I'm organizing this a bit, because I want to use it for my own benefit. :3
Let's get the
caster level stuff out of the way first.
Abyssal Rift +2 - Wiz 9/Entropy 9 FC1 conj[evil]
Adept Spirit +1 insight Clr 2/Wiz 3 MoI
Channel the Mishtai +1 insight Wiz 2 MoI 1/6 chance, -1hp/HD
Channel the Mishtai, Greater +1 insight Wiz 6 MoI -1 hp/HD
Consumptive Field *1.5 - Clr 4 SC
Consumptive Field, Greater *1.5 - Clr 4 SC
Create Magic Tattoo +1 - Wiz 2 SC
Death Knell +1 - Clr 2 PH
Frostfell +1 - Wiz 9 FB [cold] only
Harmonic Chorus +2 morale Brd 2 SC need concentration
Hymn of Praise +2 - Brd 3 SC Good divine casters
Infernal Threnody +2 - Brd 3 SC Evil divine casters
Mystic Surge +1 - Wiz 4 PH2 one spell
Spell Enhancer +2 - Wiz 4 SC one spell
Suffer the Flesh +1-+5 - Wiz 2 MoE 2 con damage/bonus, 1 round, 250 gp
Other than that, strength and dexterity boosters can give extra spells for illumians. Int, Wis, and Cha increases do that for normal casters, as well as improving save DCs.
These are mostly things mentioned previously in the thread, except with a short description (I'm not going to cover ability enhancing spells, even though owl's insight is very nice):
Making spells more likely to take effectSpells that help you overcome spell resistance and/or increase the save DC:
True Casting (sorcerer/wizard)
+10
insight to next caster level check.
Assay Spell Resistance (cleric, sorcerer/wizard)
+10 to caster level checks against 1 creature.
Mystic Surge (sorcerer/wizard)
+1 CL, +2 DC to next spell.
Spell Enhancer (sorcerer/wizard)
+2 CL, +1 DC to next spell.
Other spells that increase your caster levelSee above table. The check is d20+CL vs SR. Increasing caster level makes it easier to beat.
Action advantageSpells that allow you to use multiple spells at once (or similar effects):
Spell Flower (cleric, sorcerer/wizard)
Hold the charge on 1 touch spell per arm.
Arcane Spellsurge (sorcerer/wizard, wu jen)
Shorter casting time on arcane spells. Standard -> swift / full round -> standard / up to 1 minute -> 1 round shorter than usual.
Lesser Spell Matrix, Spell Matrix and Greater Spell Matrix (sorcerer/wizard)
Store 1/2/3 third level spell(s) in the matrix to cast later as a swift action.
Arcane Fusion and Greater Arcane Fusion (sorcerer)
Cast a level 4 spell and a level 1 spell simultaneously, without using spell slots for them. (Greater: 7 and 4)
Spell AccessSpells that allow the casting of spells from either a different class list, or outside your spells known list:
Anyspell + Greater Anyspell (spell domain)
Prepare any level 2 (5 for
greater anyspell) or lower written arcane spell in a level 3 (6 for
greater anyspell) domain slot.
Shadow Conjuration, Shadow Evocation (sorcerer/wizard, bard, shadow domain)
Cast quasireal conjuration [creation or summoning] or evocation spells.
Greater Shadow Conjuration, Greater Shadow Evocation (sorcerer/wizard, shadow domain)
As above, but allows higher level spells and a greater quasireality percentage.
Shades (sorcerer/wizard, shadow domain)
As Shadow Conjuration, but with a greater quasireality percentage, and it may be able to mimic conjurations that are not creation or summoning.
Rary's Arcane Conversion (wizard)
Using
this trick.
OtherSpectral Hand (sorcerer/wizard)
Use touch spells at range.
Project Image (sorcerer/wizard, beguiler, illusion domain, bard)
Spells can originate from the image instead of you. (So it, too, can deliver touch spells).