kn1tt3r: But in case the Bishop is the only caster... I would do it somehow like this:
Creation: Mind Stab, Heal Wounds
Level 2: Sleep or Energy Blast
Level 3: Identify Item
Level 4: Enchanted Blade
Level 5: Armorplate
Level 6: Missile Shield
Level 7: Noxious Fumes or Fireball
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Spellbooks found in Monstery: Light, Stamina, Bless, Divine Trap
Spellbooks found in Arnika: Cure Lesser Conditioin
Important Spells bought in Arnika: Magic Screen, Cure Poison, Cure Paralysis, Knock Knock, Insanity, Rest All
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From then on it heavily depends on what you do next, which means it's not really possible to give good advice for the whole "middle game".
The most important spells are in my oppinion:
Level 8-10: Element Shield, Soul Shield, Cure Disease/Haste/X-Ray/Armormelt (most of those you can buy from Crock)
Level 11-13: Summon Elemental, Freeze All, Sane Mind (the Portal spells are found as books)
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Then the important level 6 and 7 spells. My take would be:
Level 14-18: Resurrection, Quicksand, Boiling Blood, Might to Magic
Level 18-22: Tsunami, Death Wish, Death Cloud, Nuclear Blast, Concussion/Cerebral Hemorrhage (they do almost the same thing)
Here are a few thoughts that I have:
Mind Stab can be delayed to level 2. Instead, pick a spell at level 1 that has a Spellbook/Realm combination you want to level. For example, if you want to use Freeze Flesh, pick Frost so that you can start leveling the associated skills.
Identify Item can wait, as it can be bought in Arnika (and getting money is easy with Alchemy). Also, why Enchanted Blade (which can be bought in Arnika) rather than Missile Shield (which can't be bought until Trynton)? Also, Holy Water might be worth choosing simply because the spellbook will almost certainly not be found. (Why doesn't Lord Braffit sell that spellbook anyway?)
I find that Freeze Flesh is actually quite useful, and since I like to use an Alchemist in the party, that might take precedence over Noxious Fumes. Fireball is less useful because it only does damage. Whipping Rocks should be noted because it isn't buyable until level 11 for some reason.
Cure Disease can be replaced nicely with Restoration potions. (Cure Disease potions should either be sold or used to make Renewal potions, both options giving you more than enough money to buy a Restoration potion.) X-Ray is a good idea because it doesn't need higher power levels. Note that Crock doesn't sell 4th level spells until level 11.
For the 11-13 range, I would want Psionic Blast. It's a nice spell, capable of hitting enemies on the other side of a wall, and you can't get its spellbook until level 18. I'm thinking Heal All could be useful, but the Amulet of Healing can replace it. (I actually think the Amulet of Healing is overpowered with its +3 AC in addition to its other powers, and there are 2 that you can find, so you don't need to pay Crock 10000+ for them.) Also, why Sane Mind, which is a highly situational spell?
For 14-17: Resurrection can be replaced with items. Boiling Blood doesn't seem to be that great (and a Gadgeteer can get that spell in gadget form anyway). Then again, it feels like (excluding Quicksand) this spell level is less useful in general.
For 18-22: Why Tsunami, especially as the first pick? (Iceball is much better than low level Tsunami.) I would much rather have Restoration: At level 1 it reliably cures nearly all status ailments, and that spell isn't subject to enemy resistance. Also, why Nuclear Blast? It won't work on Rapax or while underwater. I would much rather have Earthquake, which works really well against flying enemies, especially when they surround you. (Also, if you have an Alchemist, Death Cloud doesn't stack, so Asphyxiate should be taken instead.)
Of note, my current ideas end up with no Fire spells picked for the Bishop, interestingly enough. Blinding Flash will be handled by my Alchemist, while Fire Ball/Bomb will be learned via spellbook.
By the way, the party i am thinking of is Valkyrie/Ranger/Bard/Gadgeteer/Alchemist/Bishop.