Trying to use potions & spells to cure PC's wounds - but they 'fizz' out & get used/wasted. This a bug? A corrupt save?
That don't sound good. I wouldn't think this is the case but perhaps certain classes need the use magical device skill? I really don't think that's it though. Are you using a barbarian to heal the party?
That's only the case with arcane spells. Divine spells can be cast by clerics no matter what armor they're wearing, or will not even be able to cast in the case of a druid who's wearing metal armor. Does it always happen, or just sporadically? If it's sporadically, maybe you should check if your cleric has "defensive casting" marked in the "options". If that's the case, unmark it, and it will work.
You may also have the spell permanancy bug: http://www.co8.org/forum/showpost.php?p=16946&postcount=10
Weird... OK, so after trying several times again & checking to see if my cleric was in 'defensive casting' mode (he wasn't), I decided to just try teleporting back to the city near that blacksmith guy. Tried cure light wounds there & This time it worked! I haven't got the slightest idea why it wouldn't work in the dungeon (3rd level down). All those other times, it worked fine underground. Oh, & also, I had that hill giant Scorpp join me & now the blacksmith won't barter. Guess I have to temporarily get rid of Scorpp 1st?
Your cleric didn't have any spell effects on him from the umber hulks, did he? IIRC the hulks' confusion gaze can disrupt spell casting - maybe that was the problem and it wore off when you teleported.
I noticed all spells fizzle for a while after you kill Falrinth. I've always assumed he casts some kind of spell that does that. I just leave the level in order to heal.
Actually, yes- some of my party were confused by the umber hulks, so that could've been it. But on the other hand, if that's what happens after the fight w/ Falrinth, then it was outta my hands until I got away from the area. (but I don't recall that happening in the past. Maybe I failed a saving throw or something)