
tearnImale |

I just gained an ability to be able to complete spell trigger items as a sorcerer of my level (currently 10), and was wondering what would be some good choices. I've already picked up a few scrolls of haste and a wand of heroism, but what else would be a good idea? I should mention I'm a grappler.
I got this ability from a homebrew ability.

avr |

Mirror image is about the most cost-effective defence spell out there. If you've ever encountered enemies which can out-grapple you (and you might know beforehand when you might meet one) then a scroll of grease could be handy. Protection from evil to make mind control go away is something worth getting even if others can do it.
Then there's general utility if that isn't covered already in your party. Scrolls to help swim, climb, fly, translate languages, maybe to shape stone or fabricate whatever you don't have, etc.

zza ni |

what is your class?
(this link should help find all the following)
mage armor is great for monks but mehh for most other classes.
a scroll of ant haul (my character keep potion cause he can't use scrolls) is great when you need to move huge size boulders (or enemies) that the gm never thought you can.
resist energy is also great if your not already resistant to most common energies. (it's nice that the energy can be decided when you cast the spell meaning you don't need a wand for every kind)
if your a range attacker Gravity Bow
also tiny hut is a very nice way to range-attack from 50% concealment, can also be used for it's normal uses.
fly if you don't have any mean by now.
scroll of water breathing or air bubble, commonal
protection from evil (or good depend on adventure) to help dominated allies.
a scroll of break enchantment, dispel magic or remove curse
and for sh-its and giggles: grease,glue seal and instant portrait (i used the last to leave wanted adds of a party member all over town ;)

Mark Hoover 330 |
The biggest thing for scrolls and wands is that their caster level is fixed unless you're willing to spend some money. Also, obviously they don't work really well at overcoming your enemy's defenses. For example if you're using a scroll of Charm Monster, you're stuck with a DC 16 on the save.
Pick a couple buff spells you like and throw them into your consumables. Haste scrolls are nice, Magus spell Blade Dash gives you some free combined movement and an attack, and so on. Potions, Scrolls and Wands are ideal for buff spells to give you a quick boost for a few rounds or a couple minutes.
Obscuring Mist or other fog-type spells can be a good way to keep ranged attacks at bay. Not a ton of monsters can see through this stuff so if you need to buy yourself a couple rounds to buff or summon up some monsters or something, this can be a helpful utility.
Also, speaking of utilities: scrolls are a great way to deliver a quick, short-term utility spell. Got half an hour and want to scout a lot of dungeon space at once? Insect Spies. Caught off guard by a water room in your way? Touch of the Sea.
If you DO have the cash, consider upping the CL on some spells for bigger benefits. For example, Divine Favor is a Luck bonus to both attacks and damage. If you're able to find it and pay for it, getting an NPC to make a scroll of it at CL 9 for 225 GP could be kind of nice. That's a +3 to attack and damage on ALL weapon attacks (barring Spells) for a minute. When you've got a high BAB, are getting iterative attacks, or better yet have things like Flurry of Blows, Rapid Shot, and so on this is a nice boost.
Finally, this might not be very "frontline" but don't count out ALL attack spells on wands/scrolls. Find yourself a nice, damaging Ray spell you can afford to add to wands or scrolls for a backup ranged attack. Personally I like anything that deals Force or Sonic damage, or perhaps Negative Energy damage. Magic Missile is a very tiny amount of damage but if you can afford to and can find an NPC to make a scroll of high enough level to get 5 missiles, that's 5d5+5 unerring Force damage.
Other attacks might include Scorching Ray (but that's fire, likely to be resisted by CR 10 monsters/foes), Battering Blast or perhaps Gloomblind Bolts. Really anything of an Energy type that isn't usually on your foes' list of Resist or Immunity should be good.

Cevah |

I agree with Mark Hoover 330.
Skip attack spells.
Pick buff and utility spells.
Invisibility is good since when you need it, you need a lot of it. Ditto Fly.
Enlarge person is not good since you don't save time. That is better as a potion. A potion uses a standard to drink vs. wand/scroll needing a full round.
Infernal Healing is the cheapest healing, but an [evil] spell.
/cevah