Spells

Scottmack22

Mongoose
OK new to the game and I tried to search but didn't get a clear answer to some questions I have.

I see that some Runes in the main book do not have any spells associated with them.

Are there Rune spells in other suppliments? Could someone give me an easy summary of the whole "caster" thing?

Any help is appreciated.
 
No, some Runes don't have spells associated with them. An easy link is to allow Detect spells to be learnt for the Rune (e.g. Detect <Animal> for the Beast Rune, Detect <Bird> for Air, etc). There are additional spells in the Mongoose supplements, in Signs & Portents and other places (such as Singleton Scenarios if you'll allow me a near-gratuitous plug :D ) .

Runecasting is a skill test: State the spell, check the casting time, wait that many CAs and, at the end of that period, roll under the Runecasting skill for the Rune associated with the spell (minus any armour an dsituation modifiers) and, if successful it works. Deduct MP from current MP. If it crit'd, deduct one MP less than normal. If it fails, deduct one point. If it fumbled, deduct the full MP of the spell.

Some spells allow a resistance check to avoid its effects, such as a Dive for Cover (a Dodge), or Persistence.

Was that what you were looking for?
 
I am finding I definitely need more spells. In my game, I plan to start PCs out as sorcerers with 1-4 randomly chosen runes, so I'll need spells for each rune.

I've been stealing some spells from the D&D Player's Handbook, although it may be a matter of interpretation which runes are appropriate. I've also typed down a few names for spells to be defined when I get a chance.

For the Man rune, the MRQ rulebook defines Versitality. I've added Enlarge Person, Reduce Person, and Endure Elements from the D&D PHB. As a new spell, I have Locate Person, which is much like Locate Object and Locate Creature, allowing you find a person.

I put it on the Divination Rune I created, but the spell Comprehend Languages could also be logically assigned to the Man Rune.
 
To get more spells available for each rune, you could just add a rune or two to each listed spell.
(This has been suggested previously in another thread - when I find it, I'll post a copy here.)
 
I prefer the Sorcery rules myself. The Runes are neat but not my ideal for a magic system.

RosenMcStern said:
Or drop rune magic altogether and use sorcery (it's in the companion). It works faaaaar better.
 
As an old time RQ player, I'd employ this rune magic system in the following way:

The Beast Rune in and of itself won't allow for detection unless all you want to do is detect all fixed INT creatures. If you want to detect a bird, for example, you'd have to have a crude bird image with the Beast Rune upon it and probably a detection rune as well, either Truth or Light. That would allow a matrice for Detect Bird.

That said, I don't like the rules about waving around Rune objects. I would consider going one of two ways. Being partial to characters such as Blueface the Shaman, I might say that runes can be tattooed onto you, like it used to be in the old system. This would take a rare skill not easily found and a person who intimately knows magic and can draw the rune. Someone like a shaman or heroquestor for instance. Then finding and learning runes would be a true quest, since most common ones would still be hard to come by. In that system, someone would have to know the Beast Rune (and Truth or Light, depending upon what you feel would best represent the entire Detect spectrum for Runes) and how to incorporate them into a bird tatoo to create a Detect Bird matrix. That person may have an affinity towards learning other Beast rune related things, but wouldn't be able to automatically create a Detect Cattle rune, for example, by drawing a cattle tatoo and incorporating the required runes into it. He'd have to learn the trick to combining them properly.

The other method would be to have the existence of special, extremely rare Rune substance. Only this special substance, perhaps a metal or unknown substance, could be used to carve runes into. Then, you'd have to know the specific Rune you wanted to carve into it. Using this system, I'd still think a Detect Bird, for instance, would have to be created by shaping the rune substance into a general appearance of a bird and placing the appropriate runes upon it. Even using this method for the creation of runes, I'd rather see a person who integrated such a rune combo to actually become tatooed with the rune. But that's just me.

Actually, using such a system, and I'm just creating this on the fly as I type, I'd assign the following Rune combinations as requisite for the following spells:

Armoring Enchantment: Earth and Man runes, with Stasis.

Befuddle: Illusion and Truth

Binding Enchantment: Mastery and Spirit, with Stasis.

