Chill touch/Shocking Grasp:
I think the main problem with melee spells is it puts your wizard right on the front line. Of course there's nothing wrong with that if you're a F/M or even bard, but then your going to have (hopefully) some pretty good weapons on you, and probably dual wieding, right? So you could tailor chill touch to these classes by making it dual-weilded (Your wizard has two hands, don't they?). As for Shocking Grasp, if my mind serves, BG1 this spell didn't need an attack roll, which is a much better implementation IMO.
Friends
I think the only way to make this truly useful (and work as the description states) is to re-work every encounter to offer a non-violent solution. Way out of the question, surely. I think it might JUST be usable if you seriously extend its duration to 8 hours or something.
Blindness
Only thing I don't like about this is its drastically reduced range of vision. Now just hear me out: Any effect which highlights shortcomings in the AI is bad, and here we have an effect which is so much more debilitating for AI than for the human player. Also range of vision surely must also represent other senses like hearing right?? And -10 thac0 is pretty hefty penalty as it is.
On the subject of AI shortcomings:
Charm
So much more useful for the human player. Are you able to make charmed party members act hostile? Or else disable the ability to control charmed creatures (which would make the spell so much less appealing).
True Strike
I liked it and used it as a blade. Here is a spell also very well suited to the dual-weilding multiclass
Color Spray
I remember being hit by its SR version and its effects stacked, which didn't seem intended according to its description. Is it bugged or am I mistaken?
Do you intend to use Tobex's "Apply Concentration Check On Damage"? Cos while I reckon this is really cool, it disrupts the balance of the game a little, making spellcasters slightly more powerful and spells like Magic Missile more redundant.