Paths of Magic Development Blog #12 - Rune Magic (pt. 3)

In this update of Paths of Magic, we discuss how rune magic is being brought to the masses! If you read our first post on rune magic, you know that one of the goals of Paths of Magic is expanding the rune magic system to work with more characters. Let’s find out how.


Negation, by Kendal Gates

Negation, by Kendal Gates

Rune magic works…fairly close to existing spells as-is. Many of their effects are similar (if not outright identical), but with the addition of the “runic charge” system. There’s also the issue that runic casters don’t have spell slots in the traditional sense; they instead can cast each script they have prepared a certain number of times based on their level. This means that there needed to be a conversion between existing caster’s capabilities and rune magic.

To do this, there are now three “types” of runic scribes: major, intermediate, and lesser. These are the equivalent of your “full caster”, “half caster” and “third caster” that normal spellcasters are often called. For example, the arcanist, cleric, druid, oracle, psychic, shaman, sorcerer, witch, and wizard are all “major” scribes and can cast scripts of up to 9th level. Your scribe type also determines how many runic scripts you can cast of a particular level, how many casts you have for each script you prepare, and how many runic charges you can accumulate.

Each existing class has been given a script list for that class. The archivist from Path of Iron still gets to use all 180 of the runic scripts in the game (making it arguably the most flexible runic scribe), while other classes get a subset that keeps a similar vibe to their initial spell lists. Clerics get primarily supportive scripts, while the magus is mostly offensive scripts, to name some examples.

While this makes a decent baseline, there’s a lot of class mechanics that would get lost in the transition, such as bloodline spells for sorcerers or spontaneously casting cure spells as a cleric. So, I added in rules to cover as many scenarios as possible. To start, there are some “generic” rules for classes, which are summarized as:

  • If a class gains additional spells known from a class feature (such as a sorcerer bloodline or witch patron), they still learn those spells. They may cast a spell learned this way by spending a casting of a runic script of the same level or higher.

  • If a class has a feature that grants additional spell slots for specific spells (such as a cleric’s domain slots), they still gain those spell slots at the appropriate levels, but not any other spell slots from their base class.

  • If a class has the ability to spontaneously convert a prepared spell into another spell (such as a druid casting summon nature’s ally) they can spontaneously cast that spell by spending a casting of a runic script of the same level or higher.

  • The DCs and effects of spells gained from any of these features are resolved as if the character could cast spells normally (i.e. 10 + the spell’s level + the character’s ability score they use to cast scripts).

In addition, there are some class-specific conversion rules. For example, clerics gain a creation runic charge when the spontaneously cast a cure spell, while bloodragers and sorcerers are presented with alternative feats in place of Eschew Materials (since they won’t need it as runic scribes). These broad rules work for the vast majority of case, and should help GMs convert options that don’t have an explicit conversion presented in the book.

However, while this covers the ability to cast rune magic, it doesn’t give much room to grow for those characters. They still need feats and magic items!

The number of feats for rune magic has nearly tripled, going from 13 feats to 35. This includes new metascript feats, feats for the more martially-inclined scribes (such as an equivalent to Arcane Strike), as well as some neat tricks involving specific runic designs and runic charges. The Fluctuating Sigil feat, for example, lets you take a 5-foot step whenever you cast a Manipulation script, while the Runebound Equipment feat improves any items that you’ve scribed your runes upon. There’s also now a feat for Runic Crafting, allowing a runic scribe to use rune magic to fulfill the requirements for typical arcane/divine magic item creation more easily.

Magic items have similarly grown in number. Path of Iron featured a mere two wondrous items, one weapon and some metascript rods. Now, there are multiple new armor properties, weapon properties, unique weapons/armor, rings, more wondrous items, and also the addition of a dozen rune staves. These are made with Craft Staff just like normal staves are, and can be used to cast runic scripts. They generate runic charges and can be overloaded, too, which should make them a big addition to any scribe’s arsenal.

With that, we’ve covered most of the new features of rune magic. From here out, we’ll be speeding up the release schedule of blog posts, starting next week with the creation (and updates) to the archivist for rune magic!

Paths of Magic Development Blog #11 - Rune Magic (pt. 2)

We continue from our last post with more updates on rune magic! These next few posts will be shorter than the other more “in depth” looks from previous updates (since we’ve covered most of the background details in the last post).

Today, let’s show off some of the revised and new runic scripts for Paths of Magic.


Runic Overload, by Allen Morris

Runic Overload, by Allen Morris

To start, the basic designs of runes have changed slightly, to make them have clearer rules interaction with existing effects. You may know that runic scripts don’t use the normal schools of magic: they instead use their own “designs”, those being Alteration, Creation, Destruction, Invocation, Manipulation, and Revelation. Some of these designs had subdesigns, too, such as creation having Healing and Summoning subdesigns. But it wasn’t consistent.

