Yes, I expanded the magic system big time. Instead of having each sorcery spell as a separate skill, I made the five types of magic (Sorcery, Alchemy, Enchantment, Necromancy, and Wizardry) each one separate skill. To know how to cast a spell you had to know one or more of these skills to a set level (and find a scroll or grimoire with the spell). Second, I added a 'non-variable' spell type to the 'variable' ones (remember, INT 12 allowed a level 6 spell and so on). Anyway, you might have a spell like Raise Dead. It would require something like (as an example) Necromancy 30%, Sorcery 20%, and a cost in magic points. Then you could add all sorts of complications, like an Alchemy roll of 30% to add a potion to add to the spell ritual to raise a zombie that didn't rot away. Higher skill rolls could add things like a summoning of someone's spirit to inhabit the zombie, etc, etc. One roll is made for each skill being used for success. Then there were other factors like doing a ritual when the stars were aligned correctly (Astrology) or invoking the power of a god or demon (Theurgy,Wizardry).
There were other skills as well. Essentially the more powerful the spell the more magic and/or mundane skills with higher levels of ability were required. The whole structure was a mixture of the basic Magic World rules and bits like the Plant Lore and Poison Lore charts in SB1, expanded. The players loved it, they had a good time just creating stuff they had seen in movies or read in books. Of course, I had to keep up with what they were up to, but all that was required to control the power creep was to up the ante and make ingredients hard to get. We had lots of fun with it.
I don't know. Maybe I should just forget MRQ, grab the new BRP rules for fresh angles and outlook and start that game up again. It has been a while...
There were other skills as well. Essentially the more powerful the spell the more magic and/or mundane skills with higher levels of ability were required. The whole structure was a mixture of the basic Magic World rules and bits like the Plant Lore and Poison Lore charts in SB1, expanded. The players loved it, they had a good time just creating stuff they had seen in movies or read in books. Of course, I had to keep up with what they were up to, but all that was required to control the power creep was to up the ante and make ingredients hard to get. We had lots of fun with it.
I don't know. Maybe I should just forget MRQ, grab the new BRP rules for fresh angles and outlook and start that game up again. It has been a while...