Latest News

End of September Update!

Home > System Rules >

Angel Halo Effects

Improved Angelic Halo

Blinding Light: Whenever Angelic Halo is active, an enemy that attacks the Angel first time in a round must pass a Fortitude saving throw (DC = 10 + twice the Angel’s mythic rank) or be blinded for 1d4+1 rounds. On a successful saving throw, the enemy becomes dazzled for 1 minute.

Burning Bright: Whenever Angelic Halo is active, all demons and undead creatures in the 50-feet area suffer (2d6 + mythic rank) points of holy damage each round.

Flame of Life: While Angelic Halo is active, whenever an ally suffers damage, they receive fast healing equal to Angel’s mythic rank for 1 round.

Piercing Rays: Whenever Angelic Halo is active, all enemies in 50 feet area suffer a penalty to Spell Resistance equal to 1 + half the Angel’s mythic rank, as well as a penalty to all saving throws equal to half the penalty to Spell Resistance.

Solar Winds: Whenever Angelic Halo is active, all allies in the 50 feet area get a bonus to fire, cold, acid, and electricity resistances equal to 5 per Angel’s mythic rank, and a bonus to sonic and negative energy resistance equal to 3 per Angel’s mythic rank, as well as a bonus to force, unholy, holy, and divine resistance equal to Angel’s mythic rank.

Unfailing Beacon: Whenever Angelic Halo is active, the Angel doesn’t suffer any damage from the allies’ spells that have an area of effect. If Angel is the main target of such a spell, it becomes empowered, as though using the Empower Spell feat, and the DC of the saving throw against it is increased by 2.