Uhm... there's a ton of PnP spells that can be added before adding any player invented spells with questionable balance. Heck, the PRC Pack guys already made most of the PnP spells available, it's a great place to start if we want to expand the spell list. They're all from the 3/3.5 ruleset. A few of my favorites would be
Living Undeath
Caster Level(s): Cleric 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Minute / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, it's vital processes are temporarily bypassed with no seeming ill effect. The subject becomes immune to critical hits. While the spell is in effect, the subject takes a -4 penalty to charisma.
Iron Body
School: Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean - at least until the spell duration expires.
Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.
Energy Immunity
Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 7
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 hours
Additional Counter Spells:
This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time.
Mass Harm
Caster Level(s): Cleric 9
Innate Level: 9
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes
All enemies within the area of effect are dealt d12 points per caster level (to a maximum of 20d12 at 20th level). This spell has a reverse effect on undead, healing instead of harming them.
Draconic Might
Transmutation
Level: Paladin 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains
a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level.
Mass Fire Shield
Evocation [Fire or Cold]
Level: Sorcerer/wizard 5, warmage 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more allied creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like fire shield except as noted above.
Subradial entries:
Mass Fire Shield: Red
Mass Fire Shield: Blue
And let's not forget Epic Spells, such as
Mass Penguin
School: Transmutation
Components: V,S
Range: Long
Area: 40-ft.-radius hemisphere
Duration: 20 hours
Saving Throw: Fortitude negates
Spell Resistance: Yes
Culled from the repertoire of a legendary wizard, this epic spell turns all Medium-size or smaller creatures in the area into penguins. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points, alignment, base attack bonus, base save bonuses, extraordinary abilities, and spell-like abilities. They assume the physical characteristics of penguins.
Dullblades/Impenetrability/Unimpinged (3 separate spells)
School: Abjuration
Components: V,S
Range: Touch
Target: Creature touched
Duration: Caster Level + 10 rounds
Saving Throw: None (Harmless)
Spell Resistance: No (Harmless)
The subject of a casting of Dullblades/Impenetrability/Unimpinged becomes impervious to half of all slashing/piercing/bludgeoning damage
Contingent Resurrection
School: Conjuration (Healing)
Components: V,S
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Contingent Resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger condition is met, which in this case is the subjects death. Each day it remains untriggered, it reserves an epic spell slot, even if you cast it on another creature. If the subject is killed (the trigger), he or she is instantaneously restored to full life and health, and restores the use of the epic spell slot once more. As well, you may at any time (before the contingency is triggered) willfully dispel the contingency to regain the epic spell slot, thereby canceling the spell on the subject.
Army Unfallen
School: Conjuration [Healing[
Components: V, S
Range: Personal
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
In the heat of battle, there are times when odds begin to stack against you. These odds climb exponentially higher if allies begin to fall. With a casting of this powerful spell, you will restore all deceased allies to full life and vigor. In addition, any allies (including yourself), that may have sustained injuries are healed to complete health. You do not have to be in the vicinity of your allies for them to receive the benefits of this spell. However, while all allies are either healed or resurrected, this spell does not save them from whatever situation might have caused their demise; Fallen allies are raised where they fell, the injured are healed where they stand.
Magma Burst
School: Evocation [Fire, Petrification]
Components: V,S
Range: Long
Area: 40-ft.-radius
Duration: 1 Round / 5 Caster levels
Saving Throw: Reflex and Fortitude, see text
Spell Resistance: Yes
With the casting of Magma Burst, you call forth a small volcanic eruption at the location of the target. This eruption lasts for the duration, and initially deals 20d8 points of fire damage in the eruption (Reflex for half), and subsequently deals 10d8 points of fire damage per round within the flow of magma (Fortitude for half). If a creature within the area remains for a cumulative 5 rounds, then it must make a Fortitude save or turn to stone as the magma cools around the creatures body.
The list is longer, but there's a good and solid list of spells that's from the actual ruleset and part of the game, just not implemented by Bioware.