Ok, thanks to all the discussions I've been able to clarify the concept of "breakers", which might be better thought of as "short-circuits", or "DM headaches" :
Battle-breaker : affects multiple people, for the entire battle; not 1 round/level, not single-person (either immunity or take-down)
Story-breaker : transports many people quickly, or information instantly, especially if range is “infinite”
Mystery-breaker : gives correct information too easily, especially if range is “infinite”
Death-breaker : removes fear of death (and maybe of negative levels) from the players
Counterspell-breaker : has a limited number of options for negating or getting around the spell
Whether or not the spell has a save is not a factor!
Finally, some spells are going to be rituals just because they should take a long time and involve some risk. Plane Shift just seems like it should be more involved than taking a standard action and bam, you're there. Going to another plane of existence should be tough, and dangerous, and not something you just do on a whim.
Some mystery breakers can be worked in to the plot at higher levels. And sometimes you have to consider whether a spell is useful because it keeps a player active in the melee.
Keep in mind that some of the "breaker" labels in the following were assigned by others, not me. Also that this list is for spells that are going to become "rituals", not banned (with 2 exceptions).
* = definitely; + = probably; ? = can’t decide
* Black Tentacles (4) – battle breaker
+ Charm Monster (4) – story breaker
? Dimension Door (4) – story breaker [but can also prevent TPK]
+ Divination (4) – mystery breaker
? Freedom of Movement (4) – battle breaker
* Geas, Lesser (4) – can “dominate” for a week
? Globe of Invulnerability (4,6) – battle breaker
+ Invisibility, Greater (4) – counterspell breaker; high stealth, spellcasters can attack at long range
* Plane Shift (5|7) – just because it shouldn’t be quick&easy
* Reincarnate (4) – death breaker
* Restoration (2, 4=perm. negative level, 7) – death breaker
+ Scrying (4|5) – mystery breaker, story breaker (infinite range & auto-finds target)
+ Sending (4) – story breaker (infinite distance!)
* Solid Fog (4) – battle/counterspell breaker (severely cripples & only Gust of Wind or Dispel Magic counters)
+ Commune (5) – mystery breaker
+ Contact other plane (5) – mystery breaker
* Dominate Person (5) – total LONG TERM control
* Permanency (5) – just because it shouldn’t be quick&easy
* Planar binding (5,6,8) – just because it shouldn’t be quick&easy
* Planar Travel (5,psi) – story breaker
* Raise Dead (5) – death breaker
* Teleport (5,7) – story breaker (battle avoider, but can also prevent TPK)
? Wall of Force (5) – battle breaker, counterspell breaker
+ Circle of Death (6) – battle breaker
* Create Undead (6) – just because it shouldn’t be quick&easy
? Dispel Magic, Greater (6) – battle breaker (de-buff)
+ Wall of Iron (6) – battle breaker
* Wind Walk (6|7) – story breaker
* Resurrection (7,9) – death breaker
* Simulacrum (7) – story breaker (should probably be banned!)
* Wish, Limited (7) – everything breaker
* Antimagic Field (8) – battle breaker
* Dominate Monster (9) – total LONG TERM control
* Gate (9) – story breaker, battle breaker
* Mage’s Disjunction (9) – omni-breaker (should probably be banned!)
* Wish (9) – just because it shouldn’t be quick&easy
* Miracle (9) – just because it shouldn’t be quick&easy
* Teleportation circle (9) – story breaker
* Tsunami (9) – battle breaker
* Ride the Lightning (9) – story breaker, battle breaker, counterspell breaker
And because of the better definitions of "breakers", the following spells are NOT considered breakers anymore :
Death ward (4) – battle breaker [single effect]
Discern Lies (4) – mystery breaker [no better than good Sense Motive bonus]
Emergency Force Sphere (4) – battle breaker [short term]
Enervation (4) – battle breaker [temporary]
Locate Creature (4) – mystery breaker [400 foot range]
Resilient Sphere (4) – battle breaker, counterspell breaker [single target]
Stoneskin (4) – battle breaker [single target]
Feeblemind (5) – spellcaster breaker [single target]
Flame Strike (5) – battle breaker [small area]
Overland flight (5) – story breaker [one person]
Slay Living (5) – battle breaker (melee touch, Fort save, 12d6/3d6 + 10) [single target]
True Seeing (5) – mystery breaker [too handy for other melee things]
Disintegrate (6) – battle breaker [single target]
Forcecage (7) – battle breaker, counterspell breaker [single target, 1 rnd/lvl]
Invisibility, Mass (7) – story breaker
Energy drain (9) – battle breaker [single target]
Battle-breaker : affects multiple people, for the entire battle; not 1 round/level, not single-person (either immunity or take-down)
Story-breaker : transports many people quickly, or information instantly, especially if range is “infinite”
Mystery-breaker : gives correct information too easily, especially if range is “infinite”
Death-breaker : removes fear of death (and maybe of negative levels) from the players
Counterspell-breaker : has a limited number of options for negating or getting around the spell
Whether or not the spell has a save is not a factor!