In Paths of Magic, we’ve added a lot of subdesigns to the system, and ALL runic scripts now fit under a particular subdesign. Those designs are now as follows:

  • Alteration: Enhancement, Debilitation, Polymorph

  • Creation: Animation, Generation, Healing, Protection

  • Destruction: Affliction, Ruin, Unraveling

  • Invocation: Blessing, Celestial, Natural, Primordial

  • Manipulation: Conviction, Gravity, Teleportation, Time

  • Revelation: Detection, Insight, Thought

Quite a few of these are new, but most of them do what you might expect from the name (a Detection script lets you find stuff, while a Debilitation script debuffs or hinders enemies). Some of the weirder ones are Unraveling, which is the “antimagic” category for effects that dispel or negate magic, or “Animation” which creates magical constructs you can control.

The advantage of this change is we can now better match scripts to existing interactions with magical effects. For example, the aforementioned “Detection” scripts are treated as divination spells , which means effects that protect you from divinations will also work against detection scripts. This should help tables adjudicate how to work rune magic alongside existing spellcasters.

We’ve also worked on clarity of existing effects. If you read Path of Iron, you may remember that the majority of runic scripts functioned as existing spells (kinda like how the “Words of Power” system for Pathfinder had many similar effects to existing spells). However, in Path of Iron most of those scripts simply referenced the original spell. Saying something like “This script functions as X spell, but with the following changes.” That led to a LOT of look-up time for using the system, since you had to reference multiple other books to know what the scripts should do. In Paths of Magic, all scripts now contain their full rule text (instead of referencing an existing spell), which makes it much easier to digest how the new scripts function.

Of course, these changes aren’t quite as interesting as new content! If you read our last progress update, you may have noticed that rune magic is getting a sizable increase in its list of runic scripts (spells), going from 120 to 180. It’s evenly distributed across the levels and runic designs, giving one new script per design per level. Pretty much EVERY existing script has been updated in some fashion, be it for clarity, improved balance, or changing functionality entirely. The conjuring scripts, for example, used to function as summon monster but with a more limited list of creatures to summon. Instead, they’ve been replaced with the new anima scripts, which let you create a customizable construct of force, which both fits in better with the system’s themes and is more unique than just copying an existing spell.

The majority of the new scripts fill in a “functional” gap that previously missing from the system, especially for non-blaster archivists. The natural medicine script, for example, gives healing-focused scribes the ability to cure poison an disease, while the portal script gives players a traditional utility effect of long-range, instant teleportation (since previously they only had an equivalent of shadow walk).

I’ll send off this update with a few of these new scripts as a preview. Next time, we’ll talk about how rune magic is being expanded to be usable by every spellcaster in the game!



BLADEWARD

Design creation (generation) [metal]; Level 5
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels), see text
Effect one magical sword / 2 caster levels
Duration 1 round/level
Saving Throw Reflex half; Spell Resistance no

You create numerous magically-controlled blades, each one rapidly encircling your allies. Bladeward creates one longsword per two caster levels you have (max 8). Upon creating the swords, you designate willing creatures within the spell’s range to protect with the blades. A blade can only be designated to protect one ally at a time, and a single ally cannot have more than four blades protecting it at once. Once you choose an ally, the blade protects it for the duration of the script.

The blades spin around the creature in a 5-foot radius emanation that moves with the creature, shielding it from attackers and harming any that draw close. A creature (other than the protected ally) that starts its turn within the emanation takes 1d8 slashing damage per blade surrounding the ally. A Reflex save halves the damage dealt that round. This damage is considered magical, silver, and cold iron for the purpose of overcoming damage reduction. At 15th level, the damage is treated as adamantine, as well.

Furthermore, for every two blades around the ally, they gain a +1 bonus to AC. This AC bonus is doubled against attacks of opportunity.

Overload: For every runic charge overloaded into this script, you create an additional sword.


ECLIPSE

Design invocation (celestial) [cold, darkness]; Level 8
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Area 40-ft.-radius spread
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes

Eclipse calls down the might of the moon upon the targeted location, enshrouding the area in a pitch-black veil. All creatures in the area at the time of casting take 1d8 cold damage per two caster levels (max 10d8) and 1d6 Dexterity damage as they are pierced by the intense cold of night. A Fortitude save negates the Dexterity damage but not the cold damage. This only occurs once, when the script is cast.

For the remainder of the script’s duration, the area becomes as black as midnight, immediately lowering the light level to darkness, regardless of existing conditions.

