Legendary's magic is not based on predefined spells. Instead, spells are created by stringing words together to form a sentence, which commands magic.

How to Write a Spell

A spell, as noted above, is something a Legend can construct from the parts of the language of magic he knows. When a player decides their Legend will cast a spell, he simply announces it during his phase on the second the Legend would begin to cast. Normally a spell takes at least a few seconds (in game) to cast, and if the player has not already designed the basis of the spell and calculated its cost and time, he may spend the time when his Legend is casting doing this, provided the other players don't mind pausing the game while he finishes. It may be more feasible for a player to keep a list of spells their Legend builds regularly.

A spell is essentially a sentence that commands magic to do something. With grammar based casting, everyday speech should make designing spells easier. Some literary definitions:

A simple spell to set a wolf on fire would be:

[Magic will] create fire(1) on creature(wolf)

The Subject is magic, the verb is will create, the Direct Object is fire, the Preposition is on, and the Indirect object is creature(wolf). Wolf is in parentheses because it is the value of creature, which is a variable. Variables exist because having a separate Word for everything would be cumbersome. There are several variables in the Word list. Also, all damaging effects, such as fire, have values. Fire, for instance, has a value indicating the number of d5 rolled to determine the damage it inflicts.

The choice of words will influence the outcome of the spell. For example, the spell

[Magic will] create fire(1) at creature(wolf)
would have the effect of fire shooting from the caster's fingers and damaging the wolf. But, if the spell was
[Magic will] send fire(1) on creature(wolf)
the fire would erupt directly on the wolf. The only difference in these spells in the Preposition.

Some spells may sound odd, but if it is correct grammatically, it works. Grammatically incorrect spells may not function as expected, or may not function at all, resulting in no spell effect and a waste of WP.

When placing a spell effect with a preposition, any measurements are considered part the preposition (if used). Because in most cases prepositions are variable, the measurement is their value. To create a half meter ball of fire one meter in front of a wolf:

create 3Dshape(sphere, .5m) of fire afore(1m) creature(wolf)
Here, 1 meter is the value given to afore. Also, 3Dshape has two values, sphere and .5m. Like creature, 3Dshape (a three dimensional shape) is a variable, but needs a type of shape (sphere) and a size (5dm) to be fully defined. All applicable values of a Word go in the parentheses that follow it, separated by commas. Numeric values are last.

The final part of a spell, but not a grammatical part, is the spell's properties. The properties are a simple list that define specific parameters of the spell. All the properties exist for all spells; some are constant, some given value by the spell itself. Some are adjustable, some static. Only the properties that are changeable and being changed with the casting need be counted toward the WP cost and casting time. The Properties are:


Distance Weight Volume Time Cost per unit
1 dm 1kg 1dm3 1 second 1
  1 minute 3
1m 10kg 1m3 1 hour 5
1dkm 100kg 5m3 12 hours 10
1km 1000kg 10m3 1 day 30

The Caster Archetype must exceed the WP cost of the unit in order for a Legend to use the unit (for example, a Caster of 31 is required to use dkm, 100 kg, or 12 hour units). If a unit for a spell has been increased, the spell can use any unit under it (a spell using dkm can also use m and dm). Each category (distance, weight and time) must be adjusted and paid for separately.

 

Penalties for overcasting

The amount of magic a Caster can handle at once is related to their Caster Archetype. Words that have WP spent on them that exceeds the Legend's Caster are forced to make a Caster roll for spell success at -1 per point in excess (per Word). If successful, the spell occurs, leaving the Caster's Health and Strength reduced by the amount the roll was failed by (these return at a rate of 1 per hour).

How to Annotate a Spell For Reference

Magic is a very versatile, but strict, tool. Describing commands for magic is as well. Each literary word type (verb, noun, direct object, indirect object, and preposition) have specific syntaxes, which also define the syntax of a spell. One thing is common to all words: every word is followed by its value or values, then its WP cost and Casting Time separated by a period. For example, 6d5 of fire in a spell notation would be:

fire(6)3.2
However, as noted above, fire is measured in d5. The example above would only affect 1d5 of fire. For Words that have numeric values (fire, strength, HP, etc.), the WP number represents the cost per unit. Therefore, 6d5 of fire would cost 18 WP, and take two seconds to cast. This can be used as quick reference when totaling up the cost of a spell.

Words that have abstract values, like creature or flavor, put the value in parentheses: creature(wolf). A few words, like light, can have numeric and abstract values. In this case, separate the values with a comma, numeric values last.

Also, nouns (as direct objects or indirect objects) can be modified. The modifiers and all their values (and their own modifiers) are put in brackets [] before the word. Fire, which is normally orange, can be made green:

[color(green)2.1]fire(6)3.2
which is 6d5 of green fire. There is no limit to how many modifiers can be put on a noun. Verbs have only WP cost and Casting Time. Create would simply be create5.2. Prepositions and conjunctions always cost 1 WP and have a Casting Time of 1. Including these is optional, but recommended.

