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Improved Angelic Halo

Blinding Light: Whenever Angelic Halo is active, an enemy that attacks the Light Warden first time in a round must pass a Fortitude saving throw (DC = 10 + twice the Light Warden’s crystal 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 + crystal 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 the Light Warden’s crystal 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 Light Warden’s crystal 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 earth, fire, ice, lightning, water, and wind resistances equal to 5 per the Light Warden’s crystal rank.

Unfailing Beacon: Whenever Angelic Halo is active, the Light Warden doesn’t suffer any damage from the allies’ spells that have an area of effect. If the Light Warden 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.