Assuming you can get the shifts for them, would the following spells work? They are for a defensively-minded, soulfire-wielding archwitch that focuses on Knowledge. Look at the link below if you want to see the character;
http://www.jimbutcheronline.com/bb/index.php/topic,22323.msg971722.html#msg971722ArmageddonThaumaturgy, Summoning/Soulfire 20 shiftsWhen fighting the forces of Darkness, you might need aid in dire situations and not have the time to fully summon and bind a creature to your will. So, why not call a creature of light that will possibly fight against the forces of darkness? This spell is a 20-shift summoning that brings such a creature into the battlefield - but neither binds it nor compels it to your service. You effectively ask for aid in your direst hour and give the creature enough power to physically manifest so they can aid you. Naturally, one could also call a creature other than a protective spirit or angelic warrior. But given that the creature in question is going to be neither bound nor compelled, the caster better have a high moving speed.
Blinding GloryThaumaturgy, Veils/Soulfire 20 shiftsYou draw in power and radiance until you glow brighter than the sun both in physical and metaphysical senses. Creatures find it impossible to look at you, let alone attack you. Mechanically, this is a block against perception (veil) that attackers must beat before they can see you. It has an advantage over invisibility veils in that it is not an illusion - but it also has the disadvantage that it might make you unseeable but not unnoticed. In fact, you probably write "a soulfire wielder was here" in letters many can read from the highest heaven to the lowest pit.
Fires of HeavenThaumaturgy, Soulfire 4 shifts, zone-wide 2 shifts, 14 shifts for durationYou infuse an area with the fires of heaven, applying the "holy" sticky aspect to it, making it into hallowed ground and creating a bastion of light where the forces of Darkness would fear to enter. Unlike the brief effects of most magic, this burst of holy power is equivalent to a major holy entity touching the place; the consecration will last for many generations, perhaps forever.
MetafacultyThaumaturgy, Divination 20 shiftsKnowledge is Power. That is why practically every wizard makes summonings and divinations for information. Unlike most weaker such spells that contact a limited number of entities, you elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving the subject in question. You learn about the subject what a knowledge-related skill roll (usually lore or contacts) of 20 would reveal. You might not learn everything but by the time you start learning what said demon's favorite color is or what it ate for breakfast you know you've learned everything
useful.MicrocosmThaumatugy, Divination/Veils 15 shifts, 5 for durationKnowledge is Power. Sometimes, when you deny someone that knowledge you can control them far more easily than if you'd attempted to dominate their minds and free will. This spell applies a greater veil on the victiom, denying him knowledge by making whatever you do not want them to know utterly insignificant and immediately forgettable. You could veil a topic, an individual, a series of related actions and whatever else you'd like, depending on how much control you have for such delicate magic. In effect, for the duration of the spell the victim lives in the world as the caster shapes it. Unfortunately, while veiling anything is possible, creating a vision of what si not real is beyond the ability of the spell; you cannot fabricate lies through it.
The Pearly GatesThaumaturgy, Conjuration/Soulfire 1 shift for simple object, 19 shifts for extra mass several times overUsing the Fires of Creation as a matrix to support your energy, you create a massive wall from some very hard, very solid material. Considering that only 5 shifts are enough to create a car's mass and 8 would be enough mass to cover a city park in small animals, 19 shifts would be enough for a wall a dozen yards tall and half as thick, around a small town. The wall is easily recognizable as supernatural and, depending on your craftmanship or any shifts you put into making complex parts, it may or may not have "pearly gates"
Sword of DamoclesThaumaturgy, Binding/Disruption 1/19 shiftsYou fashion a binding against some actions on a creature and assign a disruption landmine to the binding to go off if the binding is breached. Instead of creating a powerful binding to make the action impossible, you create the minimum binding possible and the biggest landmine possible (1 shift/19 shifts). The creature is able to easily breach the binding if it tries so it can choose to do the forbidden action anyway. If it exercises that free will though, the landmine goes off, attempting to disrupt the creature's power, severing it from the source and making it powerless. Treat this as a spiritual attack that deals stress - take out does not kill but makes the creature lose its powers instead.
True CreationThaumaturgy, Conjuration/Soulfire 5 shifts for car-sized mass, 2 shifts for object complexity, 13 shifts into durationUsing the Fires of Creation as a matrix to support your energy, you create objects no more massive or mechanically complex than a car. Actual technologically advanced objects do not work but you could create a lot of other things. Unlike most conjurations, this one is powerful enough to last practically forever, even if the objects created are recognizably supernatural. Being made of Soulfire, weapons crafted in this manner are especially potent, harming supernatural creatures far more easily than their weapon rating would suggest.