The subject of the spell ("Magic will") is never modified and has no WP cost or Casting Time. When all of this comes together, a spell can be written. The example from the previous section could be:

Magic will create5.2 fire(6)3.2 on1.1 creature(wolf)1.3

Afterward, the properties of the spell that are being modified are added after a colon (:). Each spell property is separated by a semicolon (;). The name of each spell property is followed by its value in parentheses: delay(5 seconds)(5). The (5) is the cost of the property (for limitations, this will be negative).

 

Casting, Points, and Miscellaneous

When the player declares that their Legend is casting a spell, it must be explained to the GM, complete with WP cost and Casting Time. This gives the GM a chance to proof the spell, but he shouldn't warn the player of any unforeseen errors. Play continues until the spell's casting is complete, and the spell's effects are described by the player. If there is a discrepancy or error in how the spell was worded, the GM explains how it actually happens.

A spell can be aborted in midcasting if an Aptitude check is successful. The check is penalized -1 per Word that has not been fully cast. The WP for the fully cast Words are lost.

WP are always returned to maximum after 8 hours sleep. For fractions of 8 hours, a percent of the total WP equal to the percent of 8 hours returns (e.g, 4 hours sleep, half the total WP return).

Materials are not needed to cast spells. The magical energy is controlled and shaped in the caster's hands, and does require the caster to be able to use his hands and arms freely. Even with wrists tied, all spells will fail. The actual words are never normally forgotten, it is only the ability to use them that is limited.

Legends with AP in Caster begin knowing a number of words equal to the average of their Aptitude and Caster, plus Object, Read, Creature, Create, 2DShape, 3DShape, and Analyze.

 

The Life of a Spell and Magical Energy

Magical energy exists in a fairly constant amount within all places and things. When a spell is begun, the energy itself listens to the commands of the caster. Before and during casting, the energy is in a primeval form that cannot be affected or even detected; the only way to stop a spell at this point is to interrupt the caster. Immediately after casting is finished, the energy needed for the spell is channeled through the caster's hands, changing into a form that can be targeted (where the spell energy actually is depends on the spell's wording), even though the spell may not have an immediate effect. The energy for each Word dissipates when the effect of the Word controlling it is finished, until the whole spell is done.

The energy vacuum is then filled by surrounding energy. A rapid succession of spellcasting in a small area can create a magical void, where no spells function. Afterwards, any Spells cast in this area refill the void with the WP spent for them. The GM decides how many WP create this void and how many WP are needed to fill it.

 

Spells, Space, Distance, and Time

The cost of some Words depends on an amount of area, weight, or time affected by that Word. Area here refers to the size of an area effect, and distance is the measurement between the caster and the edge of the spell effect, or the target and the spell. The Caster Archetype defines several maximums for casting spells. A caster can affect a number of units equal to the number their Caster exceeds the requirement for the unit: a Legend with a Caster of 35 can affect up to 4 dkm, 400 kg, and 12 x 4 hours). Note that even though 12 x 4 hours equals 2 days, the unit used is not days.

This means that spells will not occur beyond these parameters. Spell effects that exceed them simply end, except those that have been cast on something. Returning from beyond a spell's maximums does not restart the spell.

A spell's effects that have a duration of more than 1 unit of time do not repeat every unit. Instead, the effect is spread out over the entire duration of the spell. Note that volume is not a parameter; the cost of volume is determined by the size of the shape of the volume. Spells that affect multiple targets with the same effect (i.e, a list of targets was used in the casting) spread the effect to all the targets as evenly as possible, with remaining points being distributed at random. For dice-based effects, the dice are spread as evenly as possible, then the remaining dice are rolled as a pool; the pool is then distributed evenly, then remainders at random.

 

Optional Styles of Magic

The type of magic outlined thus far is standard magic, or Sorcery. There are other kinds, available if the GM allows: Priestly (prayer magic), Witchcraft (white magic), and Demonology (black magic). If these options are available, when a Legend is created the player must decide which of the four styles the Legend uses. All of the initial Caster Archetype Points are used for the chosen style. If the player chooses, another style may be started with Archetype Points purchased from fame. The new style begins at 1 AP, and can only be bought up as if learning magic for the first time. The Legend will then have a second pool of WP, usable only for casting spells of the second style.

Prayer Magic requires a Legend to maintain a maximum skill in religion, and the maximum of the disad Belief System, which must be defined as religion. Prayer Magic spells begin with the phrase "(Deity), please" (or some other appropriate beseechment) instead of "Magic will". These spells are actually prayers to the Legend's god.

