I think these deserve to be pointed out here as they are supposed to be a low level Wizard's forte.
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Colour Spray and Sleep: These spells use the die average rather than rolling, and that's okay, in a pinch. The bigger problem is this: In the original rules, Colour Spray will blind 4 goblins on average, and can blind up to 8 on a good roll. In BG3 currently, it might blind 2 goblins, at MOST. Sleep, in the original rules, will sleep 3 goblins on an average roll, while in the game it can sleep 2 goblins at most... and it only gets two goblins because they aren't actually using the die average – at level one – it's 2 points higher, to Allow it to get 2 goblins.... die average would only get 1 goblin in game. This is a large weakening of these spells, as a result of the largely thoughtless changes to monster stats to favour attack rolls, to the detriment of everything else.
HP buff nerfs both. Sleep's duration also seems to be cut down from 10 turns to 1 turn (needs confirmation, didn't use after I realized it drops only 1 goblin)
Color Spray's duration is 1 round in 5e as well. Should be a bit longer to make it useful in the first place?
Also it's curious these spells are unique in that they work without saving throws. If I was to house rule them for a CRPG, I would consider a saving throw for consistency (wisdom for sleep, dexterity for color spray) and a secondary effect like drowsy for sleep (eg. -2 attack and AC for 2 turns) for creatures who are above the HP limit but fail their save or for creatures below the HP limit who make their save.