These were my own custom spells for a sorcerer / fighter I played (with a water theme)
BLADESTREAM
Evocation
Level: Sor/Wiz 1, Dru 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: One weapon
Duration: 1 minute / level (D)
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 casn not be used on a flaming, icy, or shocking weapon 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.
FROZEN SPEAR
Conjuration (creation) [cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: 0 ft.
Effect: One crystalline spear of magical ice
Duration: 1 hour / level or until used
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
Frozen Spear creates a magical (+1 enhancement bonus, icy) shortspear of pure ice, one size category larger than the caster (a human, for instance, gets the standard large shortspear). The spear is physicaly a typical shortspear in every regard, except it is comprised of magical ice and has the same hardness (+1 point as a +1 weapon). After any successful melee attack the caster can opt, as a free action, to have the spear shatter in a blast of focused cold. This deals an additional 1d6 cold damage / 2 caster levels (maximum 5d6) to whatever the caster struck with the spear.
If the spear ever leaves the caster's hand it explodes with a similar blast of cold: any creature within 5' of the spear takes 3d6 cold damage, a reflex save halves this amount. If intentionally thrown the spear explodes in this manner after it strikes something, otherwise this happens instantly (typically catching the caster in the blast). If the spear is thrown and hits it's target, they are caught in the effect, likewise if it hits their touch AC but fails to penetrate their armor. If the throw is a clean miss the DM determines where the spear explodes. If the spear is disarmed with a weapon both the disarmed and the wielder are caught within the blast, the same effect results from the spear being sundered. If the spear is caught by or disarmed bare-handed by a foolish individual they get no reflex save against the damage from the explosion.
Check for spell resistance only against the blast of cold from an exploding spear, or from the willed shatter after a successful melee hit.
Material Component: A drop of water from a melted icicle.
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 to 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 per two caster levels (maximum 5d4) on a successful touch attack (also a ray) as it shears effortlessly through flesh and along the bone underneath. 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.