Another Kind of Magic ?
A while ago I downloaded the RuneQuest 6 PDF, and after reading it I thought
that this excellent system might be perfect for my Merasan fantasy setting,
a rather old setting which once started as a modification of a part of AD&D's
Birthright setting and a part of AD&D's Forgotten Realms setting and later mo-
ved through different incarnations and systems.
Most of the RuneQuest 6 system indeed fits this setting perfectly well, but I
have a minor problem with the magic. In this setting Sorcery and Theism are
powerful instruments to influence reality which require a lot of time and effort
to work and therefore are never used for "pedestrian" purposes like everyday
tasks or single combat.
This means that I will have to make Sorcery and Theism more time consuming
and "expensive", but also on average more powerful, with more permanent re-
sults. While I have a couple of ideas how this could be done, I would like to
ask you for your ideas on this before I decide on any modifications.
Comments and ideas would be most welcome.
"Mind like parachute, function only when open."