The default rule for the interaction of runic scripts and magic is simple: scripts interact with spells and spells interact with scripts in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as script–magic transparency.
Script–Magic Transparency[]
Though not explicitly called out in the spell or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect rune magic does affect rune magic, in the following ways:
Spell Resistance is effective against scripts, using the same mechanics. All spells that dispel or negate magic have equal effect against scripts of the same level using the same mechanics, and vice versa. The spell dispel magic also works against runic scripts, while the negation script works against spells.
Dead magic areas and antimagic fields affect runic scripts, the same as a negation field affects spells.
The spell detect magic detects scripts, their number, and their strength and location within 3 rounds (though a Spellcraft check is needed to identify the design of the runic aura), while seek magic detects spells, their number, and their strength and location within 3 rounds (though a Spellcraft check is needed to identify the school of magic).
Unless stated otherwise, feats such as metamagic feats that specifically affect spells do not affect scripts, and feats such as metascript feats that specifically affect scripts do not affect spells.
Runic Designs vs. Schools of Magic[]
Special abilities, items, and effects that provide resistances or bonuses to a school of magic also provide resistances to runic designs (or a subdesign, in most cases).
Each subdesign within the rune magic system can be equated to a school of magic, as shown on Table: Magic School Equivalency. A creature that resists or is immune to a design’s equivalent school of magic is also resistant or immune to any scripts of that subdesign.
Illusion spells and universal spells do not have an equivalent runic design.
Improved Counterspell/Counterscript[]
Normally, the only way for spellcasters and scribes to counter each other’s magic is with dispel magic or negation. However, the feats Improved Counterspell and Improved Counterscript allow both spellcasters and scribes to counter each others magic by using a spell or script of at least one level higher than the spell or script they wish to counter by using spells or scripts with equivalent designs and schools, as shown below.
For example, a spellcaster with the Improved Counterspell feat can use any necromancy spell of 4th-level or higher to counter decaying ray (a 3rd-level destruction [affliction] script), while a scribe with Improved Counterscript could use any 4th-level or higher invocation (celestial) script to counter a wizard’s fireball (a 3rd-level evocation spell).
| School | Equivalent Runic Subdesigns |
|---|---|
| Abjuration | Creation (protection), Destruction (unraveling) |
| Conjuration | Creation (generation), Creation (healing), Invocation (natural), Manipulation (teleportation) |
| Divination | Revelation (detection), Revelation (insight) |
| Enchantment | Revelation (thought) |
| Evocation | Creation (animation), Destruction (ruin), Invocation (celestial), Invocation (primordial), Manipulation (conviction) |
| Necromancy | Alteration (debilitation), Destruction (affliction) |
| Transmutation | Alteration (enhancement), Alteration (polymorph), Invocation (blessing), Manipulation (gravity), Manipulation (time) |
Magic Items[]
Creating a magic item follows most of the same rules as normal creation of magic items does (see Magic Item Creation in chapter 15 of the Pathfinder Roleplaying Game Core Rulebook). However, rune magic does have some caveats when it comes to making magic items, due to the runic charge system that empowers their function.
In addition to the runic magic items, rune magic users can create their own potions, scrolls, and wands (using Brew Potion, Scribe Scroll, and Craft Wand, respectively). These items function based on the script’s level and the creator’s caster level, as normal.
The scribe must know the script he wishes to imbue into the item. The act of crafting the item triggers the script; the creator loses one use of that script for the day, as though he had cast it. The scribe must supply all the necessary material for these items, and must have a quiet and well-equipped workspace, crafting the item across one or more days based on its price.
Scribes cannot use spell completion or spell trigger items created by arcane, divine, or psychic casters, even if those spells have an effect similar to a script. The same is true in reverse; an arcane, divine, or psychic caster cannot use a spell completion or spell trigger item that uses runic scripts. Either are able to do so through the use of the Use Magic Device skill, as normal.
Potions[]
Potions created of runic scripts function like any other potion. A potion made of a runic script cannot be made with an overloaded version of that script, nor can it be overloaded by the imbiber when consumed; the script always functions as if cast on the consumer with no runic charges used. Drinking a potion does not generate runic charge.
Scrolls[]
A scroll containing a runic script can be made to use runic charges. The charges must be imbued into the scroll during its creation, and once done cannot be changed. Using the scroll consumes all runic charges put into it during its creation to overload the script contained in the scroll. Casting a script from a scroll does not generate runic charges.
A scroll that has runic charges overloaded into it is more expensive than a normal scroll. The cost to add a runic charge to a scroll is as follows: 2.5 gp x the level of the script x the level of the caster. This cost is cumulative for each runic charge added to the scroll.
Wands[]
A wand containing a runic script can be made to use runic charges. The charges must be imbued into the wand during its creation, and once done cannot be changed. Each use of the wand is considered to be overloaded with all runic charges put into it during its creation. Casting a script from a wand does not generate runic charge for its user.
A wand that has runic charges overloaded into it is more expensive than a normal wand. The cost to add a runic charge to a wand is as follows: 75 gp x the level of the script x the level of the caster. This cost is cumulative for each runic charge added to the wand.