Making Rune Magic generic

TheShadow

Mongoose
I want to use MRQ for a homebrew setting, and I find that Rune Magic as presented doesn't quite work for me. The spells are fine, but incorporating Runes, and the importance of these symbols, just doesn't fit in the setting. How can I keep the spells but tweak Rune Magic into something a bit more generic? Ideas for both fluff changes and system changes welcome.
 
How does magic work in the new setting? Is it simply, find a teacher, pay X then learn the spell? Do you want to keep magic and religion connected or have to separate (and possible opposed) entities? Does everyone have access to magic or only a select few (Maybe just priests, wizards or nobles)?

--Victor

Edited for clarity and extra content.
 
MRQ Rune Magic is analogous to RQ2 Battle Magic and RQ3 Spirit Magic, neither of which had physical runes. MRQ each spell is tied to a Physical Rune that must be found, and then integrated, before spells associated with that rune can be learned.

So yes, the magic system can be used without the whole Rune integration bit as it has been before. In earlier editions once you learned a spell your chance to cast it was POWx5 as there was no runecasting skill.

Also, the Companion SRD is available for free, with two other magic systems, Divine and Sorcery, that do not depend on runes and may be better suited to some settings.
 
I've puzzling around with this a little myself. Some spells I'm thinking shouldn't be advanced skills for instance, the zero magnitude and some of the 1 magnitude spells come to mind.
 
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