Piperdog said:
Thanks for the great ideas, guys. I guess I wasn't as clear in my post as I could have been. I really meant how do you apply the sorcery rules (manipulation, etc) to all the spells listed in the books; I then label every spell as sorcery. I was wondering if anyone has already done this, so I don't have to go through each one and convert it to a sorcery mechanic myself. The reason is I really enjoy the idea that each spell can be manipulated by the spellcaster.
The biggest challenge you're going to face is how to ensure that Common Magic spells manipulated using the sorcery rules don't become overly powerful in comparison with specifically designed Sorcery spells.
Let's take Bladesharp. As a Common Magic spell its variable. Its MP cost is commensurate with its Magnitude, and its Magnitude is limited by the caster's INT/3. This means that a character with INT 12 can only learn and use up to Bladesharp 4, which, when successfully cast, provides +4 Damage and +20% to the Combat Style - but costs 4 MP. So its potent, but has two natural brakes: INT and MP.
Take Bladesharp and apply the Sorcery rules to it. Forget that its a variable spell and use the Intensity system as Alex has mentioned. Intensity is based on the Grimoire skill %. It Grimoire is 63%, then Bladesharp can be cast at Intensity 7 and, in an unmodified form, it costs only 1 MP. So, for 1 MP, the sorcerer is going to get +7 Damage and +35% to the Combat Style.
But of course, he can manipulate Bladesharp, so that it affects multiple weapons, lasts for far longer than usual, and can even be cast at range. Let's say the sorcerer manipulates duration and targets, that increases his MP cost by a further 2 MP only, but Bladesharp's power and effect are hugely potent.
This could be a game-breaker for you.
The different types of magic are structured and written very differently, even though, mechanically, they work in a similar way. When you start applying Sorcery's rules to divine and common magic spells, without taking a long, hard look at what the likely consequences will be, you're going to end-up with some hideously over-powered spell effects that you may regret allowing.
Or you may not regret it. You may want to play the game in this way, and that's fine. However, the point is that applying Sorcery to Common Magic can have some very drastic effects. The different magic systems in Legend have been designed with a certain degree of checks and balances. Applying the mechanics from one form of magic to another can wreck those checks and balances to the point where its difficult to manage the outcomes.
So try it, by all means, but go through each Common Magic spell first and work-out the effects if treated as a sorcery spell, and then design some limitations so that things don't get out of hand.