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!