Spell-Casting in Combat¶
Both wizards and priests use the same rules for casting spells under battle conditions.
Prerequisites for casting¶
To cast a spell the character must:
- Have the spell memorised. If it isn't memorised, it can't be cast. Sorcerers are the exception — they may cast any spell they know without memorisation.
- Be able to speak — not under the effects of a Silence spell, not gagged.
- Have both arms free — not paralysed, for example.
- Be able to see the target. It is not enough to lob a Fireball 150 feet into the darkness; the caster must see the point of the explosion and the intervening distance.
- Stand still once casting begins.
Cancelling a spell¶
If you change your mind after selecting the spell but before selecting a target, right-click to cancel — the spell is not lost from memory.
For touchscreen players, you can cancel by clicking on a different action icon or on an invalid target (such as a non-button in the UI).
Spell disruption¶
If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is released, concentration is disrupted:
- The spell is lost in a fizzle of useless energy.
- The spell is wiped from memory until it can be re-memorised.
Stay out of the front line
Spellcasters are well advised not to stand at the front of any battle — at least if they want to actually cast their spells.
Casting time¶
How quickly a spell is released is governed by its casting time, on the same 1–10 scale as weapon speed factors. Lower is faster. See Initiative and Rounds for how casting time, weapon speed, and initiative interact.
Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Casting Spells", "Spell Disruption".