Streamers (Originally from Shining South)
Evocation
Level: Cleric 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard
Range: 100ft (+10 per level)
Effect: 1 or more Streamers
Duration: 1 round per level
Saving Throw: None
Spell Resistance: Yes
You cause a number of glowing, red stramers to shoot forth from your hand when you cast the spell. You may fire one streamer plus one additional streamer for every three caster levels beyond ninth level (to a maximum of four at level eighteen).
Each streamer targets one creature, multiple streamers can target a different creature each or they can all target one creature. A streamer moves on its own pursuing its target without your concentration, hovering in the same space as the target with a readied touch attack.
Whenever the target next takes any sort of action, the streamer makes a touch attack against it (at the casters base attack bonus). On a successful attack roll, the streamer deals 5d10 points of damage. If a target takes no actions for the duration of the spell, the streamers around it disappear with no effect.
Streamers can be attacked (AC20) but only magic weapons have any effect on them. Any successful attack destroys a streamer.
Venom Bolt (From Serpent Kingdoms)
Evocation (Acid)
Level: Cleric 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 100ft
Area: 100ft Line
Duration: Instantaneous
Saving Throw: Reflex Half, Fortitude Partial (see text)
Spell Resistance: Yes
You release a beam of fell energy from your eye, mouth, fingertip or tail tip that travels in a straight line. Every creature in its path takes 2d8 points of acid damage though the beam is not composed of any acidic substance. A successful reflex saves halves this damage.
Furthermore, every creature in the path of the venom bolt must also make a successful fortitude save or be paralyzed for 1d4+1 rounds. Success means that the subect is slowed for 1 round. Creatures do not block the beam, but walls or other solid barriers do.
Yaunti and their creations are immune to the effects of this spell. Other Scaled Ones are immune to the paralysis effect and need not save against it.
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Saltray ( http://www.wizards.com/default.asp?x=dnd/fw/20040131a )
Evocation
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell creates an instantaneous thin beam of salt crystals. A creature struck by a saltray takes 1d6 points of slashing damage per 2 caster levels (maximum 5d6) and must make a Fortitude save or be stunned by the excruciating pain of the wound for 1d4 rounds.
If this spell is cast within 300 feet of the shoreline of a large body of salt water, a second saltray is created. You can target this second saltray as you see fit against any target in range of the spell.
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Then there is also the 'Heart of' line of spells from Complete Mage, and Energy Absorbtion all in Complete Mage.
Thanks for your time.