The World of Goromor is a portal realm, a world of its own that was created by the magical backlash from the destruction of Morrow. Morrow was an enormous cosmology, thousands of planes together, but Goromor is little more than a ninety-nine layered and colossal hole, filled with billions of creatures. The heavily populated world is still growing, but putting fiends, celestials, material-plane creatures and all sorts of other races together would never work...
NEW MAGIC SYSTEM!
Indeed, I have put my mind to developing a single, non-d/a-split, spellcasting system. Basically, the base class will have access to five Principles, spellcasting groups which each contain certain types of spells. These are:
Soul (mind-affecting, compulsion, basically anything that doesn't directly affect the body, but does affect mind and soul.)
Fire (all fire spells, as well as one or two light spells and the inflict and harm spells)
Air (all air spells, as well as travel spells such as levitation and overland flight. Also implosion, and a few other offensive spells)
Water (all water spells, as well as heal, cure, and all the restoration spells etc, as well as some plant spells)
Earth (all earth spells, as well as sonic spells, spells affecting anything to do with jewels, animals etc)
Out of these, Fire is the most offensive, but also can be the most dangerous. Fire resistance/immunity being common, the Fire mage can find himself rather in danger. Water mages' jobs are to counter fire mages and cure others. Air mages have quite a few offensive spells, although their main focuses are on travel. Earth mages can recruit animals, and even the plants around, into battle and are especially useful at controlling the battlefield.
Each Principle has a Master Principle and a Servant Principle. Fire masters air, for instance, but is servant to water. Master principles gain bonuses against their servant principle (See Counterspelling.)
There are also four prestige classes, the Brightness Mage, the Darkness Mage, the Entropy Mage and the Order Mage. Each gains access to the respective Base Principle, these being Light, Darkness, Chaos and Law.
A note on Auras: Detect Magic now detects Principles instead of schools (obviously.)
The Mage
The Mage manipulates the subtle weaves of magic into his chosen principle, using the elements to do what they wish. Masters of the Power, even the weakest is still a deadly enemy.
Hit Die: D6.
Class Skills: The Mageâ,¬,,¢s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
[Table will be inserted here]
Class Features
Weapon and Armor Proficiency: Mages are proficient with all simple weapons and light armour. Medium and heavy armour interferes with casting.
Spells: Mages cast spells from their Principle list. They know all Principle Spells of the appropriate level, and can cast them spontaneously. They may also learn spells from other Principles, but NONE from their Principle's Master, and must prepare these.
To cast or learn a spell, a Mage must have an intelligence of 10 + the spell's level.
Principles: At first level, a Mage must choose a Principle. The principles are: Fire, Air, Earth, Water, Soul. Each has a unique spell list, and its own weakness and strength. Generally, Fire is the damage-dealer, Air the weather-power, traveller, Water the healer and drowner, Soul the mind-affector that can rip away the spirit itself, and Earth the pummeler and expert at controlling the battlefield.
Languages: A Mage gains automatic speech in one of the following languages, depending on his or her principle. They are as follows:
Earth: Terran.
Air: Auran.
Water: Aquan.
Fire: Ignan.
Soul: May use telepathy 1/day as the spell.
Aura (Su): A Mage is permanently surrounded by a strong magical aura of their chosen principle. True seeing also reveals the following, harmless auras:
Fire: Fire mages are surrounded by billowing flames which give off no smoke. Their eyes appear to be two flames, and their mouths are little more than an inferno.
Water: Cool, refreshing-looking water pours over a water mage, coming from some source just above their heads.
Earth: Earth mages appear studded with diamonds and striated with veins of earth and gemstone. Their eyes are two gemstones corresponding to their eye colour.
Air: Air mages' clothes billow around them, their every movement causes ripples in the air, and their eyes appear as portals into a deep whirlwind.
Soul: Soul mages appear to be surrounded by a blue-white glow, which shines from their eyes, too.
Element Immunity (Ex): A Mage gains immunity to the lesser version of his or her chosen element at level 10: that is, a Fire Mage gains immunity to heat damage, a Water Mage gains immunity to cold damage, an Earth Mage gains immunity to sonic damage, and an Air Mage gains immunity to lightning damage. Soul mages gain no immunities in this manner. However, the former four also gain vulnerability to their master principle's lesser damage type. For instance, fire gains vulnerability to cold.
Imp. Aura (Su): At level 11, a Mage's Aura becomes tangible; that is, dangerous. A fire mage's aura acts as a permanent Heat Metal spell, affecting any metal in contact with the Mage's skin. The same applies to the Water Mage, but with Chill Metal. Earth mages deal 1D3 sonic damage/round to any crystalline objects and creatures within 5ft. Air mages may attract or repel magnetic objects weighing no more than 1KG, moving them either outward or inward at a speed of 10ft. Attended and moving objects are not affected. Soul mages gain a permanent detect magic ability. All auras may be suppressed and activated at will, and have a caster level of half the mage's own.
Supernatural Cantrip (Ex): At level 15, the Mage gains the ability to cast cantrips as supernatural abilities.
At-Will Cantrip (Ex): At level 17, the Mage gains the ability to use cantrips at will.
Great Aura (Su): At level 19, the Mage's aura increases in caster level to be equivalent to their own. An earth mage's damage increases to 1D6 and 1D3 sonic to normal creatures, and the air mage's ability can move attended objects weighing up to 10KG at a speed of 20ft.
Magic Immunity (Ex): At level 20, the Mage becomes immune to both the magical and mundane versions of his or her chosen principle. For instance, a fire mage is now immune to both heat and fire damage. However, he also becomes vulnerable to the magical version of the master principle's damage, as well, meaning that a fire mage would be vulnerable to both cold and water damage.
Air Spells
Level 0: Ray of Frost, Mage Hand.
Level 1: Obscuring Mist, Feather Fall, Unseen Servant.