Prayer spells require an initial WP and CT cost of five each to cast. This cost is necessary to gain the deity's attention. Possession of a holy symbol that has been prayed over by the Legend for 1 minute per Caster AP within the last day negates this cost. All Words cost 1 WP less per Word (or die). Spells that inflict direct damage require the Word in the spell that has the keyword "damaging" to cost an additional 2 (or 2 per die). This is because no matter what their influence, deities do not readily exert themselves to cause harm through priest spells.

Witchcraft and Demonology function similarly, but are two sides of a coin. Both are non-combat feasible styles, as the casting times for these spells are measured in minutes, not seconds. However, any word that has a variable cost has triple the potency (spending for 1 die of effect actually reaps 3 dice of effect, etc.). Demonology spells cannot be cast in direct sunlight and Witchcraft spells cannot be worked in total darkness.

Casting in these styles requires materials. Candles, incense, and the like provide the correct mood for casting. An offering is also required. Witchcraft needs a special candle, food for wild animals, or something else benevolent.

Demonology needs a more personal offering, such as a span of memory, some of a sense, knowledge of a skill, Stats, or HP, either permanently or for a length of time. The offering must be something that the caster values--something the caster wishes to get rid of will cause the spell to fail, and possibly incur retaliation.

Any offering may be negotiated on. If an agreement is not reached, the spell is not cast. An offering need not necessarily be something the spirit would want for themselves; however the spirit must see some use for the offering. A good spirit will generally not accept for its own benefit, but for the benefit of another, or for the immediate area. A dark spirit will take whatever it can, using the offering for whatever means it can to get something it does want, but in a way that has nothing to do with the original agreement. A dark spirit will stretch the limits of an agreement as far as it can.

A demonologist or witch summons a spirit, malevolent or benevolent, respectively, to perform a task outlined by the spell. Thus, witches and demonologists receive Summon in addition to the basic words. Spells of both these styles begin with "(Spirit), for my (offering), would you please". The spirit (GM) must agree that the offering is appropriate and worthy of the desired task (this is the point where haggling would occur); if not, the spell is wasted and the task is not performed. A witch may have their spells ignored by all spirits for a time for making an improper offering. A demonologist may have part of the offering taken for the same reason (the GM decides if so and how much).

Both these styles cause the caster's WP to fluctuate with the phases of the moon (if there are multiple moons on the game world, one must be chosen, and is the only one the caster can use). The length of the moon's cycle in days must be known in order to determine the WP changes. The Legend's WP are normal on half moon days. For every full 10 Caster Archetype the caster has in one of these styles, they gain or lose 1 WP per day according the chart below.

Style Waxing Waning
Demonology - +
Witchcraft + -

Thus, a witch is most powerful on a full moon and weakest on a new moon, with a demonologist being the opposite.

Rune Magic

The process of casting runes works differently than the standard magic rules. Runecasting is based on the Legend's knowledge of rune magic and their ability level in a Trade skill. Instead of using Word Points to make runes, the Legend uses their percentage in the applicable skill and their Willpower to make the rune. Rune casting uses its own Caster points (spent separately from normal Caster). Legends that begin as runecasters are limited to spending 5 Archetype Points on runecasting, with the base maximum for improvement being 10. It cannot exceed the Legend's Willpower, and racial adjustments may change the maximum.

Runecasters do not get Word points based on the Runecaster Archetype or their Aptitude, but have access to the entire magical vocabulary. A rune is a complete spell, made from Words, and can have Limitations, and is permanent.

To cast a rune, its effect must be decided, and what item it will be cast into. The Player must design the rune as a normal spell. In order to make an item to hold a rune, the final skill roll to craft the item must exceed the WP cost of the rune and a Runecaster check (on 1d10, 10 always fails) must succeed in order to ensure the item's quality. Then the actual casting begins. Each WP in the rune takes one day to be worked into the item. After each Word is completed, a Willpower check must be made to "set" that part of the rune. Words must be done in the normal grammatical order. After the final Word is set, an additional day is spent unifying the magic in the rune and adding limitations (if the rune has no limitations, this day cannot be skipped) and a final Willpower check must be made. Finally, a second Runecaster check must be made.

The WP cost is paid from the Character Point cost of the Legend's Health. A Legend that has a 25 Health has spent 17 points to raise it from 15. Subtract the Runecaster Archetype from the WP cost of the rune, then subtract the result from the Character Point cost of Health. Having an 7 Runecaster would reduce the cost of a 20 WP rune to 13. The 25 Health is then reduced by 13 CP, to 19. If Health is reduced to a point value that results in a partial Health increase, that partial increase is lost. Health returns at a rate of 1 CP per day. All the effects of having a reduced Health apply, as this is a function of the stress required to will the rune into the item.

Runesmithing can only be used with Trade skills that result in the Legend having produced a type of goods (smithing, carpentry, etc). It does not apply to Trade skills where the Legend is processing goods (such as fishing, butchering, or laundering).