Sigilus (Magus Archetype)
Rune magic is a fun way to add flavor and mechanics to a game or setting. After all, they say that words have power, so the idea of having a special writing system dedicated solely to magical spells and the like only makes sense.
In the real world, the runes that are most well-known are those used in the earliest forms of various Germanic languages, and were indeed said to have some mystical power, with those who had mastered the form of writing using them to invoke spells onto objects.
The runes used by today’s archetype, the sigilus, come from a different source. Specifically the runes of sin of Pathfinder’s Thassilon, seven of which are keyed to seven schools of magic, while an eighth exists in the form of the sihedron rune, representing all schools coming together, and as a sign of protection.
Of course, outside of the core setting, they might not be associated with sins, but rather with simply the schools of magic (though that would then beg the question of why there is no divination rune)
The point being is that these magi are masters of inscribing these runes on their weapons in addition to the enchanments they normally apply, granting them an edge in combat.
Using arcane power, a sigilus can mark a weapon with one of the runes associated with a single school of magic, attuning the weapon to that magic. For as long as the rune lasts, the magus finds the act of casting spells of that school while also attacking to be exceptionally easy, though spells of other schools become even harder to cast, and spells of the opposition schools (according to the sin magic rules) cannot be cast at all. While these mystical warriors can use all 7 types of runes, the limitations of their spell list makes certain schools less effective to focus on, and are not recommended, such as abjuration, enchantment, and necromancy. However, a clever magus with the right spells might still make use of them.
They do, however, learn an eighth rune, the sihedron, or seven-pointed star, which they can draw on their armor, increasing its protective qualities and granting themselves resistance to two energy types, which they can change the next time they inscribe it as part of their spell memorization. As they grow in power, the depth of these protections increases.
A relatively simple archetype, this one can be used quite effectively to make it easier to provide situational spells throughout the day. Understand what spells you’re going to prepare in a single day and choose your runes accordingly. Consider taking a familiar or divination spells to help scout ahead and further prepare yourself as well. Beyond that, avoid touch spells since you lose spellstrike, as well as look into a more mobile build with magical protections, as you lose out on training with medium and heavy armor.
A fun thing you could do with this archetype is flavor that not only do they use runes with the archetype’s abilities, but also with other various abilities the magus class retains, such as enchanting weapons, various arcana abilities, and spells cast upon objects, weapons, and armor.
While a fusion of wizarding ways and martial prowess, the way of the magus is very old indeed. So old that some secrets have been lost to the ages. It is for this purpose that the party has been hired to explore the ruins of an ancient city, to try and recover evidence of the “way of the runed blade”.
Wyvaran culture has been on the decline for hundreds of years, but there are still those who fight to hold onto it, including by making new traditions. One such experiment has been for mystical warriors to imbue their weapons with draconic runes of power, proclamations of their desires and intent given mystical weight.
While clearing out a giant crab spider infestation is hardly the picture of heroic work, it can bear surprising fruit. In this case, a tome detailing an arcane fighting form involving the etching of runes. It would seem that their employer knows a bit more about magic than they had revealed thus far…