The Improved Eldritch Heritage feat allows any character who meets the prerequisites to gain the 3rd- or 9th-level power of a sorcerer bloodline. The 9th-level power of the arcane bloodline allows a character to add 3 spells (eventually) to their spells known from the sorcerer/wizard spell list.
I have an oracle (divine charisma-based spontaneous caster) who has taken this feat. What spell(s) should I be looking to acquire with the first spell gained this way? I currently have access to 5th-level spells, so answers should focus on 5th-level spells, or especially good 3rd- or 4th-level spells that are worth taking over a 5th-level spell.
To clarify, the focus should be on utility. Spells that are useful in most combat situations, or that aid in bypassing/resolving many non-combat situations, are ideal. These should be spells that will be useful pretty much every day while adventuring. Broadly applicable battlefield control spells like Acid Fog, or mobility spells like Fly, are the kind of spells I would like to focus on.
About the character & the rest of the party: The character is an aasimar with a wolf animal companion mount that is stronger than normal (I'm using the aasimar favored class bonus to boost my effective level for the companion-granting revelation, since that bonus does not say it caps at your character level). The character is highly focused on charisma. Since one of the party members really wants to become a lich, the DM will soon be allowing all of us to acquire CR+2 templates; my template will include a +8 to charisma, giving me a 34 charisma. My save DC boosting efforts are likely to focus on the necromancy school, as my current main save-or-lose spells are Bestow Curse and Blindness/Deafness. The typical approach to combat is to buff the wolf with cleric buffs then ride it into combat, using additional spells as needed. Some of the main antagonists in this campaign are undead, so spells that are not ineffective against undead would be best.
Other party members include a fairly standard cleric, a sorcerer focused on mind-affecting spells, a bard focused on melee combat & buffing, a magus, and a druid focused on wild-shape & natural attacks. Bard buffs are already covered, and ranged DPS is primarily in the form of the occasional blaster spell cast by the druid & sorcerer. I'm not interested in any spells on the bard list, any mind-affecting spells, or spells that simply deal damage.
Spells that are available in the Core Rulebook, Advanced Race Guide, or Advanced Player's Guide are preferred, but other Paizo sources are acceptable.
A good answer should lay out multiple options and explain why each is a good choice.