Knights of Legend/Magic

Magic spells can only be used during battle. A spellcaster cannot cast a spell on him/herself.

Basic spells: heal and damage
These spells can be purchased by any character who did not join any magic order. A character who joined a magic order can only purchase spells of that order.

Whenever you cast a spell, you are asked whether you want it to affect an attribute positively (heal) or negatively (attack). Basically, you will heal your party members and harm the enemies (but if you really want to, you are free to do the opposite).

When a character joins an order, the power (Pow.) of the spells can be modified, as well as any other syllable: see the next section.

Customized spells: support and disable
Once a character joined a magic order, he/she can customize any spell of the same order in his/her possession. Only spells of the joined Magic Order can be customized. Customizing spells costs gold and experience points (i.e. the character spends/loses experience points, thus slowing down his level increase).

The following table omits most of the details in brackets that already appeared in the above one.

Despite what the manual says, the level/subclass suffixes determine how many (not just "which one") enemy types are affected, different for each of the four enemy races, ranked in order as per the following table: