
deuxhero |
Feyspeaker gets the ability to add Sorcerer/Wizard enchantment or illusion spells at a 1 level penalty (color spray is a 2nd level druid spell) the level after gaining a new spell level. What are the best options for this?
Charm Person and Silent Image are the most obvious picks for 4th level though you can only take one. Animal Companion growth isn't hindered by this archetype, so Mirror Image for pairing with Share Spells has merit for the level 6 pick. Shadow Conjuration for the 10th is obvious. Anything for the other slots?

avr |

Heroism wants to be your level 8 pick. There are more shadow evocation/transmutation/enchantment & greater versions which you could pick up later.
This is for a generalist spellcaster of course. If you have special interests like wanting to create an immense maze via wall of stone & illusory wall, or whatever, then other spells may take priority.

deuxhero |
Heroism is a nice buff.
Shadow Evocation and (especially) transmutation seem like bad options because the Druid actually does get those options (blast and polymorph) natively. Shadow Transmutation (Polymorph) competes with Form of the Exotic Dragon (Thousand Faces gives all the disguise forms) for buffing animal companion and the druid cast cast the rest bar Enlarge/Reduce Person and Long Arm (Well, congratulations: You used a 7th level spell slot to cast a 1st level spell. Now what's the next step in your master plan?) and Baneful Shadow Transmutation is, for some reason, natively on the druid list.
Greater Shadow Evocation's main use is Contingency. A useful use, but if all goes well you'll only cast it once out of a 9th level spell slot. Plain old Shadow Evocation is near useless.
Dominate Person is a classic and seems like a decent use of 12
So far
4(1st level wiz/sorc): Charm Person or Silent Image
6: Mirror Image
8: Heroism
10: Shadow Conjuration
12: Dominate Person
14: ???
16: ???
18: ???

avr |

OK. 6-8th level ench. or illusion sorc/wiz spells then excluding ones that a druid might be able to cover anyway.
Psychic asylum (6) might be handy at some point. Either as suggested to prepare a spell in an open slot or to gain 15 minutes to think something over with perfect recall of everything you've seen.
Permanent illusion (6) is the ultimate cast in advance spell. Once you've been somewhere for a while you should have various illusions waiting for you to activate them if you can cast this.
Waves of ecstasy (7) is a handy debuff which staggers for a round even on a successful save.
Greater create mindscape (7) lets you mess with people's minds and/or put yourself and them into a state where you/they can cast types of spells you choose at +2 CL. It seems versatile enough to consider.
Simulacrum (7), notoriously broken.
Mass charm monster (8), aka how to steal an army.
I wouldn't write off greater shadow evocation. The writers were obviously stretching to make 8th level enchantment & illusion spells back in D&D and there aren't many that are useful. Besides, there are non-blasting high level evocations like bestow planar infusion III, forcecage, mage's decree which you might want occasionally.

BadBird |

Dazzling Blade is a level 1 swift-action blind spell, which is a pretty nice defensive measure.
Color Spray makes a great Quickened spell after it becomes "only" a 1-round Stun cone.
Hideous Laughter is a brutal single target shutdown.
Wandering Star Motes and Confusion are great control.
Unadulterated Loathing is basically a slow-motion death sentence on a failed save. Seriously, that spell is a horrible fate. Duration is in days - a creature could die of nausea, dehydration and exhaustion before it ended, as long as something was following them.