Elric setting and magic

daxos232

Mongoose
I have just started reading some of Michael Moorcock's "Elric" books. They are very well written, and I'm going to get the "Elric" books for MRQ2, as it looks like a good setting. Do they only use sorcery in Elric, or does it have other systems of magic like MRQ2? I've heard sorcery is more powerful in Elric.
 
Elric has several magic systems.

1. Runes
These replicate small spells sometimes found in the stories: localised magical effects that have certain similarities to Common Magic but actually work very differently and reflect the Elric saga's use of runes.

2. Summonings
Elric doesn't use the RQII sorcery. In its place one summons and controls elementals and demons to do your bidding. I wouldn't say its more powerful than core RQII sorcery (although it IS powerful - a 5 Magic point demon of combat is a bloody nasty thing to come up against) - but it is very different and doesn't rely on spells as such. It can also be very dangerous to use. Summon a demon and fail to control it, and it might turn on you...

3. Dream Magic
This is specifically the ability to steal and manipulate dreams. You'll find dreamtheft in the story 'The Fortress of the Pearl'. It also incorporates a certain kind fo HeroQuesting, which you'll find in 'The Skrayling Tree'.

4. Spirit Magic
A refinement of the core Spirit Magic rules with some tweaks here and there, but essentially the same.

The Elric magic system is very closely modelled on the books. Pete and I designed it several years ago and combed every Elric story available to ensure we got the nature and balance right. I think we did.

The other thing to note is that cult membership grants gifts and compulsions which can also function as quasi-magical powers. Elric cults are far more reliant on these than Glorantha cults, and even non-magic users who are willing to pact their souls to a god can attain some quite extraordinary powers - again mirroring certain characters in the books.
 
That sounds awesome. I have only read 3 stories so far, and was curious about the settings magic. I will definitely pick it up. Thanks for the quick reply.
 
I haven't picked up an Elric game since the first edition of Stormbringer! but I think you've just sold me on this one...
 
How well do you think I could combine Elrics magic systems with MRQ2's? The spirit magic Loz mentioned would probably be most compatable, but I don't know about the others without getting my hands on Elric.
 
Very compatible. You can lift Elric sorcery (or any of the other systems) and plonk into any other RQII setting with no trouble.

We designed it to be precisely that way.
 
I downloaded the previews for both Elric, and Cults of the Young Kingdoms, and I noticed in the table of contents they both have a magic section. Does that mean they both hold the same instructions regarding the magic systems of the Elric setting?
 
Hi Guys. Just a quick question on this theme (I'm GM'ing my first RQ/Elric Campaign on the 29th), it probably is pretty lame:

The PC's are facing off against a sorcerer would the sorcerer be able to vocalise a fire rune and control a fire within, I don't know, say 1mtr per magic point invested and have it "attack" a PC or explode or something?

It's just I don't really understand how the runes actually work and what can and can't be done with them.

Any advice or whatever would be most appreciated.
 
Ultor said:
I haven't picked up an Elric game since the first edition of Stormbringer! but I think you've just sold me on this one...
Magic is a lot closer to canon and more balanced these days thanks to the efforts of Loz and co. No more racked up elementals to be tossed about as liberally as confetti and no mages weighed down by bound demons .
 
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