Tables
Spells Overview
Magic in the Staglands specifically is based in six schools, Illumination, Linking, Transforming, Flesh, Forging and Herbology, and flowed originally from the six powers of the land's capricious deities.
Spellcasters in the Staglands have no limit on how many spells they can memorize and have access to at any given time, but most spells require strict concentration to cast, and often need the wizard to hold the spell with all their might to keep it effective as it continuously loops with it's curse or buff. If they move or draw their weapon, the spell will be broken and the curse or buff lifted from it's target. This has it's advantages though, as many spells gain in potency the longer they are cast for.
For example, A wizard who wants to cast disease contagion on his enemies (a potent high level spell where a wizard creates a cancer that jumps from enemy to enemy) cannot do anything else while the spell is running its thorny course.
The spell skills are grouped into levels, or grades, and are unlocked by intelligence and occult stats. As you level up, you can put skill points into a spell to increase its potency. Spells that cause damage or curse an enemy require intelligence to reach maximum potency, and spells that augment the power of yourself or your companions rely on your occult.