Spells are re-categorized into 4 categories of magic, each representing a different type of magic.
Arcane - structured magic from the 4th age, that has been mastered by cunning minds and meticulous practice.
Oath - elder magic consolidated in the 3rd age, tied closely to laws, symbols, and ideals.
Occult - lost, profane, and forbidden magic from the 2nd age, made by dark powers that demand a price.
Mystical - cosmic magic from the 1st age, reclusive and fading from this world.
A scroll is an item that contains a spell, which is consumed uppon use(usually incinerating itself, harmlessly) Casting a scroll requires an Arcana check and the use of rest dice.
A wand is a tool that can be used to cast spells. Wands have charges and specify the spell they cast, and require an associated arcana check to use, if not proficient with the use of magical items and implements. A wand loses 1 charge uppon use and is expended at 0 remaining charges.
Each category essentially has more of a theme to it. Here are some examples for equivalent ways of dealing with problems in each spell category:
Problem: The caster is low health and in danger.
Arcane: Offer versatility. You can have spells that grant block, AC, or illusions, depending on the situation.
Oath: Offer protection. You can have spells that heal, and spells that let you withstand danger.
Occult: Always distort. You can have spells that steal health and power, or spells that grant defense, but might worsen the danger.
Mystical: Provide opportunity. You can have spells that lessen the danger, and gain spells that allow you to face danger.