kjenk's list is also useful for spellcasters who are wondering what to do when grappled. For high-level casters, it's pretty much mandatory to have Dimension Door and/or Suggestion ("Flee from me!") to escape grapplers.
And for armored arcane casters, don't forget to add in the spells that are often cast outside of combat. (When you're casting Comprehend Languages, you normally have enough time to change into and out of your armor.) This includes spells whose duration is measured in hours per level.
Here's a partial list:
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Arcane Mark: Inscribes a personal rune (visible or invisible).
1ST-LEVEL SORCERER/WIZARD SPELLS
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments
Mage Armor: Gives subject +4 armor bonus. (To cast on the party's monk/animal companions)
Mount: Summons riding horse for 2 hours/level.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Identify: Determines properties of magic item.
T's Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Disguise Self: Changes your appearance.
N's Magic Aura: Alters object’s magic aura.
Erase: Mundane or magical writing vanishes.
2ND-LEVEL SORCERER/WIZARD SPELLS
Arcane Lock: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Locate Object: Senses direction toward object (specific or type).
Continual Flame: Makes a permanent, heatless torch.
Magic Mouth: Speaks once when triggered.
Misdirection: Misleads divinations for one creature or object.
L's Phantom Trap: Makes item seem trapped.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Rope Trick: As many as eight creatures hide in extradimensional space.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL SORCERER/WIZARD SPELLS
Explosive Runes: Deals 6d6 damage when read.
Nondetection: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
L's Tiny Hut: Creates shelter for ten creatures.
Illusory Script: Only intended reader can decipher.
Gentle Repose: Preserves one corpse.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL SORCERER/WIZARD SPELLS
Fire Trap: Opened object deals 1d4 damage +1/level.
Minor Creation: Creates one cloth or wood object.
M's Secure Shelter: Creates sturdy cottage.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying: Spies on subject from a distance.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Animate Dead: Creates undead skeletons and zombies.
R's Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.
5TH-LEVEL SORCERER/WIZARD SPELLS
M’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
L's Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Sending: Delivers short message anywhere, instantly.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Seeming: Changes appearance of one person per two levels.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Fabricate: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Permanency: Makes certain spells permanent
6TH-LEVEL SORCERER/WIZARD SPELLS
Guards and Wards: Array of magic effects protect area.
Planar Binding: As lesser planar binding, but up to 12 HD.
Analyze Dweomer: Reveals magical aspects of subject.
Legend Lore: Lets you learn tales about a person, place, or thing.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Contingency: Sets trigger condition for another spell.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.
Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
Symbol of Fear: Triggered rune panics nearby creatures.
Move Earth: Digs trenches and build hills.
Stone to Flesh: Restores petrified creature.
7TH-LEVEL SORCERER/WIZARD SPELLS
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
Scrying, Greater: As scrying, but faster and longer.
Vision: As legend lore, but quicker and strenuous.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Simulacrum: Creates partially real double of a creature.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Control Weather: Changes weather in local area.
Statue: Subject can become a statue at will.
8TH-LEVEL SORCERER/WIZARD SPELLS
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Discern Location: Reveals exact location of creature or object.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Antipathy: Object or location affected by spell repels certain creatures.
Binding: Utilizes an array of techniques to imprison a creature.
Demand: As sending, plus you can send suggestion
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Sympathy: Object or location attracts certain creatures.
Screen: Illusion hides area from vision, scrying.
Clone: Duplicate awakens when original dies.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Symbol of Death: Triggered rune slays nearby creatures.
9TH-LEVEL SORCERER/WIZARD SPELLS
Refuge: Alters item to transport its possessor to you.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Astral Projection: Projects you and companions onto Astral Plane.
There are probably some 10 minutes/level spells that belong on this list as well.