Legend/MRQII: How many magic systems?

medievaladventures

Banded Mongoose
I'm interested in checking out the various additions made in setting/supplemental books to the core magic presented in Legend/MRQII core rules book. So what all is there out there? Some that I know of:

  • Legend Core Rules: Common Magic, Divine Magic, Sorcery
  • Legend supplement Blood Magic
  • Legend supplement Spirit Magic
  • Legend Viking book: Rune Carving, Seidr, Shape-Shifting, Spa, Spirit Magic
  • Elric of Melnibone: Dream Magic, Rune Magic, Sorcery, Spirit Magic, Summoning

What else is out there in Legend/MRQII books?

Are the spirit magic/sorcery in the above books the same or different types in each book?

Will there be a move to place the different book magic material in an Arcania of Legend book or series of books?
 
To add:

Arms of Legend:
Enchantment
Alchemy

Age of Treason: The Iron Simulacrum

Enchantment (competely different rules to those in Arms of Legend)
Alchemy (completely different to those in Arms of Legend)
Blessings

Also mods to sorcery, spirit magic and access to Divine Magic without a cult

Age of Treason: The Iron Companion (not out yet - finalising layout and proofing)

Mundane Artifice (achieve effects similar to enchantment through trechnical artifice)
Arcane Artifice (as above with added enchantment to 'power' the device)
Fetish magic - horse nomads who use enchanted tattoos and whatnot to achieve Common Magic effects, wards against certain types of wound, spirit etc
Rustic Magic - Divine Magic to encourage or destroy the bounty of the fields
Spirit Magic - the full spirit magic rules presented with the setting modifications written into the text

Spellcom

Concert Casting (this is also in Blood Magic)
 
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