Fireball was always tough for me to use in the BG series because it could damage your own party. One way to safely use it was through first using stealth/invisibility to scout the area, then put the mage just outside the view of the enemies, then blast them. But then you really don't get to see the full visual effect of the enemy's hair smouldering on fire. So except for the skeleton crew which I knew was always just outside High Hedge, I almost never memorized fireball.
Magic Missiles in NWN were blue/white. It might be cool to have them be random colors .. fireworks to entertain the townsfolk.
Well in this edition your mage can specialise in evocation and you wont damage your own party anymore.
That is actually incorrect. The "Sculp Spells" from Evocation wizard allows your Party members to AUTO SAVE their rolls without them having to see if the save or not. Most if not all spells are Saving through based where a Save is HALF damage and FULL if not.
So at the MOST your party members will get Half damage always vs anything Full.
Some classes down the line like Monk and Rogue get a class feature called "Evasion" Which on a Passed Saving through allow them to take NO DAMAGE while a failed is half. With that logical and how it reads Anyone with "Evasion" feature combined with Wizard "Sculp Spells" will allow them to avoid ALL DAMAGE every time.
Hope this helps to clarify on the rules =).