In particular, I'm talking about sorcery which can be a real game breaker. Other elements are ok like Divine and Common Magic, but Spirit Magic is vague and the role of runes is unclear as well.
Common magic; Useful stuff though some of the spells are far to powerful... ie Sky bolt. I'd have preferred these spells to be weak, cheap, and useful. But over all pretty sound.
The current incarnation of Sorcery is less of a pain than RQ3's incarnation; in that you could have a damage boosting that lasted for years. So in that respect it has been toned down a lot.
- As a Gm you can restrict improvement rolls on Magical Skills or enforce down time for study to slow down progression. restrict certain spells to certain positions within the cult/organization.
- However Magic points tend to get eroded pretty quickly so unless the mage is weighted down with power storage devices they should be cautious.
Still its not a bad fit for a Hermetic magic style paradigm, I suppose you could take an ars magica style approach which scalewise is far more powerful than RQ magic it would also overshadow the other magic types.
The RQ Theist style magic , 'Divine magic' really needs to retain a cult/religion to give a degree of separation between each deity and breath a bit of life into a setting. Hero-questing shouldn't show up though in a core book, if it shows up at all, however its nice to have guidelines to see how your god would have acted in that situation and what action would best please him.
The Animistic magic; Spirit magic is pretty cool but it is still in its infancy and some of the effects need tightening up. Really this magic sub system needs a bit of tweaking/work to balance it and clarify its uses, but its cool.
I'd like to have seen a Mystical paradigm thrown in there as well; pseudo Indian/Chinese in flavour. I don't mean the Dragon Mystics from the EWF, but real worldly style, in a similar vein to the other magic sub-systems.
I think the Runes in the Core rule book are just a distraction, the space could have been used for expanding on the Shamanistic approach.
I'd rather they simply scrap the current magic systems and develop a new one. This is the one aspect of Runequest / Legend that I don't really like. Don't get me wrong, it's not a bad system, but it seems rather Glorantha-centric and highly powerful and focused on cult organizations.
Scrap, I think that is a bit of an over reaction?
I've used RQ in its multiple incarnations in numerous settings, there is no need for you to include all magic types in your worlds;
I've used Sorcery only in Hyborea/Conan & Lankhmar background
Divine Cults only in a Greecian background
And currently running a game set in current days London just using the Spirit Magic rules.
I've also imposed changes to the multi-spell and duration skills in RQ3 Sorcery to inhibit the potency of some of the spell manipulations. But as I mentioned previously the new incarnation is far saner.
Cults are excellent way to promote theism/'Divine' magic though I must admit for non-glorantha setting I can't see the point of forcing a religious overtone on all the magic systems... it could be useful, though a generic magic school/Organization approach may have been better for sorcery/Shamanism. After all you need to learn these magical skills from someone.
Other than the cult-ified Sorcery the magic systems are pretty background neutral - its just that RQ has always tried to place everything in context of the characters reality/world rather than the 'no-brainer' approach taken by the earlier editions of D&D.