Originally Posted by Chief_Jericho
Originally Posted by mrfuji3
Cantrips can be cast again freely. Casting a cantrip is a caster's version of swinging an axe. They both cost no resources and have the same chances of hitting, assuming equal stats.

For leveled spells, I agree with you [that balance could be improved]
I checked, it's two actions, one for rank one, one for one rank two spell, neither can be cast again until rest, neither can be cast in combat rendering them largely useless because you could just go to camp and sleep outside of combat.
I don't think we're understanding each other.

Casters have unlimited uses of cantrips: e.g., Acid Splash, Eldritch Blast, Firebolt, and Ray of Frost (spells you used as examples a few posts earlier). These are a casters' weakest spells, but in exchange they don't cost anything. These are the spellcaster-equivalent of swinging an axe: they deal slightly less damage but have magical damage types. Both take an action and don't cost other resources.

Leveled spells are different, as spellcasters can only cast a certain number of each level spell per long rest. These spells are more powerful than cantrips as a tradeoff for being limited usage. These are more equivalent to a fighter's Maneuvers, which are also limited.

Originally Posted by Chief_Jericho
...neither can be cast again until rest, neither can be cast in combat rendering them largely useless because you could just go to camp and sleep outside of combat.
I even more don't know what you mean here. If we are talking about Gale, at level 3 he can cast four level-1 spells and two level-2 spells times before needing to long rest. Even level 2 characters can still cast three level-1 spells per long rest. As long as you have the slots, you can cast the same spell multiple times and in combat.

Warlocks operate slightly differently. They get less spell slots (2 at levels 2-10) but recharge spell slots upon a short rest. In exchange, their base cantrip can be more powerful; in combat warlocks mainly spam Eldritch Blast and save their limited spell slots for long-lasting (e.g., Hex) or emergency (e.g., Misty Step to safety) spells.

I think I've reached the limit of what I can explain. If you still are having trouble, please read this for a description of how spells work in D&D 5e https://www.dndbeyond.com/sources/basic-rules/spellcasting. It probably presents the information in a more straightforward way than BG3 or forum posts do.