Bladesharp/Bludgeon: Metal and Death, incorporated into appropriate image (sword, mace)

Control (Species): Mastery and Beast incorporated into appropriate image of species. Alternatively, Mastery and Spirit, without the permanence of Stasis (ie, no enchantment) for controlling spirits. Other runes could be combined with Mastery to control other types of creatures where appropriate. Mastery and Spirit and Air for Air Elementals, for instance.

Coordination: Motion and Man (or Beast if cast upon an animal)

Countermagic: Law and Magic

Darkwall: Darkness and Motion

Demoralize: Truth and Man and Illusion

Detect Enemies: Light and Man

Detect Magic: Light and Magic

Detect (substance): Light and Earth

Dispel Magic: Magic and Mastery? Maybe Disorder and Magic. Not sure about this one.

Disruption: Disorder and Man

Dullblade: Metal and Earth

Endurance: Man and Earth and Fertility

Extinguish: Water and Fire

Fanaticism: Moon and Man

Farsee: Light and Infinity

Firearrow: Fire and Plant

Fireblade Fire and Metal

Glamour: Illusion and Man

Glue: Stasis and Motion (a rare instance where Stasis is not employed in an enchantment)

Heal: Fertility and Man (or Beast).

Ignite: Heat

Ironhand: Man (or Beast) and Metal

Light: Light (duh)

Lightwall: Light and Motion

Magic Point Matrix Enchantment: Magic and Stasis

Mindspeech: Communication and Man

Mobility: Motion and Man (or Beast)

Multimissile: Illusion and Plant and Motion

Protection: Stasis and Man (or Beast or Spirit)

Repair: Stasis

Second Sight: Spirit and Light

Shimmer: Illusion and Light

Silence: Shadow and Communications

Slow: Motion and Disorder

Speedart: Motion and Death and Plant

Spell Matrix Enchantment: Magic and Stasis and Law

Spirit Screen: Spirit and Law

Strength: Man (or Beast) and Earth

Summon (Species): Magic and Beast (or othe runes, see Control above)

Vigor: Earth and Fertility

Visibility: Light and Spirit and Earth.

Obviously, new spells could be easily created by using the above as guidelines. For instance, the AD&D Druidic Speak with Animals spell could be created with a simple combination of Communication and Beast. I would limit it to specific animals as I described above, but for an all inclusive speak with animals spell, require the presence of the Harmony Rune.

The AD&D Charm Person spell would simply be Harmony and Man.

Breathe Water: Harmony and Water.

Fly: Motion and Air and Man.

etc.

By creating a diverse list of spells and effects, finding certain runes would be the first step in opening up the array of spells that might be available. In such a magic system, runes should be things worthy of great quests to acheive. Then knowledge of how to combine those runes to create specific spell effects could be additional quests of their own.
 
It could work, the ideas for a Blue Shaman type. However, one thing that is important is that a system is usable for PCs.

In RQ Iron Kingdoms, my plan is that if PCs want a new rune (one they have not previously acquired) they need to find someone to teach them that rune. This makes the common runes easy to find (although each rune does have a separate Runecasting skill, so you might want to consider how far you want to stretch yourself), but very rare runes more difficult.

(Although the Iron Kingdoms has wizards' universities where a student can study magic, and potentially pick up a dozen or two runes if they want to diversify into all those Runecasting skills.)

However, the question in this thread becomes, what can you do once you master a rune? Why master the Man rune if it only has one spell?

To help, I'll probably recruite help from the players by making available a Spellcrafting skill. Spellcrafting is an advanced skill that allows one to create new spells for runes that they have attuned. I like the idea of using Hero Points to measure "effort", so to prevent a player from emailling me a two megabyte document full of spells, it can cost a 3 hero points per magnitude to create a new spell or research one that does not have an available teacher.

(Yeah, that 8-magnitude spell does represent a significant investment, but it should be worth it.)
 
Pentallion said:
...Being partial to characters such as Blueface the Shaman, I might say that runes can be tattooed onto you, like it used to be in the old system...

It is worth pointing out that in Glorantha shamans practise Spirit Magic, which is detailed in Cults of Glorantha 2. It is similar to Rune Magic as described in the Core rules, but comes from spirits, and uses charms and fetishes the shaman creates instead of the runes.
 
