Magic in the Shadowlands is divided into Levels and Spheres.
Levels: There are ten total level of magics, but mankind with very few exceptions only have the strength to access five of them. Each level denotes the strength of the spell being cast. First level spells are easy to cast. They cannot perform great feats and are the easiest to dispel. Second through fourth level spells gain power and functionality on a fairly even line. For example damage spells gain one point of damage per level. At fifth level magic takes a jump in power. These spells are the most advances magics we know how to control. Above Fifth level is the enchantments the Gods and Legends wield. There has only been one being in the known history of the Shadow Lands that cast the greatest of spells, those of the tenth level. That was the Necromancer, Necronias.
Player Level Highest Spell Level able to cast
1-3 Level 1 Spells
4-6 Level 2 Spells
7-9 Level 3 Spells
10-12 Level 4 Spells
13-15 Level 5 Spells
All characters can upgrade their spells when they reach the level where they can cast higher magic. The cost to upgrade a spell is 5 SP, half the cost of buying a new spell. A character can buy only one upgrade per year. If the character does not use this upgrade slot that year they can upgrade multiple spells some other year. The character may carry these unused upgrade slots over indefinitely.
There are six spheres of magic that are available to player. Which spheres you can use is determined by what class you are playing. The only way to learn a spell that is outside a sphere you character has access to is through a wish spell or have it be granted to you after you complete a rigorous quest.
Here is a broad description of the spheres.
Battle: This is the magic of combat; increasing and decreasing weapon damage. It also contains the much feared Spell Strike along with spells to soften those brutal bolts of magic. Lastly it has spells for shaping the nature of a combat, ranging from enraging ones foes to magically constructed arenas.
Avoidance: In part this is the flip side of Battle magic. This sphere hold all the spells that allow a player to lessen damage, be it magical or physical, or escape from combat. However Avoidance magic can also create and disarm traps and locks, allow you to change form, and teleport to safety.
Information: The ability to know is one of the most powerful magics in the Shadowlands. This sphere is made up of spell for discerning the truth of pretty much anything, curses, traps, poisons magic, spirits, people, even the past itself. It also contains the game’s two staples, Know Rune and Speak with Spirit.
Divination: This tiny sphere picks up where information meets its limits. Divination spells are much more fluid than any other spells for they are targeted not at a specific thing but instead a specific question about anything. The success of these spells are determined by the skill of the casters ability to ask the RIGHT question. They also can reach one area that eludes information magic; the Future.
Healing: The spells of restoration fall into this sphere. Spells to repair damage to the body, heal disease and corruption, and raise people from the dead. This sphere can even combat the undead in a way no other force or magic can, as this sphere operates in the positive energy plane.
Metaphysical: This last grouping is a hodgepodge of odd spells. Primarily it contains the spells for communicating with and protecting oneself from the dead.