2D Shape - You can turn two-dimensional, capable of slipping through cracks of less then a millimeter wide or slide under most doors. You maintain your class features and ability scores but you cannot physically attack, though you can surprise enemies on a 3/6. While 2D you are immune to fall damage but cannot swim and take double damage from all other sources.
Boat Up- You are a boat, capable of carrying one comrade and moving under your own power at normal encounter movement; the wind at your back grants you full movement even in a combat encounter. Your comrade may communicate with you and can spot for you and help you steer, for while you can innately follow currents and wind changes in this form you can't "see where you're going."
Action Command- While this spell is active, whenever you make a melee attack each of your fellow players also rolls 1d20. If any of their d20s gets the same number that yours does, you do +1 damage and can roll another attempt to hit, with the player you matched sitting out. This can in theory go on forever but probably not right?
Showboat- You gain a +2 bonus to saves for every successful Morale check your retainers make. Additionally, the number of retainers or civilians present, up to 15, represents your minimum roll at any action attempt. These bonuses last until you unequivocally fail a roll.
Buddy Shield- You can declare your place in individual initiative and simple/side initiative. If you go last, no enemy can target you unless they would target every one of your comrades as well. You gain a bonus equal to a targeted ally's Level to hit any creature that targeted them on your initiative.
Bowser Parts- Your movement speed and jump height is quartered, you gain 5 pts of AC, and you can breathe fire. You weigh as much as a catapult. If you are injured you must save vs death or cry. If you are confused you must save vs paralysis or lose your temper and breathe fire on the person or problem who is annoying you, even/especially if you shouldn't.