Scion said:
As for the spells and items that help, I do not wish to go through the incredibly long list of things that would make the caster resistant/immune, I think everyone here has access to the SRD and can do so for themselves.
Some of us already have and the list isn't nearly as long as you seem to think it is.
However, a few easy ones would be Alter self (10 minute duration, all around good buff spell), ring of blinking, cloak of displacement, hat of disguise/disguise self, mirrior image, blur.. bah, the list goes on and on and on and on.
Considering that half of these don't actually help much with grappling, you should be a little less condescending and a lot less confident in this:
Alter Self: Doesn't change stats, can't change type. Since there are no large humanoids in the core rules, it can't make a caster significantly better at grappling. Since natural armor doesn't apply to the touch attack, it doesn't help in that part either. I suppose it helps a little bit against improved grab creatures who have to hit the wizard's normal AC to start a grapple. Still, it's not very good anti-grapple material.
Hat of Disguise/Disguise Self: Doesn't help at all. The most it can do is deter attacks by making a character look like someone who is not a good target for grappling. However, since there are so many things that would break the illusion (illusionary armor doesn't make a sound and doesn't impede movement, etc), and the hat of disguise has a very low DC (11 as a magic item duplicating a 1st level spell) it's not even really good at that.
Other items that you mention only help against some grapples (Mirror Image for instance does nothing against Evard's Black Tentacles), are not generally useful for sor/wiz characters (while a favorite of rogues, a ring of blinking is not really well regarded by sor/wiz characters who can cast blink themself but usually elect not to since the 20% miss chance really hurts characters with limited offensive resources), or are generally weak items for characters not on the front line (the cloak of displacement is allright for a front-line fighter but is a bit of a waste on a wizard who benefits more from +5 to saves (cloak of resistance) than from a 20% miss chance).
The real list is something more like:
Polymorph
Skin of the Proteus (broken anyway and prohibitively expensive till level 16 or so)
Ring of Free Movement (prohibitively expensive until level 15 or so)
Ring of Blinking (expensive and not much more effective than dimension door and has serious drawbacks for a spellcaster)
Cape of the Montebank
Ring of Spell Storing (with Freedom of Movement, Divine Power, Divine Favor, or Righteous Might)
Freedom of Movement
Blink
Improved Blink (Complete Divine)
Dimension Door
Teleport
Greater Teleport
Ghostform (T&B)
Gaseous Form
Ectoplasmic form
Fire Shield (arguably--most DMs I know would apply the damage for grappling even though the spell doesn't explicitly do so)
Shapechange
Ring of Protection (a little)
Belt of Giant Strength (somewhat)
Iron Body (somewhat)
Grease
True Strike (quickened and eschewed, assuming your DM applies attack bonusses to grapple checks)
Tenser's Transformation
Enlarge Person
Righteous Might
Shield of Faith
Divine Favor
Divine Power
Wish
Most of these, however, are not practical when you're a sor/wiz or when you are being grappled yourself or don't help a lot/enough. That's why the discussion thus far has focussed on Rings of Free Action, contingent spells, Ghost Form, and Dimension Door: because those are the best and most practical ways to deal with grapple. Shapechange would help a lot too but it's 9th level and is generally obvious when it's active and once it's active, most enemies won't try and grapple you.
If it is such a huge problem (which, given the rules for grappling, it typically isnt) then anyone vulnerable will take a simple precaution or two.
Curious--most people find the 3.5 grapple rules to be quite intuitive that's probably why Nail and I see extensive use of them.
More to the point, "a simple precaution or two" does not come close to equalling the psion's ability to manifest while in a grapple. (At best, they make it slightly less likely that the caster will be grappled and most are simply side-effects of ordinary defensive activities--which the psion can be relied upon to duplicate because he has an equal interest in not being beaten to a pulp). Only the serious precautions available only at high levels like rings of free action and contingent ghostform equal the psion's ability to manifest unhindered by grapples. That's why it's a significant advantage.