Yes, they use enchanted fetishes and so forth, but in my campaign this does not replace Runes. As I've shown, the Runes can be used to describe shamanic magic as well. Blueface was from Griffin Island. His runes were tattooed onto him. They only represented enchanted spells, however. What I propose is a more in depth Runic system.

You see, if you go by River of Cradles, then Zola Fel inscribed his runes into the PC's prior to the beginning of the adventure. It makes sense that Zola Fel has dominion over such Runes as Water and Mobility. He's also acquired Harmony and one other one I can't recall at this moment. So Divine magic in the old system comes from the fact that the Gods have knowledge of Runes. They can grant the effects of Runes onto their worshippers. When an initiate reaches high enough committment to his god he becomes a Rune Lord. The God gives him the knowledge of that gods Runes, making it so he can cast spells himself, ie reusable. He now knows the Rune himself and no longer needs his God to grant them to him.

It was this knowledge that allowed Arkat to go from one cult to another, become a Rune Lord in each and acquire a vast range of Runes. Knowledge of all these Runes gave him combinations that allowed for spells that did not exist in any one cult. That is how he became so powerful. Once he became a Rune Lord of a cult, he no longer needed that God because he'd now learned that Gods Runes and could use them himself, directly. So he'd move on to the next cult and start over. This was his way of Questing For Runes.

What I'm proposing is using Runes as the derivative of all magic in Glorantha. A Sorceror pulls the power from within himself. This suggests that we all have access to the Runes, but only sorcerors understand how to access them. Divine magic means a God who already has access to the Rune passes it to his followers. Shamans seek out spirits that have access to Runes. A person could, in theory, become like Arkat through shamanism or sorcery. They'd RuneQuest in a different way than Arkat but the final results would be the same, access to far more Runes than any one God.

Therefore, all spells castable in the world of Glorantha can be ascribed to specific Rune combinations. The many complex combinations of Runes all produce specific and unique results. The Runes change reality, ie create magic. If you gather together the Runes, you have wider and wider diversity in spell choices and more powerful spells from larger combinations. To Enchant things would require knowledge of the Stasis Rune whether you be shaman (who accessed knowledge of the Rune from a spirit), a Rune Lord who was granted knowledge from his God, or a Sorceror who studied the Rune Stasis and acquired the knowledge for himself.

This allows me, the gamemaster, to limit spellcasting in whatever ways I seek, because I can limit access to Rune knowledge. In a typical tribal setting, only the Shaman would have any knowledge of Runes at all. The spirits he would summon could grant spells, but not Runic knowledge, so unless you could bind the spirit, you cannot cast its spells. Gone would be the old RQ2 method of summoning a spirit and using spirit combat to force it to give you its spells. You must acquire the Runes for that spell first. The spirit could be bound to an object and forced to cast the spell, but it cannot teach you what you'd need to know to be able to cast it yourself. Only a huge committment in time and study, heroquesting or the grant of a God could give you that ability. No more games where everyone casts magic, though some spells would still be somewhat common. Stasis would be a very commonly known Rune amongst shamans, sorcerors and Priests as it would allow enchanting.

What Runes the tribes shaman did know would be passed down to his apprentice. This would create the need for Ancestor Worship and be the driving force behind the need for such worship for if anyone died before passing down their Rune knowledge, this would allow their spirits to freely pass on that information to their descendants. So the tribe would not lose it's most treasured resource, knowledge of Runes.

A character like Blueface the Shaman would be extremely powerful, not because of all his fetishes and whatnot, but because he actually would KNOW Runes. He'd have acquired them. Thus the Runes all over his face. Since he doesn't belong to any single tribe, his knowledge could conceivably be lost should he die before passing down all this knowledge to his descendants, one of whom is given in the game but I forget who that was. Naturally, he has been teaching his child as much as he knows.

Forcing Rune knowledge from a spirit should be impossible. No more summoning a spirit and engaging in spirit combat to learn its spell. Instead, you'd have to go on a quest of Heroquest proportions to find and acquire any new Runes. This is how the seas were finally reopened. The correct combinations of Runes had to be found to cancel Zzabur's magic and reopen the seas. Many would have died trying to find that combination because Zzabur would have been activiley protecting that knowledge from Rune seekers.

