At level 6, a Wizard can expect to see this in their enhancement list:
Wizard Archmage I
Prereqs: Level 6 Wizard, Wizard Intelligence I, Wizard Concentration II, Wizard Energy of the Scholar II, Mental Toughness, and any Spell Focus
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 100 spell points as your mind expands, and now have the ability to acquire many first level spells permanently as spell-like abilities.
Archmage Spell Mastery I: <school>
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: <school>.
Benefit: You have trained extensively in <school> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points.
Available for all schools except for Divination. A character may select a second school (“Archmage Secondary Spell Mastery I: <school>”) at Archmage III (Level 12 Wizard).
Abjuration I - Shield
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Abjuration
Benefit: You have committed the spell Shield permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Conjuration I - Grease
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Conjuration
Benefit: You have committed the spell Grease permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Enchantment I - Hypnotism
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Enchantment
Benefit: You have committed the spell Hypnotism permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Evocation I - Magic Missile
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Evocation
Benefit: You have committed the spell Magic Missile permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Illusion I - Invisibility
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Illusion
Benefit: You have committed the spell Invisibility permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Necromancy I - Chill Touch
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Necromancy
Benefit: You have committed the spell Chill Touch permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
Transmutation I - Jump
Prereqs: Level 6 Wizard, Wizard Archmage I, Spell Focus: Transmutation
Benefit: You have committed the spell Jump permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25
Many of the Archmage at-will abilities do focus on utility type of spells, but not all of them do.
Wizard Archmage II
Prereqs: Level 9 Wizard, Wizard Archmage I, Wizard Intelligence II
Cost: 1 AP
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many second level spells permanently as spell-like abilities.
Arcane Bolt
Prereqs: Level 9 Wizard, Wizard Archmage II
Cost: 1 AP
Benefit: You fire a bolt of raw energy from your finger that deals 1 to 6 hit points of force damage per caster level to a single target for 1 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 50.
Abjuration II - Resist Energy
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Abjuration, Abjuration I - Shield
Cost: 1 AP
Benefit: You have committed the spell Resist Energy permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Conjuration II - Web
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Conjuration, Conjuration I - Grease
Cost: 1 AP
Benefit: You have committed the spell Web permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Enchantment II - Otto's Resistible Dance
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Enchantment, Enchantment I - Hypnotism
Cost: 1 AP
Benefit: You have committed the spell Otto's Resistible Dance permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Evocation II - Gust of Wind
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Evocation, Evocation I - Magic Missile
Cost: 1 AP
Benefit: You have committed the spell Gust of Wind permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Illusion II - Blur
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Illusion, Illusion I - Invisibility
Cost: 1 AP
Benefit: You have committed the spell Blur permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Necromancy II - Command Undead
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Necromancy, Necromancy I - Chill Touch
Cost: 1 AP
Benefit: You have committed the spell Command Undead permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Transmutation II - Knock
Prereqs: Level 9 Wizard, Wizard Archmage II, Archmage Spell Mastery I: Transmutation, Transmutation I - Jump
Cost: 1 AP
Benefit: You have committed the spell Knock permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
Wizard Archmage III
Prereqs: Level 12 Wizard, Wizard Archmage II, Improved Concentration III, Wizard Energy of the Scholar III, and any Greater Spell Focus
Cost: 1 AP
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many third level spells permanently as spell-like abilities.
Replace "Wizard Concentration" on any previous notes with "Improved Concentration" - I wrote the spec I'm copying from before I changed the skill enhancements.
Archmage Secondary Spell Mastery I: <school>
Prereqs: Level 12 Wizard, Wizard Archmage III, Spell Focus: <school>
Cost: 1 AP
Benefit: You have trained extensively in <school> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points.
You cannot select the same school as you picked back at Archmage I.
Abjuration III - Protection from Energy
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Abjuration, Abjuration II - Resist Energy
Cost: 1 AP
Benefit: You have committed the spell Protection from Energy permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Conjuration III - Stinking Cloud
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Conjuration, Conjuration II - Web
Cost: 1 AP
Benefit: You have committed the spell Stinking Cloud permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Enchantment III - Hold Person
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Enchantment, Enchantment II - Otto's Resistible Dance
Cost: 1 AP
Benefit: You have committed the spell Hold Person permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Evocation III - Chain Missiles
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Evocation, Evocation II - Gust of Wind
Cost: 1 AP
Benefit: You have committed the spell Chain Missiles permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Illusion III - Displacement
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Illusion, Illusion II - Blur
Cost: 1 AP
Benefit: You have committed the spell Displacement permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Necromancy III - Halt Undead
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Necromancy, Necromancy II - Command Undead
Cost: 1 AP
Benefit: You have committed the spell Halt Undead permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Transmutation III - Haste
Prereqs: Level 12 Wizard, Wizard Archmage III, Greater Spell Focus: Transmutation, Transmutation II - Knock
Cost: 1 AP
Benefit: You have committed the spell Haste permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
Wizard Archmage IV
Prereqs: Level 15 Wizard, Wizard Archmage III, Wizard Intelligence III
Cost: 1 AP
Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many fourth level spells permanently as spell-like abilities.
Archmage Spell Mastery II: <school>
Prereqs: Level 15 Wizard, Wizard Archmage IV, Archmage Spell Mastery I: <school>, Greater Spell Focus: <school>
Cost: 1 AP
Benefit: You have achieved mastery with <school> magic, granting you another +1 bonus to your spell DCs of that school. This costs you 75 maximum spell points.