Finally, some spells are going to be rituals just because they should take a long time and involve some risk. Plane Shift just seems like it should be more involved than taking a standard action and bam, you're there. Going to another plane of existence should be tough, and dangerous, and not something you just do on a whim.
Some mystery breakers can be worked in to the plot at higher levels. And sometimes you have to consider whether a spell is useful because it keeps a player active in the melee.
Keep in mind that some of the "breaker" labels in the following were assigned by others, not me. Also that this list is for spells that are going to become "rituals", not banned (with 2 exceptions).
* = definitely; + = probably; ? = can’t decide
* Black Tentacles (4) – battle breaker
+ Charm Monster (4) – story breaker
? Dimension Door (4) – story breaker [but can also prevent TPK]
+ Divination (4) – mystery breaker
? Freedom of Movement (4) – battle breaker
* Geas, Lesser (4) – can “dominate” for a week
? Globe of Invulnerability (4,6) – battle breaker
+ Invisibility, Greater (4) – counterspell breaker; high stealth, spellcasters can attack at long range
* Plane Shift (5|7) – just because it shouldn’t be quick&easy
* Reincarnate (4) – death breaker
* Restoration (2, 4=perm. negative level, 7) – death breaker
+ Scrying (4|5) – mystery breaker, story breaker (infinite range & auto-finds target)
+ Sending (4) – story breaker (infinite distance!)
* Solid Fog (4) – battle/counterspell breaker (severely cripples & only Gust of Wind or Dispel Magic counters)
+ Commune (5) – mystery breaker
+ Contact other plane (5) – mystery breaker
* Dominate Person (5) – total LONG TERM control
* Permanency (5) – just because it shouldn’t be quick&easy
* Planar binding (5,6,8) – just because it shouldn’t be quick&easy
* Planar Travel (5,psi) – story breaker
* Raise Dead (5) – death breaker
* Teleport (5,7) – story breaker (battle avoider, but can also prevent TPK)
? Wall of Force (5) – battle breaker, counterspell breaker
+ Circle of Death (6) – battle breaker
* Create Undead (6) – just because it shouldn’t be quick&easy
? Dispel Magic, Greater (6) – battle breaker (de-buff)
+ Wall of Iron (6) – battle breaker
* Wind Walk (6|7) – story breaker
* Resurrection (7,9) – death breaker
* Simulacrum (7) – story breaker (should probably be banned!)
* Wish, Limited (7) – everything breaker
* Antimagic Field (8) – battle breaker
* Dominate Monster (9) – total LONG TERM control
* Gate (9) – story breaker, battle breaker
* Mage’s Disjunction (9) – omni-breaker (should probably be banned!)
* Wish (9) – just because it shouldn’t be quick&easy
* Miracle (9) – just because it shouldn’t be quick&easy
* Teleportation circle (9) – story breaker
* Tsunami (9) – battle breaker
* Ride the Lightning (9) – story breaker, battle breaker, counterspell breaker
And because of the better definitions of "breakers", the following spells are NOT considered breakers anymore :
Death ward (4) – battle breaker [single effect]
Discern Lies (4) – mystery breaker [no better than good Sense Motive bonus]
Emergency Force Sphere (4) – battle breaker [short term]
Enervation (4) – battle breaker [temporary]
Locate Creature (4) – mystery breaker [400 foot range]
Resilient Sphere (4) – battle breaker, counterspell breaker [single target]
Stoneskin (4) – battle breaker [single target]
Feeblemind (5) – spellcaster breaker [single target]
Flame Strike (5) – battle breaker [small area]
Overland flight (5) – story breaker [one person]
Slay Living (5) – battle breaker (melee touch, Fort save, 12d6/3d6 + 10) [single target]
True Seeing (5) – mystery breaker [too handy for other melee things]
Disintegrate (6) – battle breaker [single target]
Forcecage (7) – battle breaker, counterspell breaker [single target, 1 rnd/lvl]
Invisibility, Mass (7) – story breaker
Energy drain (9) – battle breaker [single target]