Having learned how to reopen the seas, Dormal could now Deify himself because he alone would have the knowledge of the Runes needed to overcome Zzabur's Closing. Therefore, he's now in the position to pass that knowledge on to other Mariners by exacting a price in worship. He's thus become a God. Any other Rune Lord could take that knowledge with him and go to some foreign land and open the seas to those people and thus deify himself because now they'd turn to him as a God to pass that knowledge. But in lands where Dormal is worshipped, people would already turn to Dormal, why worship a dead Rune Lord? And thus, different lands develop with different Gods who basically do the same things. People call them versions of the same God but in fact, they are nothing but opportunistic Rune Lords of the original person who discovered that Runic combination.

Ultimately, however, all Rune knowledge can be traced back to the original, most powerful Gods. The First River (Styx?), Yelm, etc.

The God Learners would have been doing strange things to Runes. Making experimental combinations and observing the results. This would have caused major disruptions in the very fabric of magic. Runes, afterall, would be very symbolic and exploring the symbolism and how it relates to actions upon the God Plane would have been at the heart of such experiments to find new Rune combinations and thus, new magics.

So in my campaign, all the different types of magic ultimately come down to the Runes. Afterall, the game IS called RuneQuest.
 
I like Penatllion's system. I am a long time player of the RuneQuest system and I didn't really like the rune system presented in the Mongoose book. Pentallion's system allows you to do more with a rune once you have 'mastered' it. In the old system, however, you would only come by the ability to draw these runes (master them) once you had the equivalent of 90% in the knowledge of that Rune. I like this better, because you can run long adventures and without getting bored with the 'rewards' of adventuring. However, if the GM doesn't have some way of Hero-questing (re-enacting the previous experiences of gods and mighty heroes) the long wait to gain powerful magic abilities would be anti-climactic. Ideally you should be able to work your way up to such power that you can actually challenge a particular god to the right of ownership of a rune (now that is a campaign).

If you wish to make Rune Magic easier (it really should be), just drop the rune requirements to cast spells and require that the shaman or adept make a fetish or object for the character with a rune on it. Characters must absolutely have the item in order to cast the spell. NPCs should be very interested in acquiring these special items from players (perhaps some are willing to steal or even kill for them). Players who gain 90% or more in the knowledge of that rune master the rune and can now inscribe the rune. Those who master a rune should be allowed to tattoo the rune to themselves so they can cast the spell without the aid of a device. Those wishing to recieve a tatoo who have not mastered a rune should be required to pay through the nose for it and provide a special service (leading to an adventure), as well. Adepts should be reluctant to tatoo heroes unless they are very powerful (watch Conan the Barbarian) and the spirits seem to favor the hero. This should be considered bad luck for the Shaman.

Rune magic was never really intended for characters that want to 'specialize' in magic. In fact, this particular system used to be referred to as Battle Magic while what is now referred to as 'sorcery' and 'divine' was referred to as Rune Magic. The system was intended to allow all characters to have a little bit of magic. You could consider Rune magic to be the magic of a dabbler (someone like the Grey Mouser in the Fafhrd and Grey Mouser series.) In historical settings, Rune Magic is meant to convey the type of spells you might learn from a witch or a shaman if you could afford to pay them for it. Runes are 'mysteries' that a lucky hero might learn from a cunning man or cunning woman. Roleplaying was involved because you simply had to 'suck up' to the adept you were trying to learn the magic from. This involved time, conversation, help with little problems, and, once you were accepted as a student, money (sometimes lots of it.) The adept would teach you a spell and give you a rune on an object or even tattoo it on you if he had the ability. If you lost the object, you lost the spell. In order to actually make runic items you had to master the rune which involved long time service in a Rune cult.

The reason I am explaining all of this is to give you a background of where the rules came from and why they are the way they are. As editions were changed, many of these concepts became lost and different authors decided to change things because the rules didn't make sense anymore.

You need to talk to the gamemaster of your group to see how he envisions magic, because many gamemasters play it differently. The original rules made all magic available, but difficult to come by. Learning magic spells was equivalent to getting magic items in D&D. Magic was a sort of reward for being a fantastic hero.

