In RuneQuest there are three nearly universal approaches to magic, as well as several less common and rare magic systems. The following are nearly universal:
Spirit Magic: Nearly universal, this is the use of spirits to affect the mundane world – healing, blessings, curses, etc. The commonest magic out there and the cheapest to use.
Rune Magic: Also nearly universal, this is wielding the power of a god by create a tie between yourself and the god. The most powerful magic out there, but requires that you maintain that link through a cult.
Summoning, Commanding, and Binding Spirits: Not really a magic system per se, but worth calling out as an approach of doing magical things. With the sacrifice of 2 or 3 points of POW, you can create a matrix that can house a spirit that can be a magic point reserve, a source of spirit magic spells, or might be something that can be released to do things in the mundane world. Don’t underestimate this!
Sorcery: Less widespread and largely confined to the Malkioni, Kralori, Fonritans, and (probably) East Islanders. Sorcerers know that the order of the universe is subject to rigorous metaphysic laws that can be commanded by the magic user. Potentially VERY powerful and flexible, but requires time, study, and copious magic points to be useful. Dwarf maker magic is similar to sorcery, but is not the same.
Dragon Magic: Found only in Dragon Pass, Kralorela, and Maniria. This magic requires spiritual development to be able to draw upon the Infinite and the Nothing to transform reality.
Illumination: Not really a magic system per se, but something that allows magic systems to be freed of some of their limitations. Found mainly in the Lunar Empire and Kralorela.
Lunar Magic: Illuminated priests of the Lunar Way and associated gods can learn this strange magic that lets them manipulate spirit magic in very powerful ways.
Is lunar magic a type of rune magic? No it is not. There is Lunar Rune magic, but that’s not what this is.