wizard spell casting
To cast a spell, the character must first
have the spell memorized. If it is not memorized, the
spell cannot be cast. Each night after eight hours of
sleep, the spell caster can memorize the spells for the
day. The number of spells is determined by the caster's
level, class and ability scores.
Casting a wizard spell is a very complicated
ordeal. The process of learning the correct procedure
to cast a spell is difficult and taxing to the mind. Thus,
a wizard must check to see if he learns each new spell
and is limited in the number of spells he can learn. wizard
spells range from spells of simple utility to great and
powerful magics. The wizard spell group has no single
theme or purpose. The vast majority of wizard spells were
created by ancient wizards for many different purposes.
Some are to serve the common man in his everyday needs.
Others provide adventurers with the might and firepower
they need to survive. Some are relatively simple and safe
to use (as safe as magic can be); others are complicated,
filled with hazards and snares for the rash and unwary.
All of a wizard's spells must be transcribed
into his spellbook which in the game is part of the character
sheet. At creation, the mage gains a few first level spells.
All subsequent spells must be copied from scrolls that
have either been found or bought, a process that destroys
the scroll. Within the spellbook are all the instructions
for memorizing and casting all the spells the mage knows.
As the wizard successfully learns a new spell, he carefully
enters its formula into his spell books. A wizard can
never have a spell in his books that he does not know,
because if he doesn't understand it, he cannot write the
formula. Likewise, he cannot enter a spell into his books
that is higher in level than he can cast. If he finds
an scroll with spells of higher power, he must simply
wait until he advances to a level at which he can use
them.
Casting a spell requires verbal (V),
and/or somatic (S) components where somatic refers to
hand and body gestures. Material components present in
AD&D are not necessary to cast spells in Baldur's
Gate. The caster must be able to speak (not under the
effects of a silence spell or gagged) for verbal spells
and have both arms free for spells with somatic components.
Once the casting has begun, the character must stand still.
For spell durations, 1 turn is equal to 10 rounds where
one round is 6 seconds in the game. Casting times are
normally stated in segments, with one segment equal to
one tenth of a round.