.
The mage armor + shield combo is a little weak for a 3rd level spell because haste is 3rd level. But it's a little strong for a 2nd level spell. It saves 6 precious seconds on spells that *everyone* casts, regardless of the fact that they are 1st level.
So, I'd just get in the habit of casting haste at 3rd.
For the others, look into the quicken spell feat. Makes casting the spell a free action! You can only cast one such spell per round this way normally, but note the play-balancing.
It should cost a spell slot four levels higher! And that only really gives you two for the time of one, not 3, 4, or 5 for the time of one.
Instead of trying to "go outside" the rules in creating new spells, I'd suggest looking carefully at what is already in place. If the stuff already avaliable, quicken spell, haste, etc. is not enough, ask "why." Is "why" that your character just isn't high enough level? If that is the case, you're trying to break the game balance and your DM should smack you.
OTOH, if "why" is that you could do these things but would rather give up something else (like casting a 6th level spell to get the benefits of a measly 2 second levels and a 1st level spell as opposed to using mass haste to quicken the whole party), then its ok.
The mage armor + shield combo is a little weak for a 3rd level spell because haste is 3rd level. But it's a little strong for a 2nd level spell. It saves 6 precious seconds on spells that *everyone* casts, regardless of the fact that they are 1st level.
So, I'd just get in the habit of casting haste at 3rd.
For the others, look into the quicken spell feat. Makes casting the spell a free action! You can only cast one such spell per round this way normally, but note the play-balancing.
It should cost a spell slot four levels higher! And that only really gives you two for the time of one, not 3, 4, or 5 for the time of one.
Instead of trying to "go outside" the rules in creating new spells, I'd suggest looking carefully at what is already in place. If the stuff already avaliable, quicken spell, haste, etc. is not enough, ask "why." Is "why" that your character just isn't high enough level? If that is the case, you're trying to break the game balance and your DM should smack you.
OTOH, if "why" is that you could do these things but would rather give up something else (like casting a 6th level spell to get the benefits of a measly 2 second levels and a 1st level spell as opposed to using mass haste to quicken the whole party), then its ok.