thank you for the feedback. I tried to create a variety of types of motion to help with that but if you're right on them, you're right on them. I think even with that in mind there are situations in which you must use the given spells appropriately to proceed. I have been considering what I could do to fix it and I figured adding a delay to the hit testing like a casting period for each spell would work, making it so you had to aim ahead. making enemies have a small area of threat around there hit box(i.e. a short range attack) would also help the issue i think