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Learning Spells

In this world, basic forms of spells are something kids are taught before they can read. Those forms are largely universal. For any Bewitching ‘spell’, you do the ritual, lock in your mind what you want the target to experience, and then speak the command word. For a Divining ‘spell’, you perform the mantra and the gestures, concentrate on what you want to find, and then cast. For Dispelling, you make the proper sign and speak the mantra and think about the effect or spell you want to vanish. In their basic forms, these are not schools that require a lot of different ‘rituals’, per se.
For anything that requires grafted forms, though, it gets a little more complicated. Technically, a body learns one of those spell rituals by picking one up from the local spell-monger, wizards’ library, or temple, taking it home, and practicing it until they’re blue in the face. Once the body has done that, ze’s proficient in casting one spell: Ward Against Spiders. Or Ants. Or Flies. Divine for Gold. Enchant Four Lumberjacks.
By default, this system assumes that if a character needs a spell, ze’s either learned it before or has a good enough grasp of the basics that ze can wing it. That means you don’t have to keep track of spellbooks or buy rituals of Ward Giant Insects from your spellmongers. On the other hand, if your group enjoys bookkeeping, you can decide that in your game, you’re going to make your players track the spells they learn and write them down in a spellbook. That’s fine, too.