daxos232 said:
Although common magic is considered "folk magic" by many people, it still has quite a few combat spells!
This is due to the legacy of the game system - most of the combat-oriented spells such as Bladesharp go right back to the very earliest edition of Runequest. This was back in the day when RPGs in general put a much heavier emphasis on combat and "Common Magic" was known as "Battle Magic" (which makes its purpose pretty clear, don't you think?). By contrast with the other RPGs that on the market at the time, Runequest was a quantum leap forward - the elegance of its design was widely admired (especially in the UK and Australia where it and Stormbringer outsold D&D for a brief time when they were distributed by Games Workshop). But it still assumed that combat would be a major focus of the game.
The idea that Battle Magic should be broadened out into something less combat-oriented originated during the period when Runequest was published by Avalon Hill. During this period, most of the spells that were previously classified as Battle Magic were moved into Spirit Magic and a number of new spells with a non-combat focus were added to the game. This was a step in the right direction, but it felt a bit odd to lump all of the combat spells under Spirit Magic.
daxos232 said:
Yes these are all important points that I don't think the rulebook really emphasizes or explains....RuneQuest6 is actually addressing the issues with common magic being too emphasized on combat. I am really looking forward to it.
To be fair to Mongoose, I think that they have done a good job of creating a system that moves Common Magic towards a form of folk magic without ejecting the iconic spells inherited from Runequest. It's a pity that they didn't go further when they rebranded MRQ II as Legend, but it looks like they rushed the core rulebook out quickly so that the system remained in print. Maybe a future book will change the focus of Common Magic in line with community expectations?
RQ 6 has the advantage of coming out after there has been a lot of discussion about the role of common magic in the game. I'm confident that Loz and Pete will do a good job in this area and may introduce some significant improvements on MRQ II.
daxos232 said:
If I go through with my idea I will limit what spells are available depending on background,profession,culture, and cult/guild.
This is the logical way to go - these spells are "trade secrets" of military orders in the same way that some of the other spells are "trade secrets" of artisan guilds and similar institutions.
There is nothing in the Legend rulebook indicating that characters automatically gain access to the entire list of common magic spells!
In many settings, magical knowledge is jealously hoarded and those who have access to it will be reluctant to share it with outsiders. Keep in mind that there is no universal education system in a pre-modern setting - people acquire knowledge relevant to their profession during an arduous period of apprenticeship within a cult, guild, or military order. And even if you're an acolyte at the local temple, the high priest is unlikely to teach you the secret techniques of the cult until you have proven your commitment to the organization. So don't let players bully you into giving them access to all of the common magic spells available - many of them are closely-guarded trade secrets that characters can only learn through membership in an appropriate organisation. In low-magic settings (including swords and sorcery settings) the majority of the population will have no access to common magic at all - a typical man-at-arms is unlikely to know combat-oriented spell such as Bladesharp, but a warrior who has been initiated into a military cult or a chivalric order might have picked up the spell as part of their training. As a rule of thumb, I tend to assume that about 80%-90% of NPCs have no access to common magic while the remainder know only 1d3+1 spells - and most of these will be mundane spells such as like Repair. There are exceptions to these guidelines, but they tend to be rare - professional adventurers tend to pick up a broader range of spells that the average person over time and sorcerous orders teach an interesting selection of common magic spells to adepts as they rise through the ranks.
Think of it this way - most rural villages will have a hedge wizard or wise woman who knows a handfull of spells. To the peasants who make up the bulk of the population in ancient and medieval times, common magic is a part of village life but is not something that they encounter every day. Furthermore, the local practitioners of folk magic will tend to focus on those spells that are useful in the context of rural life - a spell that eases the pain of childbirth is far more useful to the local wise woman than something like firearrow because she can use it to make a decent living. Large towns and similar settlements may have a number of professional spellcasters - most of whom are affiliated with a guild, cult, or sorcerous order - but they still only make up a small percentage of the population. I tend to assume that professional spellcasters are about as common as other skilled artisans. If you compare them to weaponsmiths or stonemasons, it is likely that most towns will only have a handful of full-time practitioners. It's still possible to make a decent living with just a few common magic spells though. And because the educational opportunities that exist in urban areas are greater than those that exist in rural areas, there are a greater number of people who know a smattering of common magic spells - maybe one person in every ten will know acouple of simple spells. People won't be startled when common magic is used in their presence, but it's still not something that is ubiquitous.