Wizard, Druid, Cleric spells ect......
90% of them you will just never use and you will just bee-line to the best spells on every level for each class.
You also nerfed alot of wizard spells compared to D&D 5th Edition. This was a mistake because you just added more spells onto the useless list.
Wizards are probably the weakest class in the game early on and become more powerfull in the later levels. You donr really hit those later levels though due to the level 12 level cap. So why nerf there spells?
Polymorph is nerfed, banishment nerfed, hypnotic pattern nerfed.......No dispel magic, no suggestion. Plus there is a huge amount of wizard spells missing and level 4+ wizard spells are no that good in general.
The most optimal way to play a wizard in bg3 is to just cast fireball and magic missile. This is crzy when all your hard work and creative design went into making hundreds of spells..........
...............that i will never use.
I think Concentration is the biggest problem/barrier to using a lot of spells since the AI will prioritize you if you are concentrating on a spell. My go to for that is to cast a concentration spell and then pop an Invisibility potion so I can't be found.
Having said that I find more and more that there are spells that are great that I haven't understood HOW to use them.
These are all amazing spells and if you are not regularly using them you are bad at the game and life :P
Longstrider
Jump
Misty Step
Haste
Sanctuary
Shield
Shocking Grasp
Thunderwave
Dancing Lights (for dealing with traps)
Light
Daylight
Fireball
Cone of Cold
Lighting Bolt (better than Fireball IMHO)
Hold Monster (so good, works great on Raphael)
Ice Storm
Minor Illusion
Disguise Self
Goodberry
Shillelagh
Planar Binding
Conjure Elemental
Conjure Woodland Being
Feather Fall
Silence
Armor of Agathy's
Aid
Heroes Feast
False Life
Fog Cloud
Guiding Bolt
Inflict Wounds
Healing Word
Command
Heat metal
Spiritual Weapon
See Invisibility (Crucial in Act 2 if you don't let Volo dig your eye out)
Enhance Ability
Cloud of Daggers
Spirit Guardians
Glyph of Warding (so fucking good)
Evard's Black Tentacles (combine with a frozen water surface and a choke point, it's just brutal)
Guardian of Faith
Freedom of Movement
Sunbeam
Blade Barrier
Create Undead
Globe of Invulnerability
Otto's Irresistible Dance (Combine with Evards Black Tentacles because it's funny when they have disadvantage on dex saves lol) - You don't get a save when the spell is first cast. Only after 1 round. Enjoy crumping.
Tasha's Laughter
Resistance (cast before Harpies fight and other stuff)
Sleep
Colour Spray
Ensnaring strike (especially from a ranger)
Shield
Spike Growth
Fire Shield (excellent for Melee casters - Bards/Locks should always get this) Cold shield plus Armor of Agayths.
Bad Spells - these should never be used, they are bad.
Melf's Acid Arrow
Witchbolt
Sacred Flame
Grease
Flame Blade
Vampiric Touch
Web
Plant Growth
Sleet Storm (because Con)
Stinking Cloud (because Con)
Protection from Energy - (Because Con)
Lightning Arrow (Bugged)
Flesh to Stone (Concentration AND it's Constitution based save - just a shit spell)
True Strike (the worst spell ever)
Circle of death (Constitution Save)
Insect Plague (Constitution Save)