Rorick's Rune of Light - shows up as a Cantrip even if the spell descriptor says Sorc/Wiz 1
Dancing Lights - is Sorc/Wiz 1 for some reason. In PnP, it is a Cantrip and I suggest it be changed to that due to the uselessness of the spell other than eye candy. I do not see why it needs to be a lvl 1 spell. There is also an 'issue' with this spell looking truly like christmas lights. There is a thread for the VFX 'issue' already though.
http://www.d20srd.org/srd/spells/dancingLights.htm
Caltrops - It does 1 damage per caltrop. It does not reduce movement. Am I missing something or why is this spell lvl 2? Seems to me there is no equivalent of this spell in PnP but it was instead adapted from the object 'caltrops' (?). The spell also cannot be dismissed through the Dismiss Spell menu. The Caltrops also appear as an enemy, making it impossible to rest for as long as they are active -anywhere-. Even several maps away. You still cannot rest.
Gemidan's Paralytic Missile - The description says something about the target being able to save every round yet the spell only lasts for 1 round. Should be fixed & clarified to whatever it is supposed to be. I can not find a PnP source for this so can not provide any advise/comment. I wonder if it should not be a lvl 1 spell due to just being a different version of Magic Missile? What is the lore source? Might have been changed for reasons though.
Silent Alarm - I do not understand why the spell has been opened up to more classes and made a lvl 2 spell. In PnP, Alarm has two options: Mental (as in it only sounds in the caster's head) or Audible (which gives off a PING sound which everyone can hear). We have the Audible one already as a lvl 1 spell available to Bard 1, Rgr 1, Sorc/Wiz 1. For some reason Silent Alarm (which really us the Mental version of Alarm) is lvl 2 and available to Bard 2, Clr 2, Drd 2, Rgr 2, Sorc/Wiz 2. It should not be available for Clerics and Druids and should be a lvl 1 spell. Better yet, Alarm should be changed so that there is a drop down function to pick Mental or Audible if drop down functions can be made to work
http://www.d20srd.org/srd/spells/alarm.htm
Walk Safely - Description is way too confusing. How is the Will DC calculated? 5 + casting ability modifier + any other DC bonus. Sooo, DC 15 at least if the caster has 30 cha/int... It is not clear enough.
Find Familiar - Does nothing?
Programmed Image - Leaves an empty character portrait when dismissed.
Melf's Minute Meteors - Creates a lvl 61 item with no damage in the inventory, so it cannot be used. Has some other properties which are ok but lvl 61 is a bit too much.
Rinse- Causes a 'bad stref' mini-symbol next to the character portrait. I personally find that the Rinse & Dry spell VFXs are a little to slow to occur once the spell has been cast.
Opalescent Glare - The shadow tendril VFX makes the spell look rather sinister which is odd since it is supposed to be a good aligned spell. The eyes shine yellow when the effect should probably be made white and last for slightly longer. I thought there was no effect to the eyes but it is actually just very short. There is a lot of flash and sparkle which probably does not need to be there. White shining eyes on the caster + a white light around the target would look far, far better than the explosiveness currently. It does not really need any of the other stuff.
Flashburst - Appears to turn the targets Invisible for 1 round. They cannot attack you and you cannot attack them. Not even See Invisibility goes through this. Should not be what this spell does? The spell also has like no VFX whatsoever. Which is odd due to its name. It should be a Flashy Burst, no?
Scrying - The scrying sensor can be destroyed. Is it meant to be able to?
Teleportation Circle - I understand that this spell cannot Teleport more than Greater Teleport allows to already but it costs 10.000 gold. What are the benefits, other than it being semi-permanent?
Pass Wall & Mass Pass Wall - Are we suuuuuure that we want these spells IG and the potential headaches they may cause? This was after all the reason all Ethereal Spells were made to function like Sanctuary because people kept passing through walls. Not fun DM-side.
Abyssal Might - Makes the caster look like he is a coal miner. Can the VFX maybe be toned a little?
Aberrant Claw- Could not detect that it did anything at all.
Foresight - Being a lvl 9 spell... I have no idea what this does other than giving sneak attack immunity. Seems like it needs a DM to be able to be used as per the description?
Whirlpool - The water elementals try to attack the thing called 'attach spell node'
Mirror Walking - No idea how this is supposed to work.
Gate - Cannot summon an angel as a neutral?
Legend Lore - No idea if it actually applies lore to all the new lore skills. Character sheet does not show it does but when I roll lore (arcane) it is increased.