Okay, lets look at them:
- All are nominally immediate actions usable 1 per Int bonus, spell level 1/2 wiz level, save 10+Int+1/2 wiz level if any. Can't use against unaware attacks, and lasts a round usually. Only specialists benefit. Can assume SR applies, though no mention is made.
- Abjuration (Urgent Shield): Small shield affect. Good for "Oh bleep" moments, but not unduly powerful. I'd okay it
- Conjuration (Abrupt Jaunt): Short range teleport, cannot bring others. Automatic get out of a hit free card as an immediate action. I'd okay it as a swift action as it main benefit then would be get out of grapple free card assuming you can make the concentration check (which, by a strict reading, would get harder each level you gained, which is sorry for the grappled wizard.
- Divination (Glimpse Peril): Small insight bonus on next save. Fine.
- Enchantment (Instant Daze): Daze melee attackers if they fail save and have less HD than you. Another instant attack nullifier, but at leas this one requires a save. Need to look at.
- Evocation (Counter fire): Fire force bolt at someone attacks you at range, neither can disrupt the other. Fine.
- Illusion (Brief Figment): Create a single mirror image, effectively giving you a 50% miss chance until it is hit or 1 round expires. Another in the nullify attack theme, and will on average half your damage on the next hit. Need to look at.
- Necromancy (Cursed glance): When targeted w/in 60 ft., cause a -2 penalty to AC and saves if they fail a save. Fine.
- Transumtation (sudden shift): Temporary climb/swim/fly. Fine.
Its the conjuration, enchantment, and illusions ones that need closer look.