Magic is working nicely so far. Life is really nice and works perfectly - it resurrects any able corpse and - through a brief 1-second transformation - heals all wounds so the resurrected won't bleed to death again immediately. It does need a corpse with an UPPERBODY intact, though, so you can't resurrect someone from just a leg or arm or head.
Cure/Cura just boost healing rate right now, while Curaga boosts healing rate and will heal you of all wounds. Esuna will do the same without the healing rate boost. Silence removes the CAN_SPEAK tag, but since I've not yet found a way for an interaction to require its user to have a certain tag yet, this doesn't currently affect anything. Other status spells are also in effect, alhough some are jury-rigged - Blind, for example, merely removes any EXTRAVISION the creature might ahve and decreases skills in a hope to reduce accuracy. Dispel simply cleans yourself or a friendly unit of any grime on you, although this can be helpful to quickly remove a syndrome contaminant from your body. Might, Haste, and Protect are pretty straightforward - they increase strength, speed, and toughness, respectively. Shell currently reduces damage from the elemental metals, not much matter to yourself, but once monsters can use it it might be annoying.
Black mages have now been given an expanded arsenal, including Poison, Slow, Stop, and Death. I haven't implemented things like Flare, Water, and Thunder yet since I'm unsure of how to do so, and Break will wait until I've got the complete Petrifying system worked out.
The next version will probably be uploaded tonight or tomorrow, once I finish tweaking the elemental metals - right now they're just different-colored bars of steel, but I'll change their properties and values a bit to match their elements.