One of the things that I like about Runequest is the different ways you can handle magic. Now let me see if I get this right.
Rune Magic:
You have to get integrated to a corresponding rune to learn spells of that rune. You gain the Runecasting (type of rune) skill that is used to cast it. You lose mana points equal to the magnitude of the spell, and you can choose to overcharge it.
Divine Magic:
You learn the Lore (Specific Theology) Skill that you use to cast your spells. You lose Pow equal to the magnitude of the spell. Once you cast it you regain the Pow but you can no longer cast the spell again, until you go to a Holy site and pray for the spell again, which costs you time and money. You can also choose to overcharge the spell.
Sorcery:
Each spell is it is own skill that is used to cast the spell. Casting the spell does not cost any magic points to cast. To increase the magnitude of the spell (or other modifications to the spell) you have to also have the corresponding manipulation skill. It costs one magic point to attach a manipulation affect.
Now according to what I read in a post about Magic of Glorantha, all spells could be learned as a Sorcery spell, up to GM discretion of course. This makes sense in for the God Learners supposed to being pretty powerful.
My question is how is the above 3 magic systems compatible in a more traditional setting. I mean would it be better to just adopt say the Sorcery system for the default magic system of the world, and depending on what cults you join determines what you can learn.
Take for example the Turn Undead spell. If you allowed this to be learnt as Sorcery and you have two characters with 15 Pow each this is what happens.
The Divine character loses 1 point of pow and has to pray for it each time he wants to cast it. He only has 1 skill to worry about though. Of course after he casts all of the ones he has available that is it. It costs him 1 point of mana to raise the magnitude for each additional creature he wants to affect
The sorcerer learns the Turn Undead skill. It costs him nothing to cast it at the default magnitude of 1 to affect one creature. It costs him 1 point to attach multiple targets to the spell. Of course this means he has another skill to worry about.
Again this is perhaps not bad in a Glorantha type campaign. I do not know right now how this is in a standard fantasy campaign though (say like Lankhmar).
I may just use the Sorcery rules for all magic. I would then have certain spells anyone can learn no matter what cult/school/etc.. you belong to. I would then have spells tied to specific cults, Turn Undead only tought by divine cults that battle undead for instance.
Thoughts
Rune Magic:
You have to get integrated to a corresponding rune to learn spells of that rune. You gain the Runecasting (type of rune) skill that is used to cast it. You lose mana points equal to the magnitude of the spell, and you can choose to overcharge it.
Divine Magic:
You learn the Lore (Specific Theology) Skill that you use to cast your spells. You lose Pow equal to the magnitude of the spell. Once you cast it you regain the Pow but you can no longer cast the spell again, until you go to a Holy site and pray for the spell again, which costs you time and money. You can also choose to overcharge the spell.
Sorcery:
Each spell is it is own skill that is used to cast the spell. Casting the spell does not cost any magic points to cast. To increase the magnitude of the spell (or other modifications to the spell) you have to also have the corresponding manipulation skill. It costs one magic point to attach a manipulation affect.
Now according to what I read in a post about Magic of Glorantha, all spells could be learned as a Sorcery spell, up to GM discretion of course. This makes sense in for the God Learners supposed to being pretty powerful.
My question is how is the above 3 magic systems compatible in a more traditional setting. I mean would it be better to just adopt say the Sorcery system for the default magic system of the world, and depending on what cults you join determines what you can learn.
Take for example the Turn Undead spell. If you allowed this to be learnt as Sorcery and you have two characters with 15 Pow each this is what happens.
The Divine character loses 1 point of pow and has to pray for it each time he wants to cast it. He only has 1 skill to worry about though. Of course after he casts all of the ones he has available that is it. It costs him 1 point of mana to raise the magnitude for each additional creature he wants to affect
The sorcerer learns the Turn Undead skill. It costs him nothing to cast it at the default magnitude of 1 to affect one creature. It costs him 1 point to attach multiple targets to the spell. Of course this means he has another skill to worry about.
Again this is perhaps not bad in a Glorantha type campaign. I do not know right now how this is in a standard fantasy campaign though (say like Lankhmar).
I may just use the Sorcery rules for all magic. I would then have certain spells anyone can learn no matter what cult/school/etc.. you belong to. I would then have spells tied to specific cults, Turn Undead only tought by divine cults that battle undead for instance.
Thoughts