Level 2: Resist Energy (Air), Levitate, Gust of Wind, Wind Wall, Whispering Wind, Energy Missile (Air).
Level 3: Fly, Sleet Storm, Gaseous Form, Call Lightning, Protection from Energy (Air), Energy Bolt (Air).
Level 4: Solid Fog, Dimension Door, Otiluke's Resilient Sphere.
Level 5: Cloudkill, Overland Flight, Control Winds.
Level 6: Wind Walk, Otiluke's Freezing Sphere, Chain Lightning.
Level 7: Control Weather, Acid Fog.
Level 8: Phase Door, Polar Ray, Whirlwind.
Level 9: Elemental Swarm (Air), Storm of Vengeance, Implosion.
The air mage has a decent offensive front, but has a large focus on the outdoors and travel. Many of his offensive spells will only work outside, leaving him with his travelling spells (Dimension Door, Levitate, Fly etc) to give him an edge.
Master Principle: Fire.
Servant Principle: Earth.
Water Spells
Level 0: Detect Poison, Acid Splash.
Level 1: Bless Water, Chill Touch, Create Water, Cure Light Wounds.
Level 2: Chill Metal, Remove Paralysis, Resist Energy (Water), Lesser Restoration, Cure Moderate Wounds, Delay Poison, Water Walk, Energy Missile (Water).
Level 3: Protection from Energy (Water), Quench, Remove Blindness/Deafness, Cure Serious Wounds, Remove Disease, Water Breathing, Energy Bolt (Water).
Level 4: Wall of Ice, Neutralise Poison, Cure Critical Wounds, Restoration.
Level 5: Ice Storm, Cone of Cold, Heal, Cure Light Wounds (Mass).
Level 6: Control Water, Otiluke's Freezing Sphere, Cure Moderate Wounds (Mass).
Level 7: Greater Restoration, Acid Fog, Cure Serious Wounds (Mass).
Level 8: Horrid Wilting, Cure Critical Wounds (Mass).
Level 9: Heal (Mass), Regeneration, Elemental Swarm (Water).
The Water Mage's main emphasis is on healing. With only one or two offensive spells up to level 5, their main task is to heal and counter. At level 5, they gain Ice Storm and Cone of Cold, and thereon in they get one offensive spell/level, ending on level 9 with Elemental Swarm. However, they do have a huge plethora of healing spells, running the gauntlet from Cure Light Wounds to Mass Heal.
Master Principle: Earth.
Servant Principle: Fire.
I like your concept a lot. Your descriptions of how different amges appear could be used as a special ability that develops over levels. For example, maaybe a fire mage eventually develops DR to fire and if anything touches him it has to make a DC save to not set on fire (of course he can supress this if he so wishes). Just an idea but i hope it helps.
Thanks! Tis a great idea... I'll post the Soul/Earth/Fire lists here later.
Fire Spells
Level 0: Flare, Produce Flame.
Level 1: Burning Hands, Inflict Light Wounds, Resist Energy (Magical Fire).
Level 2: Inflict Moderate Wounds, Flame Blade, Flaming Sphere, Continual Flame, Heat Metal, Pyrotechnics, Scorching Ray, Energy Missile (Fire).
Level 3: Fireball, Flame Arrow, Inflict Serious Wounds, Protection from Energy (Fire), Energy Bolt (Fire).
Level 4: Inflict Critical Wounds, Fire Trap.
Level 5: Harm, Fire Shield, Flame Strike, Inflict Light Wounds (Mass).
Level 6: Fire Seeds, Wall of Fire, Inflict Moderate Wounds (Mass).
Level 7: Fire Storm, Delayed Blast Fireball, Inflict Serious Wounds (Mass).
Level 8: Incendiary Cloud, Inflict Critical Wounds (Mass).
Level 9: Elemental Swarm (Fire), Meteor Swarm, Harm (Mass).
The Fire Mage may have the smallest spell list, but they are by no means the least powerful. A Fire Mage can throw burning spheres, coat a blade in magical fire, or even bring down a hail of flaming meteors on an opponent.
Master Principle: Water.
Servant Principle: Air.
Earth Spells
Level 0: Mending, Speak With Animals.
Level 1: Animal Messenger, Detect Animals or Plants, Entangle, Hide From Animals, Goodberry, Magic Stone.
Level 2: Make Whole, Animal Trance, Reduce Animal, Resist Energy (Earth), Shatter, Soften Earth and Stone, Wood Shape, Energy Missile (Earth).
Level 3: Command Plants, Meld into Stone, Diminish Plants, Plant Growth, Protection from Energy (Earth), Spike Growth, Energy Bolt (Earth).
Level 4: Commune with Nature, Poison, Repel Vermin, Rusting Grasp, Speak with Plants, Spike Stones.
Level 5: Animal Growth, Stoneskin, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Wall of Thorns.
Level 6: Flesh to Stone, Stone to Flesh, Liveoak, Move Earth, Repel Wood, Sympathetic Vibration, Wall of Iron.
Level 7: Animate Plants, Statue, Transmute Metal to Wood.
Level 8: Animal Shapes, Control Plants, Earthquake.
Level 9: Elemental Swarm (Earth).
With the largest spell list available (from the four elemental Principles, at least) the Earth Principle may not be as flashy as air or fire, or even be as helpful as water, but it DOES contain many useful spells. In any environment with a few plants or trees, the Earth mage can call an army to his side and manipulate the land around. Capable of conjuring up no less than three types of walls, able to command and animate both animals and plants, and of course with a few shapeshifting abilities, the Earth mage can be as dangerous as any other.
Master Principle: Air.
Servant Principle: Water.
Counterspelling:
To counterspell, a spellcaster (hereon referred to the counter) must first ready a counterspell action against another spellcaster. If that spellcaster then casts a spell, the counter must cast a spell of equivalent level to that which their opponent cast, and then take a counterspell check:
The DC for the check is 11 + caster level. The roll is 1D20 + caster level.
