Will there be tab-targeting to ensure all spells are performed on lock?
Or is it all manual aim?
Or is it like Dark Souls where you can choose between lock-on or unlocked combat?
I lost my 300 word explanation of this when the forums went down hours ago so let me try and compress and paraphrase it here.
All projectiles are manually aimed and there is no targeting, however there are attacks that can track targets. Summoned beings (spirits, shades, sprites, elementals to name a few) are sentient to some degree, and as such can be used as more time/mana consuming homing variants of regular spells. For a spell like fireball the summoned variant is orb of fire, which is a low level fire elemental. While there will be homing variants for each element type not all schools of magic will have homing variants for each element. Size, element, and school will all affect the speed at which magic projectiles travel. Generally large, high surface area projectiles will travel slower than more aerodynamically shaped ones. By nature larger, more powerful spells will travel slower than their lower ranking counterparts. Magics that travel through the ground or mediums other than the air will have different base speeds also.
That's because there are inter-turns. It goes like this: Player 1 - casts spell; inter-turn - spell halfway to target; Player 2 - can intercept/negate or dogde the spell.
Every player also has different movesets, just like figures on a chessboard and draws cards every inter-turn that changes his blood pH levels, which in turn affects what kind of spells are effective, for the next turn.
Golem has confused Magic: Battlegrounds with its sister title, Magic: Battlegrounds Advanced Tactics HD, which will be available on the iOS/Android app store.
In M:BG dodging and evasive maneuvers can be used to dodge spells. Dodging can be broken down into 3 archetypes: Teleportation (longest range, slowest to execute, ethereal for duration, sizeable mana cost), Sliding (medium range, faster to execute, remain physical, small mana cost), and diving out of the way (short range, instant, relies on constitution and agility, no mana used). While diving out of the way will require no mana to use it will be limited by your frail wizard's body, and the sudden physical exertion will cause you to suffer an asthma attack if you attempt to roll too many times for your constitution level.