Lilura: The problem with healing spells (even the least ineffective ones) is that damage incurred greatly outweighs how many HPs can be healed (of the shallow HP pools of AD&D); so, if your tactics are... not so good... then a few rounds after healing the party you're probably gonna find that you need to cast it again.
The best way is just to not take damage in the first place (illusions, stone/ironskins, PfMW) or absorb as much as possible with damage reduction (which can overflow in a couple instances, so dmg actually heals you). Prevention is the best cure etc.
BG1 is a lil different, since you don't have access to many high level buffing and protective spells. But you have Mirror Image, which in BG1 fully mitigates damage until all (six or so) images are dispersed (which is OP in BG1, it's one reason why fighter/mages are the best tanks, another being their insane ACs). Still, most of the time you're only taking damage as a result of poor tactics, even in BG1 (ie, enemies should be asleep, webbed, blinded, held, kited, baited and switched etc).
Actually, damage reduction doesn't overflow; it is capped at 125% reduction, which results in damage becoming negative. Here's something to try: Cast Resist Fire and Protection from Fire on the same character (or just stack Protection from Fire), and then cast a Fireball on the character. The fireball will heal the character not because of an integer overflow or underflow, but rather because the spell does -25% of its normal damage.
One thing to be aware of: This will disrupt spells. No abount of damage resistance can prevent a spell from being disrupted. The Sunfire spell gives the caster 3 seconds of 100% fire resistance so that it doesn't hurt the caster. However, if you put the spell in a Contingency and it activates when you are trying to cast another spell, the other spell will be disrupted. (It might also be possible to observe this by casting Improved Alacrity, casting Sunfire, and then starting to cast another spell before Sunfire goes off, or alternatively, casting Sunfire and starting to cast Nahal's Reckless Dweomer before Sunfire goes off (remember, NRD ignores the one spell per round rule).)
One bizarre way to tank damage in BG2, if you have a high enough level cleric, is to have the cleric cast Armor of Faith and then use the Cloak of the Sewers to transform into a rat. This will give you a character with 100% or more physical resistance. If the character is a Cleric/Mage, you can launch a minor sequencer with (Spiritual Hammer or Shocking Grasp) and Draw Upon Holy Might and you now have a character with 100% physical resistance, high Strength, and a weapon that gets Strength bonus. (In the case of Shocking Grasp, you will have to attack first, and then can start attacking with normal weapons, as your rat form's natural weapons are gone.
Hickory: Well, if you want access to every divine spell in the game, a multi-class Half-Elf Cleric/Ranger is the way to go.
FlynnArrowstarr: I was going to suggest Cleric/Ranger as well. The one I created for the EE version has been a blast to play. Certainly one of my overall favorite D&D characters ever made. =)
Flynn
One other build that works nicely in Baldur's Gate 2 (though not 1) is to dual class from Ranger to Cleric at level 7, which happens to be the starting level in 2. (In BG1, if you try it with the expansion installed, you will end up with a level 7 Cleric with Ranger HP because of the XP cap.) This gives you an extra half attack and access to Druid spells while still allowing you to advance as quickly as a single class Cleric.