A counter gains +2 on the roll to counter a servant principle's spell, whilst +2 is added to the DC if you attempt to counter a master principle's spell.
For instance, a level 7 fire mage and a level 6 water mage are duelling. The fire mage casts Fireball, a level three spell. The water mage has readied a counterspell action, and casts Quench. He then rolls his counterspell check.
The DC for the check is 11 + 7 (Fire mage's caster level), bringing it to 18. The water mage rolls 13 on the D20, and adds that onto his own caster level of 6. He also gains +2, as fire is servant to water. This ends up as a roll of 21, beating the DC of 18, and the spell is successfully countered.
New Damage Types
New Damage Types:
There is now no 'Magic' damage. Instead, Magical damage can be one of several things: Fire, Air, Water, Earth or Soul. Normal fire damage is now known as heat damage, to prevent confusion.
All spells that deal cold damage now do Water damage, with identical effects, just a different name. All spells dealing fire (heat) damage now deal MAGICAL fire damage, which is slightly different. Although it has the same effects, it cannot be resisted by mere fire immunity. All spells that deal electricity damage deal air damage, and all spells that deal sonic damage are now counted as earth damage.
The differences?
Well, although heat damage can be resisted by something with magical fire immunity, a mere heat immunity cannot resist magical fire. The same with cold damage: water immunity stops cold damage, but cold immunity does not stop water damage.
Soul damage damages SHP, or Soul Hit Points. Spells like Power Word Kill damage SHP, reducing this instead of normal hit points. For instance, the spell description for power word kill now reads:
Power Word Kill
Soul (Compulsion) [Death, Mind-Affecting]
Level: 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 SHP or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more SHP is unaffected by power word kill.
SHP are equal to normal HP. If a character is reduced to 0SHP, he instantly collapses, and if reduced to -11 SHP, he dies. Inflict and Cure spells affect SHP as they do HP.
I'm really liking this system, though I think you could do alot more with SHP. Here are some thoughts:
1) as SHP decreases, the player becomes colder and less human, taking a penalty to Cha based checks. Meanwhile, as HP decreases, the player become weaker, taking a penalty to Str based checks or Con based checks.
2) A player reduced to -11 SHP doesn't just die, but dies spiritually. If both their HP and SHP are -11, they are dead, but if just their SHP is -11, then they become a revenant, a wandering soulless monstrosity.
I don't know, but this seems really cool. Great stuff, and I want more!
Thanks! Great ideas for SHP. I was thinking about that sort of thing, but you've brought it to life!
:) Happy to help. the idea of SHP is awesome, and I'm going to use something similar in one of my secret projects which should be unvieled soon. :)
:D cool. Love the sig-chuck.
hehe, thanks. Glad you like. :)
Quote from: Captain Xathan RedclawI'm really liking this system, though I think you could do alot more with SHP. Here are some thoughts:
1) as SHP decreases, the player becomes colder and less human, taking a penalty to Cha based checks. Meanwhile, as HP decreases, the player become weaker, taking a penalty to Str based checks or Con based checks.
2) A player reduced to -11 SHP doesn't just die, but dies spiritually. If both their HP and SHP are -11, they are dead, but if just their SHP is -11, then they become a revenant, a wandering soulless monstrosity.
I don't know, but this seems really cool. Great stuff, and I want more!
Cool idea I think i will use it in the Faenaed Chronicles (if you don't mind me stealing the idea ;) )
Perhaps a revenant could be an applied template, similar to a ghost. The form would be corporeal (or partially so) and you cannot kill it without spells such as bless or the like.
Soul
0: Message, Detect Magic, Daze.
1: Comprehend Languages, Charm Person, Sleep.
2: Calm Emotions, Detect Thoughts, Status, Energy Missile (Soul).
3: Speak With Dead, Arcane Sight, Suggestion, Energy Bolt (Soul).
4: Crushing Despair, Fear.
5: Mind Fog, Feeblemind, Seeming, Magic Jar.
6: Mass Suggestion, Veil, Raise Dead.
7: Sequester, Insanity, Resurrection.
8: Demand, Temporal Stasis, Mind Blank, Charm Monster (Mass)
9: Power Word Kill, Trap the Soul, True Resurrection, Time Stop.
With only one actual true offensive spell, the Soul Principle appears to be a weak and powerless route. However, with no servant or master Principles, and plenty of disabling and mind-affecting spells, Soul can be extremely powerful. On top of this, it is the only Principle that allows you to resurrect the dead.
ooh i love the sould spell list
i would be a soul mage, multiclass air mage :)
SHP AND HP
Once a creature is reduced to -11shp, it instantly and automatically becomes a revenant. Once a creature is reduced to -11hp, he becomes a ghost. If both are reduced to -11, it is destroyed. Nothing short of a true resurrection spell can return a destroyed creature to life, whilst raise dead is enough to return a ghost to its body or a revenant to its soul.
The Revenant Template
Creating a Revenant
Revenant is an acquired template applied to a creature once its soul has been destroyed (-11 SHP.)
Size and Type Type changes to Undead. Size stays the same.
Hit Dice: All current and future hit dice become D12s.
Speed: The revenant retains any movement speeds it had before the template was applied.
Armor Class: Armour class doesn't change.
Attack: A revenant retains all the attacks of the base creature.
Full Attack: See attack.
Damage: A revenant uses the base creature's damage. It also gains several special attacks (see below.)
Special Attacks: A revenant retains all of the special attacks of the base creature, and also gains the following:
Corrupting Gaze (Su): A revenant can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the revenantâ,¬,,¢s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Horrific Appearance (Su): Any living creature within 60 feet that views a revenant must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same revenantâ,¬,,¢s horrific appearance for 24 hours.
