Type: Other
Strategy: Letting the user store two level 2 or lower spells for simultaneous casting, this spell works perfectly as a battle opener. Before the your enemies gets their defenses up, cast the sequencer (from the Special Abilities section) and hit them hard. Or, use this to cast defensive spells immediately when a battle starts. Which spells you use is totally up to you. Lastly, the sequencer will stay with you forever, so you can store the spells, rest, and have your original compliment of spells plus the sequences. You can only have one sequencer at a time, though.
Importance: High
Summoning monsters to your side can aid you in winning the tougher battles of Baldur's Gate II.
Monster Summoning II
Type: Summoning
Strategy: This spell is the same as monster summoning I, but provides a more powerful creature. Still, this doesn't summon a creature worth your time, so wait for monster summoning III.
Importance: Low
Otiluke's Resilient Sphere
Type: Defense, hindrance
Strategy: This spell has many many uses. Creating a sphere around the target that lets no damage pass through, this spell can be used offensively and defensively. Assuming the spell is not resisted, it can be cast on one creature out of a mob to let you deal with the others first. This spell can be cast on enemy spellcasters to prevent them from casting on you. Also, this spell can be used to shield an ailing party member. The possibilities are endless.
Importance: High
Polymorph Other
Type: Imbuement
Strategy: Casting this spell permanently morphs the target from itself into a harmless creature. Though helpful toward the early portions of the game for eliminating difficult enemies, the spell is totally resisted soon thereafter.
Importance: Low
Polymorph Self
Type: Imbuement
Strategy: Letting the caster turn into any number of useful creatures, this spell works much better than its counterpart, polymorph other. Conferring all natural protections and abilities of the form, this spell will let the caster deal considerably more damage as well as access some great special abilities. Don't worry, the spell is not permanent. The special abilities of the forms are as follows:
Gnoll - Uses magical +3 halberd with +1 fire damage; it's great for gnoll hunting.
Mustard jelly - Gives a chance to slow an enemy with every hit (when it fails the save)
Ogre - Gives a powerful fist attack
Spider - Gives a poison damage with every hit
Brown bear, black bear, wolf - None
Importance: Moderate
Remove Curse
Type: Cure, heal
Strategy: If you ever equip a cursed item, this spell will cure you of its effects and let you get rid of it. Churches will also perform this for a small amount of gold.
Importance: Moderate
Secret Word
Type: Dispel
Strategy: Randomly dispelling one level 8 spell protection or lower, this spell works well enough for early mage battles. However, the randomness and the fact that it only removes one spell will send you looking for a better, higher-level alternative like ruby ray of reversal or breach.
Importance: Moderate
Spider Spawn
Type: Summoning
Strategy: Becoming better with higher levels, this summoning spell will spawn a spider or two. The spell starts out summoning a lackluster, normal giant spider, but gets very good at level 12, when sword spiders are summoned. Overall, this is a good summon spell that gets better as time goes on.
Importance: Moderate
Spirit Armor
Type: Defense
Strategy: Working exceptionally well, spirit armor lowers your armor class to 1 regardless of its current level. Working considerably better than all other armor spells, this is the one to use. The use is the same as all the other armor spells.
Importance: High
Stoneskin
Type: Defense
Strategy: Completely protecting the wizard from a number of attacks, this spell is extraordinarily powerful. With more skins (number of resisted attacks) gained with each level, this spell's importance is obvious. If your party is jumped - and it will be - having your mages prepared is important. So, this spell should be on at all times while adventuring. With a duration of 12 hours, this spell can easily last between rests.
Importance: Vital
Teleport Field
Type: Hindrance
Strategy: Randomly sending all enemies in the area a short distance away, this spell works incredibly well to confuse enemies, giving your party time for combat. Though not essential, it is a good spell to have around in case you get a surprise attack or find yourself overwhelmed.
Importance: Moderate
Wizard Eye
Type: Other
Strategy: Creating a moveable eye that will illuminate the map wherever you direct it and acting much like an expendable party member, this spell works very well for scouting out locations. However, since it cannot travel through walls or doors, it is not as useful at farsight, though it's used in much the same way.
Importance: Moderate