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Apparently he have at least 3 counterspells, 5 blinds, 1 raise skeletons and a few ranged nukes on top of that.
As for spell casts, as long as there are spell slots you can cast any prepared spell. The AI does not have infinite casts, though magic items and Abilities may give access to more than you would expect for their level.
Still doesn't excuse having way too many high-level spell slots. Counterspell is 3rd level. He should have, at most, three third level slots and one fourth level slot. Six counterspells in one fight is against the rules for a level seven caster.
However, the game does not define spell components being a dumbed-down version of an already dumb system that it is, so it's clearly an oversight.
As for the rest, fog's implementation is screwy and unreliable, and the way the game handles elevation also tends to mess up spell interactions.
please fix this larian as it's no fun at all to waste your entire turn because of dumb design
also in 5e blind absolutely stops you from casting spells that require you to see the target
Hmm practicing necromancy I see.
Let's say you have three 3rd level, three 4th level, and one 5th level available spell slots. In total, that's 7 potential slots you can use for any 3rd level spell or lower, which includes Counterspell. This is called "upcasting" and often quite beneficial to do, as certain spells like Burning Hands, Sleep or Blindness will be empowered by it, making them more potent. As an example, casting Blindness using a 6th level slot would allow you to blind 5 (yes, that's five) enemies, which can have a huge impact on the battle.
Conversely, you cannot use low level spell slots to cast higher level spells. While you can use anything above 3rd level to cast, say, Fireball, anything below that is a no-go.
Larian couldn't bother to program them to not waste Counterspell on Cantrips, so they just shoved more spellslots and called it a day.
Even in the last fight in Honor mode, every single enemy will cast Counterspell at the same time just to stop you from casting Firebolt. 10\10 game btw.
It doesn’t automatically cause actions requiring sight to fail, as it does in tabletop.
ALL of these Issues are related.
'Blindness' is indeed bugged, and moreover bugged in the ways you have annotated.
Please remake this thread in the 'Suggestions and Feedback' Forum, so the Devs will actually look at it, and address it. Thankie!