Soulless Touch (Su): A living creature hit by a touch attack from a revenant is dealt 1D8 SHP damage.
Special Qualities: A revenant retains all the special qualities of the base creature, and also gains the following:
Turn Resistance (Ex): A revenant has +4 turn resistance.
Soulless (Ex): A revenant has no soul, and therefore cannot be affected by SHP damaging effects.
Abilities: Same as the base creature, but a revenant has no constitution score and has an effective INT, CHA and WIS of 1.
Skills: Revenants effectively have no skills except for a +20 racial bonus to track.
Environment: Anywhere. Once a revenant is created, it shambles randomly, killing all in its path. It could wander thousands of miles away from its place of death.
Organization: Solitary.
Challenge Rating: Same as the base creature +2.
Treasure: Half normal.
Alignment: Always neutral.
Level Adjustment: Same as the base creature +3.
:D I prefer the air mage, meself. Always fun to be able to implode people using the power of air. Fire mage is fun as well.
Now, I'm just making the table to upload through word.
5 mages stand to face their foe. In turn each shout their respective principles. Earth! Fire! Water! Air! Soul! A small beam shoots forth from their hands to summon the ultimate defender. "With your powers combined I am Captain Planet!"
Sorry, first thing that came to mind after reading the different principles. :)
I like this system. Very well thought out.
Couple of questions.
Does the soul mage get anything in place of immunity?
What do the other principles get from the imp aura ability?
How come you left barksin off the earth spell list? Acutally I don't see a lot of the buffing spells on any of the spell list. See suggestion 2 below.
How do magic items (potions specfically) work? Does healing (water) magic work the same on a fire mage as all the rest of the mages?
The following are just suggestions and nothing more:
You may want to think about giving them an Orb of principle type spell similar to the orb spells in Complete Arcane. This would give each of them a low level offensive spell. Poor water sits there with almost no offensive powers and I am guessing the mage will have a poor BAB. Water mages will be a walking band aid and not much more until they get access to 5th lvl spells.
What about a Body principle? One that controls the body and opposes Soul. Their spell list could contain alot of spells from the transmutaion school. Alter self, disguise self, blink, bear's endurance, cat's grace, iron body, polymorph, etc... This would be a good place to put alot of the buffing spells since they manipulate the body.
Hmm, Mage has BAB/Saves of the cleric, and the same HD (revised version, in a word document).
You're right about the orb thing.
Body principle... great idea! *starts writing up a spell list*
Soul mage doesn't get anything, but the mages now also get vulnerability to their master principle.
The Mage (with table).
File: 1153769442_112_FT9841_mage.zip (//../../e107_files/public/1153769442_112_FT9841_mage.zip)
Is the spell table spells per day or spells known? I ask because if a mage has reached 17th level why would the table say he only gets 6 cantrips if he can cast them at will?
Can an 11th level air mage slow a thrown metal object? What metals are considered magnetic in D&D? Cold iron? Adamantine?
Spells/Day. That's a remnant, ignore it :)
Oh, and yes, cold iron is, and adamantine. And no, he can't slow them down.
I'm a bit confused about SHP. Does anything reduce SHP other than Soul magic? If not, won't everyone become a revenant or ghost when they die (since they will never have both HP and SHP reduced to -11 in one attack)?
There are some spells that reduce both. Power word Pain, for instance, which I'm adding as a level 9 spell to the Body spell list.
But let's pretend that two barbarians are beating each other with greatclubs. If one barbarian kills the other, the loser must necessarily become a ghost, right?
In my experience, characters are more likely to die from an ordinary attack than from a spell. But it doesn't seem that there's any way to kill something with an ordinary attack and not have it turn into a ghost.
I might just be misunderstanding the system, but it seems to me that there shouldn't be a special effect like turning into a ghost attached to ordinary death by loss of HP.
Oh? Why?
I see your point, however...
Death
The outcome of a person's death depends on HD, type of death, and strength of will.
SHP Death: If a creature is reduced to -11shp, he, she or it instantly becomes a revenant, the soul being pulled into the void. Nothing short of a Raise Dead spell can return a revenant to life. A revenant is not pulled down into the void itself, like most undead, but instead remains permanently in existence until destroyed.
HP Death: If a creature is reduced to -11hp, he, she or it instantly becomes a ghost. The creature may take a DC25 Will Save to resist being pulled into the void, and if they succeed they are left existing, incorporeal and alone.
CREATING A GHOST
â,¬Å"Ghostâ,¬Â is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.
A ghost uses all the base creatureâ,¬,,¢s statistics and special abilities except as noted here.
Size and Type: The creatureâ,¬,,¢s type changes to undead. Do not recalculate the creatureâ,¬,,¢s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Armor Class: To corporeal creatures, a ghost has a natural armour bonus of +0 and a deflection bonus equal to its charisma modifier. To incorporeal creatures, it retains the armour bonus it had in life.
Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Full Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the base creatureâ,¬,,¢s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 ghostâ,¬,,¢s HD + ghostâ,¬,,¢s Cha modifier unless otherwise noted.
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghostâ,¬,,¢s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghostâ,¬,,¢s moan for 24 hours.
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghostâ,¬,,¢s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Special Qualities: A ghost has all the special qualities of the base creature as well as those described below.
Rejuvenation (Su): If reduced to -11 SHP, the ghost must take another Will Save, increasing in DC by 2 from the original that was taken to see if the ghost would survive. If the ghost succeeds again, their SHP slowly regenerates and 1D6 days later they reincarnate fully with full SHP, appearing at the location of their death. If again reduced to -11 SHP, the DC again goes up by 2, and so on.
Turn Resistance (Ex): A ghost has +4 turn resistance.
HP Immunity (Ex): A Ghost has no physical body, and therefore is immune to HP damage. Only SHP damage can harm it, or damage inflicted by ethereal opponents.
Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Environment: Any, often as base creature.
Organization: Solitary, gang (2â,¬'4), or mob (7â,¬'12).
Challenge Rating: Same as the base creature +2.
Treasure: None.
Alignment: Any.
Level Adjustment: Same as the base creature +5.
Oblivion
Oblivion is the term used to describe total annihilation, when HP & SHP are both reduced to -11 at the same time. Nothing short of a true resurrection spell can return a creature who died from oblivion to life.
And two new weapons properties...
Soulstealing
A Soulstealing weapon behaves normally except for one small change, it deals no physical damage. Instead, it damages SHP. This ability may be suppressed at will.
Moderate soul; CL 8th; Craft Magic Arms and Armor, Energy Missile (Soul), Price +1 bonus.
Greater Soulstealing
A Greater Soulstealing weapon behaves as a Soulstealing one, except for that it may deal the soul damage as extra, doubling the amount of damage usually done and dealing half of it as SHP.
Greater Soul; CL 12th, Craft Magic Arms and Armour, Energy Missile (Soul), Price +2 bonus.
Energy Missile
(See Text)
Level: Mage 2
Components: S.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Duration: Instantaneous
Saving Throw: Reflex, Fortitude or Will half; see text
Spell Resistance: Yes
This spell has different effects depending upon what principle you have chosen. When you cast it, a ray of your principle damage streams out and hits the target. You gain 1 ray per 2 caster levels, each ray dealing 1D6 damage. You can hit up to five targets with this spell, and
Water: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a water missile is a Fortitude save instead of a Reflex save.
Air: A missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on caster level checks for the purpose of overcoming spell resistance.
Fire: A missile of this energy type deals +1 point of damage per die.
Earth A missile of this energy type ignores an objectâ,¬,,¢s hardness.
Soul: A missile of this energy type deals SHP damage. The saving throw to reduce damage from a soul missile is a Will Save.
This spell's type is the same as your Principle.
Energy Bolt
[See Text]
Level: Mage 3
Components: V, S.
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex, Fortitude or Will half; see text
Spell Resistance: Yes
The effects of this spell depend on your chosen principle. When you cast it, you release a powerful stroke of energy of your Principle's type that deals 1D6 points of damage/level to every creature or object within the area. The beam begins at your fingertips.
Water:A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save.
Air: A bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming spell resistance.
Fire: A bolt of this energy type deals +1 point of damage per die.
Earth: A bolt of this energy type deals â,¬'1 point of damage per die and ignores an objectâ,¬,,¢s hardness.
Soul: A bolt of this energy type deals SHP damage. The saving throw to reduce damage from a Soul Bolt is a Will save instead of a Reflex save.
This spellâ,¬,,¢s type is the same as your Principle.
By the way, I'm also developing a second magic system, which doesn't use spells per se. Known as blood, or Animus magic, it requires the user to ritually scar himself for it to actually work. The user then gains various supernatural/spell-like abilities.
Weapon properties:
First I haven't seen how you are determining a PC's SHP. Is their max SHP the same as their HP? If so then I don't see a problem with your weapon properties.
Energy Missle:
So at 3rd level a mage can cast a spell that allows him to target up to 5 creatures which he can do 3d4+3 each from 130ft away? That's 15d4+15 damage in one turn at 3rd lvl without adding the extra for each principle. o.O You may want to revise this spell a little, especially when the only component is somantic.
New Magic:
Interesting. These guys will definitely be identifable. Will the abilities gained from the scarring be permanent or do they have to scar themselves repeatedly?
Quote from: Golem011By the way, I'm also developing a second magic system, which doesn't use spells per say. Known as blood, or Animus magic, it requires the user to ritually scar himself for it to actually work. The user then gains various supernatural/spell-like abilities.
Check our my Runescar feat in Nordica. (http://www.thecbg.org./e107_plugins/forum/forum_viewtopic.php?18.last) Works great, and is easily adaptable/expandable.
QuoteEnergy Missle:
So at 3rd level a mage can cast a spell that allows him to target up to 5 creatures which he can do 3d4+3 each from 130ft away? That's 15d4+15 damage in one turn at 3rd lvl without adding the extra for each principle. You may want to revise this spell a little, especially when the only component is somantic.
Check our my Runescar feat in Nordica. Works great, and is easily adaptable/expandable. [/quote]New Magic:
Interesting. These guys will definitely be identifable. Will the abilities gained from the scarring be permanent or do they have to scar themselves repeatedly?[/quote]
Scar yourself repeatedly. :)
Oh, and max SHP = max HP.
The basics of scar, blood or animus magic:
Animus, blood, or commonly scar magic is, in its most basic form, the ability to use the highly magical blood inside Mageborn (those born with the innate power to tap into the magic leftover from Morrow's destruction) to fuel acts of supernatural might.
An Animus mage can, by ritually scarring and drawing blood from himself, unlock the power within him to activate his abilities. Depending on which signs or scars he uses, he can activate different abilities. As he gets more powerful, the mage can control the raw magical power of extra symbols. He can also control more power, channeling it in various ways.
Animus Mages are often hated or hunted down by both clergy and other types of mages. To a mageborn, magic is easy, and where element mages must learn to be one with their element, a Mageborn merely has to have the courage to scar a tattoo onto his skin.
//Double Post\\
Now... some flavour...
Races Orcs Appearance: (http://www.elderscrolls.com/images/codex/races/orc.gif)
Orcs were a sailor race back in Morrow, a proud people, bound to the element of air. Each stands around 7ft tall and sports green skin and a pair of whitened tusks. Although they were once sailors, now they travel through the Void, in great ships which they call Voidcraft. Others know them as Boilerships.