If your GM is playing the game like most games are played today, I wouldn't even mess around with Rune Magic. Just be a sorcerer. You need a game plan, though. I found out through hard experience that you can't just take any old spells (my GM was pretty frugal about the availability of them). So, when I actually did have a choice about what spells I could learn, I found I needed to carefully pick ones that work with each other. Some spells require the use of other spells to complete a given effect. For instance, it does no good to learn how to Summon a particular spirit if you don't know how to Control that spirit. If you are going to cast high power spells, then take Tap as soon as you have the opportunity to take it. It will allow you to take Power Points (Magic Points) from your enemies. Running this kind of character requires careful reading of all the sorcery spells. If your GM is running the game the way it is designed to be played, he will allow you to invent your own spells at some point. Find out what is required to do this as soon as possible. You do not want to be restricted to just the spells in the books. Do not neglect the power of rituals if you want to cast a powerful spell. Read up on these and know how to use them. You will not use them often, but they can save the party sometimes. It is also good to have more than one sorcerer in the group. No sorcerer can be good at everything (it just takes too much time). Also, if you have two sorcerers you can work together to cast powerful ritual magic.

If you want to just have a little magic to accentuate your combat abilities take Rune Magic. This will allow you to essentially 'create' your own magic weapons and armor on the spot.

If you want to have the most powerful magic (but not as much variety as the rune mage or the sorcerer), take Divine magic. The power of Rune Magic used to be balanced by the fact that it was difficult to come by (you had to spen permanent Pow points to get it) or you had to be a priest. If you were a priest you had to donate much of your time to the church leaving you little time to adventure (you had to have two characters in order to do this properly). Divine magic in the third edition was meant to represent miracles. (How many times do you see miracles performed in fantasy novels...they are very rare). So it was decided that healings, calling lightning from the sky, resurrections, etc. would be very rare, and the rules reflect this. If you don't want this kind of game you should add the Divine magic to the Sorcery system and make most Divine spells only available through certain Rune Cults. If you just add them together without any balancing feature, sorcerers would become too powerful, too quickly, imbalancing the game and frustrating the GM. This is essentially how the second edition magic system was set up. There was no 'priestly' magic. Sorcery and divine magic were combined sort of like they were combined in Teutonic tales.

My experience with RuneQuest GMs is that most are not familiar with the way the game was originally set up and so many of the 'rules' actually get in the way, become bothersome, or just remain complete mysteries. The author of the mongoose RuneQuest system was not completely familiar with these things, so you have some rules (kept from the old editions) that seem to make adventuring more difficult but without any observable reward to them. You can either clarify these things by researching old second edition and third edition materials now available online by reprint or you can just dump whatever seems to be getting in the way. For instance one gamer suggested dumping the Rune Magic system in favor of the Sorcery system because it works better. I think this would be okay, but the GM has to remember to place more magic items in the treasures (or compensate for the loss of rune magic in some way). The Mongoose Runequest is really close to the d20 system which makes replacing features of the game easier, in some ways, than trying to switch rules back and forth from the old system to the d20 system (I think this is the major advantage of the mongoose edition...so take advantage of it.) You can add feats to your game, etc.

Some people may find that switching the whole RuneQuest magic system over to the new d20 Sorcery system is more rewarding for play. This would completely go against the feel of the old game, however (which is superior to any RPG game I have ever played).

I hope this helped. If it didn't, I hope it was interesting, at least. It might help to know if you are a gamer or a GM. I tried to cover a little bit of both.
 
In my games, sorcery may or may not be an option. For example, in Iron Kingdoms: Runequest, "sorcerers" use the same Rune Magic as "wizards": the only difference is that the sorcerers don't write anything down.

As a practical matter, I will have to allow the players to write their own spells. I'll probably make them roll a Runecasting check to create a spell, with a penalty based on the spell magnitude. Maybe -20% per magnitude sounds fair, so a 1st level spell could be created at a -20% penalty, while an 8th magnitude spell assesses a -160% penalty.

I think also I should charge Hero Points for creating a spell, perhaps 2 hero points per spell magnitude. I should probably put a limit on how fast Hero Points can be spent for goodies such as spells and legendary abilities. I'm not sure what a good rate is for spending hero points. Maybe one day per Hero Point.
 