Overload: For every runic charge overloaded into this script, the script deals an additional 1d8 cold damage. If at least three charges are used, you can choose to make the darkness further ravage creatures in the area, requiring them to make a Fortitude save when they start their turn within or enter into the darkness or take 1d2 points of Dexterity damage.


STOP

Design manipulation (time); Level 5
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/2 levels (D), see text
Saving Throw Will negates; Spell Resistance yes

The creature becomes frozen in time. It cannot take any actions, including speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A creature frozen in time does not move at all: a flying creature stays in place, while running creatures halt mid-stride. The creature is unaware of actions outside of itself and does not need to breathe.

Overload: For every runic charge overloaded into this script, the duration increases by 1 round. For every two charges, increase the save DC by +1.

Paths of Magic Development Blog #10 - Rune Magic

In today’s blog, we talk about the Rune Magic system! First featured in Path of Iron, rune magic had spells with a lower baseline power than your average spell, but with the ability to build “charges” with each one you cast, letting you “overload” your important spells with extra power.


Scribe, by Le Rastislav

Scribe, by Le Rastislav

When designing rune magic initially, it was pretty different from the existing system. Runes were passive abilities or effects you’d give by inscribing the rune. The user could then “shatter” the rune for a one-time effect, but doing so would remove the passive ability. While I liked this design, in the scope of Pathfinder it didn’t feel very good in play. There was no good way to balance between players that stacked (and never spent) a large number of passive effects vs. players that shattered their runes frequently. I’d like to toy around with this idea more in a future product, if possible, but it wasn’t a good fit here.

The current implementation of rune magic was the next idea in line, and I was surprised it was the one I went with, given my track record of usually going through five or six major revisions before being satisfied with the result. The runic charge system gave a cool means to still have synergy between their chosen runes (though instead of passive synergies, it was synergy through overload effects).

Next came the themes of the runic spells, or “scripts” as they came to be known. I didn’t want to just use the typical schools of magic; while they are decent at grouping spells by the effect, I wanted rune magic to be grouped more by theme (like creation vs. destruction). This led to the creation of the six runic designs (alteration, creation, destruction, invocation, manipulation, and revelation) which informed much of the design for…everything else in the system. The effects of the scripts, feats and magic items, and the new archivist class all relied heavily on these themes, so it was important to suss those out first.

This is a pretty brief summary of rune magic on the whole; there’s a LOT of content in it, given it involves a new class, feats, magic items, and so on, and if I were to cover all of those things here this blog post would go on for WAY too long. So instead, how about we jump straight into the important bits:

What’s changing for rune magic in Paths of Magic?


The changes to rune magic are substantial enough that it’s getting its own dedicated section in Paths of Magic, with separate chapters for archetypes and options, feats, and magic items. It’s no longer interspersed in those same chapters for the other options in the book, which should make it easier for players and GMs that want to use those rules to find the relevant info.

Rune magic is seeing a pretty fundamental change to its design. Rather than simply speaking the magic words and having the runes appear on you (somewhere), you actually have to make the runes first. This is a significant departure from the initial design, since now it means you have to “prepare” your scripts. However, it also means that scribes that want to get additional castings of scripts, they no longer need to learn the same script more than once, which ends up improving the flexibility of runic scribes compared to their original rules.

The most important change beyond this, for sure, is:

EVERY spellcaster can now be a runic scribe!

In the original run of Path of Iron, only the archivist class, along with the rune knight magus and rune binder inquisitor, had access to rune magic. In Paths of Magic, not only are there more unique archetypes for bard, bloodrager, cleric, and paladin, but there now exists “generic” rules to replace any class’s spellcasting ability with rune magic. Wizards, psychics, rangers, you name it. Every spellcaster in Pathfinder can now be a runic scribe, complete with their own script list. This should make it a MUCH more attractive option for players and especially GMs, who now can more readily incorporate it into their campaign worlds at large.

Rune magic is also getting a straight 50% increase to its script list, going from 120 runic spells to 180. Many scripts have been fleshed out and tweaked, both for balance and to give some distinct effects compared to their typical spell counterparts. The diamond skin script, for example, used to function mostly like stoneskin, but now is a combination of AC and DR/- instead of DR/adamantine.

This isn’t to mention new feats (which have nearly tripled in count) and magic items, which have far more thorough support for both archivists and other runic scribes. New item properties like glyphic and templated give additional functions to rune magic (reminscent of the original design of using “passive” effects), while specific items like the archivist’s vestment and esoteric wrappings grants bonuses to scribes of various types.

Obviously there’s still a lot more that I could talk about here, but I don’t want this blog post to run on forever. Instead, I’ll be breaking up the rune magic posts over the new few weeks to go in more detail for each section. Keep an eye out for more updates in the near future!