Religion: Orcs worship the Goddess of the Sea, Imir, who doubles as goddess of air. She appears as a large female orc holding a staff in one hand and a blade in the other, her eyes as great whirlwinds. She is said to have spawned the Orc race long ago, before the world of Morrow was born, and sailed with them on a great ship to their new home.
Language: Orcs generally speak several dialects, as in a normal day they will hear six or more being used. All, however, speak Hailu from birth (or orcish, as it is generally known to others.) Most of them also speak Tradecommon, the language of traders everywhere.
Magic: Orcs have an extremely strong tradition of air mages. In fact, air mages make up about 2% of the population, which is unsurprising considering their links to that element. Water and fire mages are about equal in Orc society, with about 0.00001% of the population being either. Earth mages are extremely uncommon, in fact, they're once in a lifetime births.
Life: At around the age of thirteen, a young orc is packed off on a ship to see the world... well, the void, and all the wonders that exist therein. He comes back with a rudimentary knowledge of sailing, a hardness in his muscles, and the basic tools he needs to exist in orc society. After about two years, by which time he'll be somewhere around sixteen, the young orc joins a crew. Over the next five years, the crew will travel together, and he'll learn to think of them as his family. Now, the orc is a true sailor.
Racial Properties * +2 STR, +2 CON
* Medium Size.
* Base Land Speed 40ft.
* +4 racial bonus to Use Rope, Profession (Sailor), Swim and Climb checks.
* Mage Hand 1/day. CL 5th.
* Automatic Languages: Tradecommon, Hailu.
* Bonus Languages: Any non-secret.
* Favoured Class: Air Mage.
* LA+2
Goblins Appearance (http://www.mavarts.com/images/mverickarts/Goblins.jpg)
Goblins are slavers with a 3-level society: Masters, Lessers and Slaves. They created the humans and are responsible for the weak condition of the elves... even now, after the slaves' rebellion, they still own thousands of the poor creatures.
Religion: Goblins follow a slaver god named Gurar, who they say created them from flames and told them to conquer the world. Whether this is true or just an attempt at justification is unknown.
Language: Goblins generally learn a lot of languages to be able to trade with other races. All, however, know Tradecommon and Rasta, the goblins' own language.
Magic: As they're bound to the element of fire, goblins have a large population of fire mages. Water and earth mages are killed at birth, whilst air mages are treated as 2nd-class. Soul mages and fire mages are venerated, the former because of their skills at controlling slaves, the latter because of their link to the goblins' element.
Racial Properties* +2 INT, +2 WIS, -2 STR.
* Medium size.
* Base land speed 20ft.
* Produce flame 1/day. CL 5th.
* +2 racial bonus on Diplomacy checks.
* +4 racial bonus on Appraise and Persuade checks.
* Low-light vision.
* Automatic languages: Rasta, Tradecommon.
* Bonus languages: Any non-secret.
* Favoured class: Fighter (2nd class citizen) or Fire Mage.
Wow, I've only had a chance to skim through it but what I've read I really like. The idea of tangible auras that can be turned on and off really appealed to me.
:) thanks. I was thinking of making it a class ability of mages to see the appearance of the auras, but not be able to determine the strength from that. And possibly a spell that hides auras.
Dwarves (//Dwarves.jpg)
(//../../e107_files/public/1154012691_112_FT9841_dwarves.jpg)
The dwarves: the grumpy forest-dwelling peoples of the deepest layers... once upon a time, dwarves were loved by all for their craftsmanship. Until, that is, the dwarf Garmani Gemskilled began hunting as a sport. Then, the gods of Morrow cried out that it was wrong for any creature, especially those bound to the very element of animals and plants, to hunt for anything but food, and darkened the dwarves' skin and made them grumpy and sullen. They are still skilled, but no longer are their abilities quite so great...
Religion: Dwarves worship the god of earth and creatures, Gohmo. He is said to have made them, with a skeleton of wood, flesh of clay, organs of gemstone and veins of metal. Their most deadly enemies are the goblins, who they are almost permanently at war with. Goblins and dwarves are said to be biologically related, which is probably one of the reasons they hate them so much.
Language: Dwarves generally speak various dialects of either Ga'Marr or Goth-Uk (both translating as dwarven.) Adventuring dwarves usually speak both.
Magic: All types of mages are welcome in dwarf society, but the most common are those of Earth. Fire mages are needed to help with crafting, however, air mages can help keep the forests safe, and water mages can heal the sick plants, animals and dwarves.
Homelands: Dwarves generally live among forests, where they have an agreement with the animals. Not that dwarves are, as some put it, 'treehuggers'. They protect nature, but they expect something back, and keep track of debts for their earth mages to repay by healing plants, or nature to repay by giving wood or meat.
Generally dwarves have mines near to their homes and walls surrounding the forests. They also often live in partially underground buildings.
Racial Properties * +2 CON, -2 CHA. Dwarves are grumpy and reluctant to interact with people, but tough.
* Medium size.
* Base land speed 20ft.
* +2 racial bonus on Profession (Miner) and Craft(Wood, Metal, Gemstone...) checks.
* Stonecunning (Su): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnâ,¬,,¢t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* Darkvision 60ft.
* Low-Light vision.
* 1/day: Speak with animals. CL 5th.
* Automatic Languages: Ga'Marr, Goth-uk, Tradecommon.
* Bonus languages: Rasta, Hailu, S'smakuk (lizardfolk), Twisted.
* LA +1
I will read more on them later, but I see a pattern developing. Each of the races you've presented have a spell-like ability.
Is the setting high-magic?
Are all races going to have a spell like ability?
Will these spell like abilities be effected if the PC chooses a mage whose principle opposes the spell-like abilities priniciple?
I will take a look at the races a little more indepth later as well as take a look at your spells.