This may seem an opportunistic plug but in the next few weeks Sceaptune Games will be publishing a new magic system extending and complementing Rune Magic, 'Petty-Magick' which seems to address a lot of the above concerns and gives basic spellcasters a fair bit of 'oomph'.

I'm surprised it matches (timewise) this discussion as (obviously) it was planned and in the works months ago.

Thinks... given this discussion if one of the regulars is seriously interested in a last-minute playtest I'm happy to entertain the idea - PM / email and let me know how much you'd be able to do in a few weeks.

If interested, see http://www.sceaptunegames.co.uk/shop/sgrs050_index.htm
 
I'm concerned that this focus on runes is becoming a huge distraction.

People in Glorantha gain magic from their gods, spirits and divine law. These are the principle conduits for obtaining religious insight and hence magical power. The runes play and important role, maybe an essential role, but the talk here ignores any need for supernatural beings or religion in Glorantha. It is the religious insights that grant magic.

When theists performs a sacrificial ritual to gain divine magic, they learn the magical mysteries of their gods. When an animist defeats a spirit it teaches it's magical secret. When a Malkioni studies his sacred texts he learns to better understand the teachings of Malkion and thus the metaphysical laws laid down by the creator.

he runes are symbolic, mnemonic tools. I'm not trying to belittle their importance, but just to point out that they aren't the be-all and end-all of magic in Glorantha. The God Learners may have thought so, but they were wrong.
 
A rune is a mystery or a secret. It is represented by a symbol (also called a rune - which can be misleading), and the symbol can used as a magical tool. When you master the rune, you master the secret. I see Runes as being the foundation of RuneQuest world (hence RuneQuest).

But you are right in the sense that many magical powers granted by the secrets are held by the gods. Odin sacrificed his eye for the secrets of magic and in turn they came to be passed down to men (in Teutonic myth). Odin was a god, he was worshipped. (Odin has his counterpart in the world of Glorantha as Orlanth - not exactly the same - but close in many ways)

But a sorcerer would not take the point of view that a god should be worshipped. "Gods are great and powerful creatures of a bygone age who enslaved the minds and souls of weak mortal peoples before history began. They are dangerous, for they wish to take from mankind and return only what they wish. Each god is limited in knowledge, and, therefore, has weak, vulnerable places. Priests or priestesses are the leading slaves of various gods. Worshippers are the pawns of the gods and lackeys of the priesthood."

Spirits also, are sources of spells, and they are not necessarily divine. In many cases spirits are the spells in RuneQuest.

All magicians in RuneQuest believe in the gods and the power they hold. But not all magicians derive their powers from the gods, and not all magicians are divine, although this seems to be a commonly held belief in some RuneQuest circles. The one thing that is common to all magicians in Glorantha is the runes "secrets (not symbols)" from which they derive their various mystical powers.
 
Arlaten said:
But not all magicians derive their powers from the gods, and not all magicians are divine, although this seems to be a commonly held belief in some RuneQuest circles. The one thing that is common to all magicians in Glorantha is the runes "secrets (not symbols)" from which they derive their various mystical powers.
Absolutely - just because one set took the belief in Runes _in Glorantha_ too far it doesn't mean that non-Divine magic is invalid.

For many players I suspect that Runes are and will be at the centre of magic in RuneQuest simply becuase that's the default magic system and the one listed in the core book. That there are items which hold some form of power and which can be modelled by "Runes" is a pretty common idea.
 
I'm concerned that this focus on runes is becoming a huge distraction.

i share this concerne a lot.

the runes have become the very key to a category of magic which used to be very common in RQ2 and 3. What i see now as a challenge for any player in MRQ is how to quickly as possible get the status of beeing rune touched.
In a players point of view it would be beneficial to get "rune touched" by as many runes as possible, not only to get the powers of the runes themselves but just to be able to cast the magic which is sometimes sorely needed in adventuring. As i reed the rules you need to master certain runes to be able to cast this type of magic right?
But theese runes seems a bit rare and isn`t something you stumble by on the street. So Gm has to decide how rare they are. In my point of view some of the runes, like darkness and death not to mention Dragonnewt, is more beneficial to be "touched by" than other runes and the gm should be a bit careful letting adventures "getting touched" by them. but if some runes are rare and other are not, then how do you combine them properly with certain cults? for example there are quite a few cults with darkness and death runes, and ofcourse this might be a good excuse to get rune touched. (maybe after showing a great deal of devotion to the cult.)
But i can imagine that it all becomes more a hunt after the runes than actually believing in something divine and devote your time to a certain set of norms and belives which exist within a cult.

