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its not smth a sorcerer or bard should be wasting spells known on, but doesnt hurt to learn it as a wizard, simply 1 more tool available
Combat - Force them onto a certain path as you said, or cast something like stinking cloud, cloud kill, summoned entity, et al into a room and lock them inside of the room with it.
Sneaking - Same with crimes, but it prevents annoying wandering NPCs in some locations so it may avoid random battles.
Some events are scripted to ignore it, like the druids. You can't lock them inside of the stone room to prevent the rest of the events in the grove. Sadness.
But basically just use your imagination and have a giggle with it.
Oooh, that's actually genius!
In Iron Throne you can lock the section where enemies spawn after prisoners had escaped from that part. You just need someone like Wildheart barbarian Karlah with speed aura and speed potion to free them turn one and run back. Additionaly you can leave your wizard or Gale inside after that, teleport with Misty Step/Dimension Door towards Omeluum, free him and let him warp you/Gale out to submarine. Provided your wizard have enough ptrotection, though at that point wizard usually have as much AC in general as your Fighter, so not particulary hard.
Honestly, these utility spells are more about immersion and trying inventive new approaches to encounters you've long mastered.
Also, if you do challenge runs, these odd spell/ability interactions can solve unexpected problems.
Not bad for just a level 2 spell.
EXCEPT!
Knock is hella useful in the DJ fight, because you can use it to unlock the door to Balty's mancave without triggering the skells' dialogue, link him into the fight, and take both encounters out at once by taking advantage of the chaos of war.
I figure Arcane Lock can be used to similar effect. In fact, there's a video of someone cheesing the Mystic Carrion fight by dropping Insect Plague into the room, Arcane Locking the room, and bolting; because Insect Plague is a huge AoE and mummies be dummy and daddy likey dummy.