These are all 3.0, but here you go:
BLADESTREAM
Evocation
Level: Sor/Wiz 1, Dru 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: One slashing or piercing weapon
Duration: 1 minute / level
Saving Throw: Will negates (object)
Spell Resistance: Yes (harmless)
The blade of weapon touched becomes sounded by a thin layer of water that moves and swirls at tremendous speeds across it's surface. This adds 1d6 slashing damage on a successful attack, though the strange gyroscopic forces at work on the blade, causes a -1 circumstance penalty to attack rolls for the duration. This bonus does not stack with that of a flaming, icy, or shocking weapon's added damage, as this simply extinguishes the fire, freezes the water and shorts out the current, respectively.
Arcane Material Component: A tiny leather dagger sheath, cut from a wineskin.
WATERBLAST
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close
Effect: See text
Duration: Instantaneous
Saving Throw: (see text)
Spell Resistance: Yes
This spell creates a sudden controlled blast of water under high pressure. There are three versions. All can be used to a varying extent to extinguish fires and such, and produce about 10 gallons per caster level if the water is properly collected.
Spray - This effect is a loose but powerful spray of water across a wide area. It creates a cone starting at the caster out to the maximum range of the spell. Any creature or object caught in this blast must make a reflex save or be knocked prone or over (in the case of unsecured objects). Creatures of huge or larger size are immune.
Stream - A more focused and high pressure application of the same amount of water into a stream about one foot in radius, effectively a ray. If you make a ranged touch attack against a creature it can be used as if bull-rush, using an effective strength score of 14+ your caster level (maximum effective strength of 24). The waterstream is counted as a medium sized creature. It can not push a creature or object beyond it's maximum range. It can push an unsecured object across the ground as if it were a creature of the same strength and size as used when determining bull rush results. (See Table 9-1, PH 142)
Jet - Forcing the same amount of water into a jet only the slightest fraction of an inch across, no more than a few hairs wide, can produce a truly staggering force of pure destruction. A waterjet, deals 1d4 slashing & piercing damage / level (maximum 10d4) on a successful ranged touch attack (also a ray) as it shears effortlessly through flesh and along the bone underneath, following the path of least resistance. However, the jet looses potency quickly as air resistance breaks it apart: this form of the spell only deals half damage if used beyond a range equal to your normal melee reach.
I also say yes to the already mentioned 'steam' spells, which deal fire damage but never start fires and leave a damp layer of condensation in the area.