In the older infinity engine games the various spells have schools of magic.
Evocation, Abjuration,
Illusion, Enchantment,
etc.
There are many subtle things we have to get exactly right.
Evocation spells for example has its own unique visual cue when it's cast, so for example if an enemy caster use Evocation on you, you get this visual cue in front of the casters hand, which enables you to hit the pause button, and think about what the spell possibly could be, then unpause and react with a qualified guess.
For example if the enemy cast Evocation, and you guess it's Fireball, you can then react by dispersing your party from the Area of Effect.
The Primary spell animation is magic which forms around the casters hand, or in front of the caster.
Then the Secondary animation is magic which forms around the Area/Point of effect. These are are often the more unique animations.
Furthermore Evocation also has its own audio cue, which is likewise different from the other schools of magic. Some spells are cast instantly without the chanting, so you only get visual cue.
Other spells are cast relative fast so you only get maybe 40% of the entire chant.
Then there are spells that takes 9 rounds to cast so you get the full chant.
These subtle things can seem very minor and random, so there is a possibility some of the developers might not notice.
But it's so important we get this one right.
Spellcasting is such a vital component to this setting.
Good luck Larian Studios!
I know you can make a great game for all of us.