Answers:
Well, the setting's not exactly high-magic. There are four greater races, the dwarves, orcs, goblins and lizardfolk, each tied to earth, air, fire and water respectively. Each gains a spell-like ability of their respective element. There are also a few other races, the most prominent of which are the two 'slave' races, humans and elves. Both of these are LA +0 and have no spell-likes, but they ARE extremely different to their PHB counterparts. Well, the elves, anyway. The humans are just going to be balanced a bit...
As for the last question: No, I don't think so. It's inherently bound inside them. Although, come to think of it, it might be more flavour-like to get rid of it...
Lizardfolk The Lizardfolk, or Gam'maru in their tongue, are those bound to the element of water. Bipedal reptiles, they require heat to function properly.
Religion: Gam'maru follow Zus'Shanu, Goddess of the Waters. She formed the lizardfolk out of the very waters of the sea, and teaches them to destroy those who would defile water and heal those who would not. They are strongly allied with the orcs because of this, and have a healthy alliance with the dwarves. The goblins are another matter.
Language: Gam'maru speak S'smakuk and Tradecommon. S'smakuk is a hissing, snake-like tongue which has been compared to the shifting of waves.
Magic: Fire magic isn't exactly common in Gam'maru lands, and neither is air. Earth and water magic, on the other hand, are frequent, with water magic being the basis of Gam'maru life.
Racial Properties * +2 WIS.
* Medium size.
* Base land speed 30ft.
* Heat Dependency (Ex): A Gam'maru is highly dependent on heat to remain functional. If the ambient heat goes beneath 6 degrees (celsius), the Gam'maru is in danger. Every two hours, the Gam'maru must take a fortitude save with a DC of 5 + the amount of degrees beneath 6 it is. The DC increases by 1 every time. Upon the first failed save, the Gam'maru takes a 5ft penalty to movement speed. Upon the second, he takes another 5ft penalty and a -1 penalty to dex. Upon the third, he takes another -1 penalty to dex, and a -1 penalty to str, int and wis, as well as another -5ft to movement speed. This continues until the Gam'Maru reaches 0 int, at which time the creature dies.
* +2 natural armour bonus.
* Create water 1/day. CL 5th.
* Automatic languages: S'smakuk, Tradecommon.
* Bonus languages: Ga'Marr (Dwarven), Goth-Uk (Dwarven), Hailu (Orc), Rasta (Goblin).
* Favoured Class: Water mage.
* LA +1
The Slave Races Humans Humans, humans, humans. These creatures were created by goblins (or so the goblins say) and served them for thousands of years before Morrow's destruction. Just after that cataclysm, however, the elves and humans united and struck out. About 1/4 of them escaped, another fifth died, and the rest are still stuck in slavery.
Religion: Many humans still worship the god of their masters, Gurar. Others worship different gods, usually dwarven or orcish.
Language: Almost all humans speak Rasta. Some also speak Tradecommon.
Magic: Most humans are fire mages, as they learned from mimicking their masters. However, their are numbers of other types of mages among them too.
Racial Properties * Medium size.
* Base land speed 30ft.
* 1 extra feat at 1st level.
* 3 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Languages: Tradecommon, Rasta.
* Bonus Languages: Any non-secret.
* Favoured class: Fighter.
Elves Elves were once a proud people. It is said that originally they were the race bound to the Soul principle, but whether that is true or not, it is now hard to fathom. It certainly is truth no longer. Elves were taken into slavery by goblins about 1200 years before the Cataclysm, Morrow's destruction. They became a broken race, left without the ability to cast magic, and had no will to withstand their oppressors. After the Cataclysm, though, the youngest generations, though, suddenly felt the tendrils of that raw force, magic, returning to their veins. They plotted with their human compatriots and rebelled. Many of them were killed, but goblins could simply not withstand the strength they had bred into their slaves. About half of the elven population escaped.
Religion: Elves generally worship Skai, God of Spirit. They say that he was the one that helped them live again.
Language: All elves speak Rasta, and many also speak Tradecommon.
Magic: Although elves are mostly without magic, a few of their number are powerful Soul mages. They do not seem capable of mastering elemental magic.
Racial Properties * +2 CON, -2 CHA.
* Medium size.
* Base land speed 30ft.
* Strong Soul (Ex): Elves gain +3 bonus SHP.
* +4 racial bonus on concentration and autohypnosis checks.
* Automatic languages: Rasta and Tradecommon.
* Bonus languages: Any non-secret
* Favoured class: Fighter.
The Bestial Races
Many are the creatures that roam the lands of Goromor, travelling across great plains, seeing naught but sky above them. Many do not even realise that their home has been destroyed.
[spoiler The Katauren]
The Katauren are a powerful race, known as minotaurs by some. They are generally large, muscly, and have shaggy hair. All of them have the traits of bulls or cattle, with ox-like heads, tails, and hoofed feat, although they have faces which have a more... human appearance about them. They live a tribe-based existence, and although they can only digest vegetable matter, their appearance leads many to believe that they are carnivorous. Most of their mages cast earth spells.
The Katauren speak their own language, Tauren, and most of them also speak Atrak (see the Gnoll entry.)
[/spoiler]
[spoiler Gnolls]
The Gnolls are a race of carnivorous, bestial humanoids, with reversed legs, full-body hair, paws, tails and canine head structure. Although their paws do have reversible thumbs, they're not as well developed as humans'. They are comfortable running bipedally or on four legs, and can go faster when doing the latter. Their tribal structures are often led by gnoll or goblin fire mages, and katauren leaders are common. Gnolls speak Atrak (their own language) and often Rasta or Tauren. They have a strong alliance with the Goblins, although the words 'are servants to' could replace 'have a strong alliance with' without the truth of the statement being marred...
[ooc]Gnolls can now gain +10ft to their movement speed whilst running on four legs, but lose any attacks they could make with hands. They also have a -2 penalty to dexterity.[/ooc]
[/spoiler]
Why did you take 1 skill point away from the humans starting?