I can imagine that many turn to to sorcery or divine magic, or if possible combine them while they searched for these runes. A player need magic if he/she is going to be succesful in glorantha, so a it is no problem to imagine that a player will turn to the source which can supply them with a lot of spells in a short period of time. then after gradually become more and more able to cast rune magic, either through a cult or finding them by other means.
 
badside bill said:
[a] player will turn to the source which can supply them with a lot of spells in a short period of time. then after gradually become more and more able to cast rune magic, either through a cult or finding them by other means.
So Rune Magic is still the goal. Or, at least, Runes are for, without them, there is no way most normal people can cast magic. Rune Spells are still what gives RuneQuest the edge over other systems, imho: they are low level and useful, but not dominating.

However, the dependence on Runes means you are right, it is easier to learn Sorcery, which seems to sideline Runecasting, especially given the massive costs of learning high-level Rune Spells.
 
the runes have become the very key to a category of magic which used to be very common in RQ2 and 3. What i see now as a challenge for any player in MRQ is how to quickly as possible get the status of beeing rune touched.

Yes, in Runequest 2 you had Battle Magic (fairly common and easy to obtain) and Rune Magic which was associated with all the Rune Cults. Rune Magic was actually the priesthood magic, and you gained access to it only by belonging to a particular cult. There was no divine magic - divine magic was introduced in RuneQuest 3. But to balance it all out, they gave you Spirit Magic, in RuneQuest 3 which, again, was fairly easy to get.

In the Mongoose edition they go back to Rune Magic and the Rune Priest system and they sort of split it into two systems: Rune Magic and Divine Magic (Divine Magic is not based on Runes anymore, though). Divine magic is not available to anyone - it is given out by cults as in the second edition RuneQuest (but MRQ divine magic doesn't require runes to cast). They also include sorcery (which was introduced in the 3rd edition) and I don't believe that has changed much. This seems to leave no common magic, anymore (magic that is easy to get.)

However, I believe the designers intended on gamemasters making the runes available to players (kind of like treasure), on a fairly regular basis.
See, in RuneQuest 2 and 3, you had to go to a town or village (or some center of culture) and get someone to teach you how to cast Battle Magic/Spirit Magic. This gives you a little benefit in the field (without having to interrupt your adventure to go back to the village where the shaman lives -- and without having to find another shaman). The rune acts as a magical item and gives you an immediate 'perk" in the field. When you go back to the village you can learn spells associated with the rune. Becoming Rune Touched should not be considered Rune Mastery (hard and difficult to obtain). It should be considered the character's initiation into the path or 'mystery' of that rune. If I were running the game I think I would give the rune EITHER a number of one use spells associated with the rune in addition to the small skill percentage it allows. OR, I would give it a number of one use magic points that could be used. If the Runes really are supposed to keep you from having to interrupt the adventure I think they should be a bit more useful.

It is really easy to drop the rune integration idea and just say that Rune Magic is only available from a shaman/witch/godi/adept as common magic. You can get it for a cost and some training time. The shaman inscribes a rune on an object and gives it to you and teaches you the spell. Now you can cast that spell all of the time, as long as you have the object. It won't imbalance your game as long as you keep the rule that if you learn a boosted (overcharged) spell you can only use it for a specified number of magic points. For example if you get a charm that provides Bladesharp 3, it always provides Bladesharp 3 (never Bladesharp 1, Bladesharp 2, Bladesharp 4, etc.). If you do this you will basically have what is called Battle Magic in RuneQuest 2 or the common Spirit magic spells of RuneQuest 3. The actual difference in play and game mechanics should not be that much different in Mongoose RuneQuest than in the previous two versions of common magic. If they are, then your GM may be confusing Rune Touched with Rune Mastery.
 
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