I suppose I should go over my fun tricks as well!
First up, I have the ability to 11 times a day as a full round action treat deadly wounds. This heals for 4*hit_dice+16 (+11 if I roll higher than a 5). It also doesn't count as treating deadly wounds, so I can do it again if needed. This is not a spell, but it is a supernatural effect.
I also have haste! Yay haste! Gotta make the beatstick people beatstick harder.
I left a spell slot of every spell level open for on the fly problems. Kind of irresponsible for prepared casters to not leave at least a few empty slots. Of particular note is greater black tentacles, which will only attack the bad guys, wall of thorns, and solid fog. Ectoplasmic wall of thorns will be particularly nasty for spooky ghosts considering their reflex saves usually aren't boosted to the moon.
I only prepared one enlarge person a day, but I'm sure I can make space for a second if that becomes a thing that we need more of. I'm kind of hoping I can convince the cleric to prep a few casts of death ward as well, just so I'm not the only one running prevention duty, but I can manage if needed.
If I really get stacking with my debuffs, the bad guys shouldn't be able to move pretty much at all, and will take some damage for their trouble. Downside is that it can be hard to aim large battlefield control spells so that the melee folks can still hit the baddies, or avoid catching our own guys in the spell, but I'm sure I'll manage!
If we have time to set up for a fight, I'll cast mass feather step on people to help them avoid the difficult terrain thing.
I think that's about it? I've got a lot of useful skills ranks, and the ability to spontaneously cast my spells as other useful stuff, like circle of protection against evil! @Bhornklid: You might want to swap that for something else if there's another spell you like more, but I'm not opposed to having two people able to cast it. I'm really looking forward to playing with you guys!