Plus some other spells from Faerûn. Most of them are described in Magic of Faerûn (a book that our DM fears most...but he was the one who bought it first
).
A few examples:
Holy Star: Cleric 7. The spell has three abilities, each can be activated as a free action. +10 cover bonus or spell turning for 1d4+3 levels or ray of fire for 1d4 points +1 per level. If the spell turning ability is exhausted, the other two abilities are still available.
Stormrage: Cleric 8. Fly as the 3.0
fly-spell for 1min/level, immunity to winds (and spells creating harmful winds) and cast lightning bolts dealing up to caster level d6 damage (divide the damage among the bolts as you wish).
Cocoon: Druid 8. A spell I consider extremely weak. Target is wrapped in a cocoon and paralyzed for a number of days if it fails a fort save. In this time it gets negative levels until it is dead. The druid can then take the remains of the cocoon and get some enhancement to an ability and perhaps an additional spell slot for a number of days. Costs: 1000 XP. For a spell that allows a save, needs days to be finished and has a limited duration.
Gutsnake: Wiz 3 (?, perhaps 4). A
poison-spell for wizzies. Works longer than the druid version, more chances to hit and an opponent can be constricted by your gutsnake...
Fortunate Faith: Cleric 7 (DoF?). Killing a cleric by hp loss is difficult as long as he is protected by this spell (duration 10 min/level). If the cleric is at -10 hp, a
heal is automatically cast before the cleric dies. FF is then discharged at least.