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Spell-Casting in Combat

Wizards and priests use the same rules for casting spells.

Prerequisites

To cast a spell, the caster must:

  1. Have the spell memorized. Sorcerers are the exception — they can cast any spell they know without memorization.
  2. Be able to speak — not under a Silence spell, not gagged.
  3. Have both arms free — not paralyzed.
  4. If the spell is targeted on a person, place, or thing, see the target. A Fireball cannot be lobbed 150 feet into darkness — the caster must be able to see both the explosion point and the path to it.
  5. Stand still once casting begins.

Cancelling a spell

If you change your mind after selecting a spell but before choosing a target:

  • PC/Mac: right-click to cancel — the spell is not lost from memory.
  • Touchscreen: tap a different action icon or an invalid target (e.g. a non-button area of the UI).

Spell disruption

This is the constant threat against any back-line caster:

  • If the caster is struck by a weapon or fails a saving throw before the spell is released, concentration is broken.
  • The spell is lost in a fizzle of useless energy and wiped from memory until re-memorized.

"A group of fighters standing down a mage or priest may often wish to equip themselves with daggers or other swift weapons — these weapons may not do as much damage as a heavy mace, but their speed will disrupt the spellcaster's incantations, preventing them from unleashing his arsenal." — Hrothgar

Implication: keep your wizards and priests behind your front line. Buff with Stoneskin, Mirror Image, or Defensive Spin to reduce the disruption risk.


Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Casting Spells", "Spell Disruption".