Quick answer: Validate every cast precondition — silence, enough MP, valid target — before deducting any MP, and only pay the cost once the cast is confirmed to proceed.
Casting while silenced should cost nothing because nothing happens. If MP drains anyway, you pay before you check. Here is the correct order.
How to fix it
1. Check preconditions first
Before touching MP, verify the caster is not silenced, has sufficient MP, and the target is valid; abort the action otherwise.
2. Deduct only on commit
Subtract MP at the point the spell actually executes, after all checks pass, so a fizzled cast leaves MP untouched.
3. Refund on interrupt
If a multi-turn cast is interrupted after payment by your rules, refund the MP or make clear it is intentionally forfeited.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.