0th -
acid splash, animated tattoo, arcane mark, comrades' trail, dancing lights, daze, detect disease, detect magic, detect poison, detect precious metals, Devlin's barb, disrupt undead, enchanting flavor, flare, ghost sound, hygiene, keep dry, keep fresh, learn heritage, light, long flame, mage hand, mending, mental alarm, message, minor ward, open/close, prestidigitation, quick boost, ray of frost, read magic, recent occupant, resistance, sample, set traps, sort coins, summon bag, summon key, tongue of angels, tongue of fiends, touch of fatigue, transcribe, web splat
1st -
endure elements, fist of stone, mage armor, magic aura, magic weapon, proficiency, shield, true strike, web strand
2nd -
arcane lock, blur, bull's strength, fly (swift), web, wraithstrike
3rd -
deep slumber, discordant bolt, explosive runes (x2), fireball
@Scotley:
While some of these spell are from the PHB and Spell Compendium, there are others from several d20/OGL sourcebooks including
The Complete Book of Eldritch Might ,
Relics and Rituals, and several Fantasy Flight Games books (School of Evocation, School of Illusion, Spells & Spellcraft, etc.).
You can choose to ignore these spells for now, and I can replace them with official spells (if you don't own those books). I can PM you details on any of them you're interested in learning about however.