Ok. I can see your point. And I accept that just about anything is possible. having said that, why not simplify the system a bit more by creating some fundamental rules about "what" magic done with "x" can do. For instance:
I find it incredibly hard to believe that a Magnitude 1 spell costs as much in Power as a Magnitude 20 spell. Skill is nice and fine, but how does skill dictate the Power "funneled" into the spell by a Wizard? A wizzard can learn a new spell, and, if he has a magnitude skill level of 200%, can then automatically cast that spell (at 1 power point) at magnitude level 20. Now that is odd...
Having such diverse spells as Firebolt (1 d6 per 2 magnitude, and armor blocks it) vs a spell such as Lightning (1d4 per magnitude, and no armor save) and a spell such as Disruption (1 d3 damage, and no armor save, and does not mention anything about magnitude at all) makes it pretty simple for anyone to say: hey, Lightning Bolt is where its at! Up until a spell comes out that says "do 1d6 per magnitude".
The point is, the system is great for a structured and direct power vs effect system. 1 power provides X range, 1 power does X damage (no matter what element or force), 1 power does X ability. If one combines different effects (damage and an ability, such as a Frost Bolt that also Slows the target, then the damage ought to be lessened, and the slowing effect reduced). But you say, you can already do that, with multiple spell casting...true. But a simple chart of effects one could apply, and other neat spell attributes may have been a better way of generating spells, then creating hundreds of odd spells, that are not well balanced in the power vs affect ratio.
No wizard wants to sit there and cast a mere palsyu spell, or a venom spell. Thats old school Gandalf the White kinda stuff. The D&D players of the 90's and today want to see a bit more flashy effects. But the guidelines for creating magic is missing, leaving the headache up to the GM. The simple sorcery system in the book is no good. The magic in the Magic Book is for Godlearners, and you say yourself, that if players play Godlearners, it unbalances longer campaigns.
Well, thats all we play - is long campaigns. And on top of that, they'll all be hunted down and destroyed pretty soon. So I'll tell my players, You can play a Godlearner, but your definately gona die, and then the other player that wants to play a Kung-Fu style shaolin-dragon-speaking EWF martial artist cannot play...
The basic magic system with runes was great! More magnitude, then spend more magic points! Still have problems with people advertising what spell rune they have, so that others can go to them and learn (how is an Orc Shaman ever going to get to figure out how to learn casting these runes? The Orc shaman that teaches him would most likely just take the darn thing from him...)
The Divine Magic system is also great...you get your power back, after casting the spell - neat idea. Used to upset players when they lost all that power, and the guy resisted it in the old system. But the sorcery is still the same - still broken IMHO. Not only the spells, but the charcter creation.
In the old system, they at least said that wizard apprentice X starts with one of the Manipulation Skills. In this system, no-mentioning-at-all about what a Wizard knows - other than 1 Rune and perhaps another Rune. Now what do Wizards whant with Runes when they can cast ALL spells as you mention anyway, without having to find a rune (and loose a power point) to begin with? That is the real gripe. I can fix anything I want, but why should I have to, when the character creation system was not fleshed out for wizards in the companion, as it should have been. And then comes the looong awaited magic book, and all we get is: THIS STUFF IS FOR NPC"S ONLY! To use it in long campaigns is unbalancing..yadayadayda.
Sorry Sir, very dissapointed...my group likes rules systems without having to tweak them, especially in major ways. makes one loose faith in how the whole system operates in harmony together. No matter what, players like some form of "ohh, this is fair" play balance. All systems take care to see to that, so that no class "majorly" outclasses any other class. Fighters get hugely penalised for wearing ANY armor, but a sorcerer can cast a 5d4 spell, 3 times a round, at incredible range, and at multiple targets when he is a mere starting character...now that is wrong. I was happier with the mere Palsy Spell for Sorcerers...now they are way on the other end of the spectrum. And ANYONE can learn it...no biggy. Spend 2 Improvement Points...and we ALL get 1d4 lightning bolts. So we now have a group of 6 adventurers, no-one is wearing any armor, and all cast Ligthning (especially since it bypasses ALL armor (should have said Metal Armor, and not ALL armor).
Another gripe - your skill system. What is hapening? I can Ride at Dex + POW, but when I want to armwrestle someone, I only start with Dex? What? Kids rough-house each other more often than ride. All skills should have had a base + Stat, or 2 Stats. There are skills that should not have a higher starting base, just-because it made sense that skill X is influenced by 2 stats...makes sense, but unbalances. Ever think about using Dex+Dex for one skill, and Str+Dex for another, to help balance it out? Harn does that...
Anyaway - I'm sorely disapointed by the whole system. I bought every book, but the more I read, the more I play, the more I realize its not the Runequest I remember. E-Bay...that sounds about the thing to do right now, especially when I get comments such as "of course they are suposed to be unbalancingly powerfull"...thats no ruling, but an excuse to do whatever you want. But, if nothign else, you instilled in the player "That without magic, there are no rules. Magic dictates that there is such a thing as gravity, not a magnetic force..etc" And then you say there are no rules that govern magic? Wow...OK. Whant to buy new Magic Book. Please higher a writer that writes worse, but has a better concept of game design and play-balance, and who reads the other books also.
Sorry for all this, but there is no-way around it. Some things are just not done in a game - and that is, ignore existing rules. Ever...thats the death knell of any game. I've been playing games of all types, from D&D in the 80's, to Harn, to Advanced Squad Leader...Rolemaster, you name it. But this system...you gota do some fixing.
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