Tetsubo said:
You can literally create the spells you want at the moment of casting.
The main problem I've seen over the years with systems like this is the amount of time the player takes to make the spell. The game grinds to a halt usually while the player tries to figure out this or that way of casting, how much it's going to cost, any way to min-max it, and so forth.
Sure, you can always tell the player(s) "You need to have all of this prepared before you say you're casting a spell" but that really doesn't work out too often.
Usually, people will turn around and "premake" spells, at which point you're basically back to the system (of having fixed spells) that you were trying to avoid anyway.
I don't know about Legends of Sorcery, but in the case of the Spellweaver class from Misfit, not only do they give you the basics to be able to convert any D&D/d20 spell over to their skill/fatigue system, but they also give you the SRD spells already converted. Hard to go wrong there.
I might pick up LoS to see what it looks like in comparison to the Spellweaver. Honestly, I think either one of them will do the job pretty elegantly for you.
There is always of course Advanced d20 Magic from Guardians of Order. It uses a skill based approach as well, and is an expansion of the skill based magic system first used in Slayers D20. I haven't had a chance to see it in play, but it seems reasonable. Of course, it's more complicated that either the Spellweaver or Legends of Sorcery.
True Sorcery as I recall is an expansion/based on the magic system out of The Black Company.
Either True Sorcery/Black Company or Advanced d20 Magic will certainly give you much more control over the spells being cast, and are skill based systems. They will however up the amount of decision making involved with casting a spell due to the number of options you have, and therefore run the potential of slowing things down.
So.... you've got 2 options at both ends of the spectrum.
