A couple of possibilities, at least as the spells are defined in 2e. Sorry, I'm not sure if they'll still work the same in later editions. All of these are from 1st-level wizard spells in the PHB.
Phantasmal Force -- a mage isn't much for physical combat, but creative use of this spell can really be effective. For example, have you got an archer in the party? Why not have him fire real arrows, but have an illusion of the arrows always hitting? Hard to disbelieve an illusion when you've got real arrows sticking out of your hide. When the opponent "dies" he'll actually only be unconscious, but that then gives the party a window of opportunity to give him a coup de grace. Alternately, see if your DM will give your archers "to hit" bonuses if you paint a bulls-eye on the opponent for them to use in aiming. This might be particularly effective if the opponent is displaced and your wizard knows his true location but one or more of your archers does not.
Feather Fall -- this affects all falling objects within a 10' cube, and gives them the mass of a piece of down. If you cast it on an object and can keep that object from ever reaching the ground, the spell remains in effect for up to 1 round/level. So even though your caster is occupied "playing with a floating feather," everyone inside that 10' cube is now immune to all missile fire.
Dancing Lights -- two possible uses here. If you don't think your opponent will recognize it for what it is, use it to create a "[FONT="]faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire.[/FONT]" Now you've just given them another opponent to absorb some of their attacks, if nothing else. Need a long-distance signaling method, especially after dark? You have 1-4 glowing spheres, up to 40 yds + 10 yds/level up in the air. Different numbers of spheres in different arrangements convey different signals. You could even work out an entire semaphore system.
Reduce (reverse of Enlarge) -- shrink some oil, holy water etc, then fill up a normal-sized (i.e. one that hasn't been Reduced) potion vial. As long as you have a strong seal on the vial, the spell can't "come undone" until the vial is broken. You now have a passable grenade. Just be sure to pack them well, because one hard fall or combat blow to your pack and now YOU'RE covered in oil/holy water/etc!
Shocking Grasp -- you're fighting someone who's wearing full plate armor, and there's no way your low-level mage could possibly roll well enough to damage him? Shocking Grasp to the rescue! Remember, "[FONT="]While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body[/FONT]" and he's covered in electrically-conductive armor. The opponent would still get his Dex and any magical plusses from the armor, but nothing more. In fact, he might actually have penalties because he's so "exposed."
Unseen Servant -- your DM may not allow this one, as he might rule it comes to close to "fighting." But if he will allow it, and you find yourself facing any sort of missile-using opponent, try to get within 30 feet of him and use the Unseen Servant to take the arrows from his quiver, etc.
Phantasmal Force -- a mage isn't much for physical combat, but creative use of this spell can really be effective. For example, have you got an archer in the party? Why not have him fire real arrows, but have an illusion of the arrows always hitting? Hard to disbelieve an illusion when you've got real arrows sticking out of your hide. When the opponent "dies" he'll actually only be unconscious, but that then gives the party a window of opportunity to give him a coup de grace. Alternately, see if your DM will give your archers "to hit" bonuses if you paint a bulls-eye on the opponent for them to use in aiming. This might be particularly effective if the opponent is displaced and your wizard knows his true location but one or more of your archers does not.
Feather Fall -- this affects all falling objects within a 10' cube, and gives them the mass of a piece of down. If you cast it on an object and can keep that object from ever reaching the ground, the spell remains in effect for up to 1 round/level. So even though your caster is occupied "playing with a floating feather," everyone inside that 10' cube is now immune to all missile fire.
Dancing Lights -- two possible uses here. If you don't think your opponent will recognize it for what it is, use it to create a "[FONT="]faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire.[/FONT]" Now you've just given them another opponent to absorb some of their attacks, if nothing else. Need a long-distance signaling method, especially after dark? You have 1-4 glowing spheres, up to 40 yds + 10 yds/level up in the air. Different numbers of spheres in different arrangements convey different signals. You could even work out an entire semaphore system.
Reduce (reverse of Enlarge) -- shrink some oil, holy water etc, then fill up a normal-sized (i.e. one that hasn't been Reduced) potion vial. As long as you have a strong seal on the vial, the spell can't "come undone" until the vial is broken. You now have a passable grenade. Just be sure to pack them well, because one hard fall or combat blow to your pack and now YOU'RE covered in oil/holy water/etc!
Shocking Grasp -- you're fighting someone who's wearing full plate armor, and there's no way your low-level mage could possibly roll well enough to damage him? Shocking Grasp to the rescue! Remember, "[FONT="]While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body[/FONT]" and he's covered in electrically-conductive armor. The opponent would still get his Dex and any magical plusses from the armor, but nothing more. In fact, he might actually have penalties because he's so "exposed."
Unseen Servant -- your DM may not allow this one, as he might rule it comes to close to "fighting." But if he will allow it, and you find yourself facing any sort of missile-using opponent, try to get within 30 feet of him and use the Unseen Servant to take the arrows from his quiver, etc.