Available for all schools except for Divination. Only one Spell Mastery II can be taken, upgrading the one you took at Archmage I.
Arcane Blast
Prereqs: Level 15 Wizard, Wizard Archmage IV, Arcane Bolt
Cost: 1 AP
Benefit: You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1 to 6 hit points of force damage per caster level to all within its radius for 5 sp. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 100.
"The short version":
Fourth level abilities require Level 15 Wizard, Archmage IV, Archmage Spell Mastery II <school>, and the third level spell from that school. They cost 1 AP each.
Abjuration IV - Stoneskin
You have committed the spell Stoneskin permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Conjuration IV - Dimension Door
You have committed the spell Dimension Door permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Enchantment IV - Charm Monster
You have committed the spell Charm Monster permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Evocation IV - Fire Shield
You have committed the spell Fire Shield permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Illusion IV - Phantasmal Killer
You have committed the spell Phantasmal Killer permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Necromancy IV - Enervation
You have committed the spell Enervation permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Transmutation IV - Stone to Flesh
You have committed the spell Stone to Flesh permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
Bard Virtuoso II
Prereqs: Level 12 Bard, Bard Virtuoso I, Bard Charisma 2, Bard Lingering Song II, Bard Extra Song III
Benefit: Your further studies into song have granted you another +2 bonus to your Diplomacy, Listen, and Perform skills, for a total of +4 to each. You also gain 2 more extra uses of Bardic Music per rest for a total of 5, and the ability to extend the duration of your beneficial songs by an additional 10% for a total of 20%. You can now expend a use of Bardic Music to apply a temporary fast-healing effect to all nearby allies. You may possess only one prestige enhancement line at a time for each class.
Sustaining Song
Benefit: Expend a use of Bardic Music to apply a temporary fast-healing effect to all nearby allies. It lasts for 24 seconds plus 6 seconds per level.
Song of Capering
Benefit: Expend a use of Bardic Music to make a single enemy dance helplessly. A successful Will save negates this effect. (DC is equal to a Perform check - Otto's Nearly Irresistable Dance.)
The Song of Capering is a pretty strong single target CC effect since it has a diabolically high DC and won't break on damage. We debated about whether or not to make it a point-blank AOE with a standard DC (like a pulse of sphere of dancing), or leave it as a single target super-CC. In the end, we decided that since the Virtuoso already has Enthrallment for AOE-CC, we'd go with a single target effect.
Bard Spellsinger II:
Prereqs: Level 12 Bard, Bard Spellsinger I, Bard Energy of Music III, Bard Song Magic III, Bard Lyric of Song II
Benefit: Your further studies into magic have granted you another +2 bonus to your Concentration and Use Magic Device skills for a total of +4 to each. You also gain another +100 maximum Spell Points for a total of 200. Any time you finish playing a bard song, you now have a chance to restore a small number of spell points to yourself and all nearby allies. You now have the ability to expend a use of Bardic Music to grant yourself and all nearby allies a +1 morale bonus to caster level for all spells, or to apply a spell point regeneration effect to one target. You may possess only one prestige enhancement line at a time for each class.
The chance of spell point pulse on song use is based on Perform skill.
Song of Arcane Might
Benefit: Expend a use of Bardic Music to grant a +1 morale bonus to caster level for spells cast by you and all nearby allies for 24 seconds plus 6 seconds per level.
Spellsong Vigor
Benefit: Expend a use of Bardic Music to apply an effect to one target that restores spell points over time.
Bard War Chanter II
Prereqs: Level 12 Bard, Bard War Chanter I, Bard Inspired Attack II, Bard Inspired Damage II, Bard Inspired Bravery III
Benefit: Your further studies into war have granted you another +2 bonus to your Intimidate skill, for a total of +4. You have also grown more resilient, gaining +10 maximum hit points, gain medium armor proficiency (and the ability to cast arcane spells in medium armor without arcane spell failure) and gain access to purchase a single martial weapon proficiency you possess Weapon Focus in for one action point. You also gain the ability to expend a use of Bardic Music to grant all nearby allies a 5% to perform a double strike, at the cost of 10% fortification, or to produce a short duration non-magical mass Greater Heroism effect. You may possess only one prestige enhancement line at a time for each class.
Inspire Recklessness
Benefit: Expend a use of Bardic Music to grant a +5% morale bonus to double strike chance and -10% fortification to all nearby allies for 1 minute plus 6 seconds per level. This effect will be removed if the target enters combat expertise, defensive fighting, or a defensive stance. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.
Song of Heroism
Benefit: Expend a use of Bardic Music to give the effects of the Greater Heroism spell to all nearby allies for 1 minute plus 6 seconds per level. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.
<Battleaxe> Training
Prereqs: Level 12 Bard, Bard War Chanter II, Weapon Focus: <Slashing>
Cost: 1 AP
Benefit: Grants martial weapon proficiency with <battleaxes>.
Repeat for all martial weapons that Bards are not proficient in, including Dwarven Waraxes for dwarven bards, replacing the Weapon Focus in the prereqs as appropriate. Only one weapon training enhancement may be taken.
The level 12 pack... is apparently free. The level 6 raid is tied into Devil Assault, and Devil Assault itself now has some decent drops on completion instead of vendor trash. As we've vastly outleveled both, it probably isn't worth doing on our main characters.
Spellsinger is going to be real popular in raids.