Runequest Magic, what do I need?

Greetings all.
I have recently become very interested in MRQ, but it is difficult finding detailed reviews on the sourcebooks. (My primary sources being RPG.net and Enworld).
I am not interested at all in Glorantha but am very interested in using the Runequest system for certain types of fantasy.
My questions are: how many different types of magic does Runequest have? What MRQ books are they in? Are there magic systems in Glorantha that are not covered by the MRQ books?
Thanks for your time.
-OSUH
 
the main book covers rune magic, the companion (available as SRD) covers divine and sorcery.

The cult book has a ton more divine spells.

I dont have Magic of glorantha yet, but Im sure there's new stuff there. Also, there will be some magic bits in the Lankhmar book.

Finally, since MRQ is still BRP (more or less), any BRP game, like Call of cthulhu, the ancient magicworld if you can find it and Stormbringer works as a source of more magic systems (and generally game options)
 
weasel_fierce said:
Finally, since MRQ is still BRP (more or less), any BRP game, like Call of cthulhu, the ancient magicworld if you can find it and Stormbringer works as a source of more magic systems (and generally game options)

Or RQ3 for that matter. Just keeping the old magic systm, if you're familiar with it, is a valid option requiring only minor tweaking.
 
In addition to Sorcery and Divine Magic, the companion also has Enchantments, which can be seen as another system focussing on putting more permanent magic into (or onto) _things_, but it relies on the input from one of the three other magic systems for putting the enchantment in/on.

Most of Glorantha uses the core systems but the Dragonewts use a different, dragon-magic system (iirc Dragonewt Magic), but it's not in the core books.
 
The Core Rules have Runemagic, which are simple relatively quickfire spells which anyone can learn if they can find the Runes.

The Companion introduces:-
Divine Magic - Gifted by the gods, generally a little bit more pokey than basic rune magic.

Sorcery - A more expert system which starts off pretty feeble, but once the Sorceror starts to get his skills up look out!

Enchantments - DIY permanent magic item, like you know, "Home Improvement" with pointy hats.

It also covers the Spirit World, but not Spirit Magic

I'd pick up those two and then see if you want more. They did promise Alchemy in the Companion, but they lied!!!

Legendary Heroes includes some nice high level Rune Magic.
 
With regard to the actual Magic of Glorantha book, apart from a short discussion of Rune and Divine magic in context of the Storm Pantheon, it covers some of the Glorantha specific practices - Draconic Mysticism, God Learner Sorcery, Mechamagic (kind of magical cybernetics) and Heroquesting.

You could probably adapt most of these for use in a non-Gloranthan campaign, with the possible exception of Heroquesting, which is quite heavily tied into Glorantha's cosmology.
 
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