Are you planning on making a Toughness and Improved Toughness like feats for SHP? I see the elves have strong souls, but is there going to be a feat which can improve SHP?
Because I think them slightly overpowered. And yes.
1 skill point makes them overpowered? If you have a problem with their ability to learn you could always cut the being to 2 bonus points and 1 bonus point per 2 lvls.
I don't think I have every heard humans being considered overpowered. Would you mind elaborating?
Gah, stuff it. With the new races they're perfectly balanced.
Now, what would you like to see next? More spells? Classes? More bestial races?
Materials
There are four materials generally used to make weapons and armour in Goromor, Magetree, Steelwood, Coronim and Iron. Hide, leather, and other such materials are also used, of course, but these four are the most important.
Magetree wood is found in excessive quantities growing around rifts into the Void, spawning from a new type of tree known as Magebough. All Magewood items have magical properties, which include the capabilities to resist all forms of elemental magic, absorb spells, and grow around enemies' weapons. Magebough costs about 100gp per cubed inch, and a full suit of armour costs somewhere around eleven million gold.
Steelwood is nothing but extremely hardened wood, almost as hard as nickeled iron (or steel, as it is sometimes called.) A suit of steelwood armour costs four times as much as a normal suit, and grants an extra +3 AC. It also grants the wearer DR 3/fire.
Coronim suits are somewhere near the most expensive and famous in existence. Coronim itself isn't particularly wonderful. It comes from plants, namely the Coronim plant itself, which is a water-dwelling, large specimen with enormous, bell-like flowers. However, these bells remain in water most of the time, and it is here that the Coronim plants release their seeds, small, transparent and extremely hard objects made out of a gem-like substance. If the seeds are collected just before they should be released, the seeds can be used to build all sorts of things. They are nearly as hard as diamond, and flexible with it, allowing blows to deal little damage, and can either be made into a bag-like suit (overlarge shirt with hundreds of bags packed full of the seeds), costing somewhere around 9200 GP, or a hardened carapace, costing around 40,000. A suit grants damage reduction 3/fire as well as +2 AC (stats as padded armour), whilst a carapace grants DR 5/fire and +3 AC (stats as full plate). Both count as masterwork.
It looks interesting so far. I do have a question. You put most cold spells in Water, but Ray of Frost in Air. Was that intentional?
Also will your table indicate a spells/day limit for mages? I assume their is some downside to using magic, right (a daily limit, drain, or something)?
I also really like the SHP idea.
Ray of Frost is only in air until I find something to replace it. :)
Yes, the downloadable table does.
No, there isn't... yet. I tried to make the mage balanced with the cleric... they have the same hit die, BAB and save progression, a much smaller spell list but quite a few class features.
Well, for Air cantrips, a few ideas:
guidance
know direction
dancing lights
ghost sound
message
open/close
I've been reading the stats you've got for the races and they all seem slightly unbalanced for their LAs. Orcs (Your orcs) for instance, are LA +2 and they should be LA +1 IMO. Goblins, on the other hand, are fairly overpowered to be a LA +0 race, they are at best a weak LA +1...
Know Direction, then. All the others have their own places :)
As for the races, the Goblins ARE LA +1... I musta forgotten to type it in :D. But orcs... +2 STR, +2 CON, nice skill bonuses, a spell-like ability and higher-than-average land speed...
Quote from: Golem011[8FP]
* Medium Size. [0FP]
* Base Land Speed 40ft [6FP]
* +4 racial bonus to Use Rope, Profession (Sailor), Swim and Climb checks. [7FP]
* Mage Hand1/day. [3FP]
* Automatic Languages: Tradecommon, Hailu. [0FP]
* Bonus Languages: Any non-secret.[0FP]
* Favoured Class: Air Mage.[0FP]
[/list]
I'm using (From the WoTC Boards) YabaTheWhat's feature point system, which is a really good system (albeit, in progress) for meassuring races. This orc race ends up with 24 FP (LA +0 = 10-13, LA +1 = 24-30). *shrug*
Quote from: HellraiserI'm using (From the WoTC Boards) YabaTheWhat's feature point system, which is a really good system (albeit, in progress) for meassuring races. This orc race ends up with 24 FP (LA +0 = 10-13, LA +1 = 24-30). *shrug*
Using that system what happens if a race falls between FP 14-24?
Quote from: PoseidonQuote from: HellraiserI'm using (From the WoTC Boards) YabaTheWhat's feature point system, which is a really good system (albeit, in progress) for meassuring races. This orc race ends up with 24 FP (LA +0 = 10-13, LA +1 = 24-30). *shrug*
Using that system what happens if a race falls between FP 14-24?
It means it's overpowered for a LA+0 or underpowered for LA +1
The Soul HP are an interesting way to represent certain spells and powers that are "worse than death". I think that you should include in the rules for becomming a ghost that the creature doesn't return automatically to avoid prolonged fights.
Can you multiclass between mage principles? That seems like it would require special rules to determine how Spells stack.
Why does earth get sonic damage? I'm just not sure i can make that connection.
Can a mage suppress their magical appearance? I'd hate to try and play a spy caster only to find that everyone would know I'm a mage.
Answers:
They don't. Once reduced to -11SHP you become a revenant, not a ghost :P
The revenant is mindless, controlled by the DM (or RPed by someone sufficiently good at such)
The ghost, on the other hand, is either destroyed permanently or rejuvenates. Sure they can return to the fight... but still.
As for multiclassing between mage principles, you have to treat each principle as, basically, a separate class.
As for the aura, it can't be detected except by magic until the level where it becomes tangible. Its abilities can be suppressed then. But yes, they can suppress it anyway.
Earth getting sonic damage...? Because sonic damage affects solid objects, especially those that are crystalline.
I always related sonic damage with earthquakes and such (and therefore the earth element)
As did I.