Holy Host

Rank 8CommondivineoccultRemaster
Range100 feet
Durationuntil the end of your next turn

In stories, armies with just and righteous causes win with little difficulty, conquering unholy legions. However, many holy armies know that an extra hand never hurts in the fight to exterminate cruelty and unholy forces, and they might call upon the assistance of a holy army. The holy army occupies the space of a Huge creature. When you Cast this Spell, choose one of the holy militaries below to summon.

  • Agathions Speed 30 feet
  • Arrive (fire) Pranks for All A squadron of procyals arrives, eager to see your enemies learn their lesson in this fight. All enemies in a 60-foot cone take 8d6 fire damage (reflex save) as the procyals bombard them with popping firecrackers
  • Depart Parting Lesson (emotion, mental) The procyals laugh uproariously as they leave, each throwing out a piece of unrelated advice to a nearby enemy. Enemies in a 20-foot emanation take 4d6 mental damage (will save). On a failure, a creature is also Stunned 1. On a critical failure, they're Stunned 2.
  • Angels Speed 30 feet, fly 40 feet
  • Arrive (spirit) Flaming Truth A legion of balisses arrive in a burst of holy flame, dealing 8d6 spirit damage to all creatures in a 20-foot emanation with a fortitude save. On a critical failure, a creature is also Blinded for 1 round
  • Depart Hidden Departure With a plume of smoke, the balisses vanish, spreading a thick cloud of smoke in a 10-foot emanation. All creatures within the smoke are Concealed. Unholy creatures within the smoke are Enfeebled 2, and holy creatures within the smoke gain the effects of truesight and ignore the concealment granted by the smoke.
  • Archons Speed 30 feet, fly 60 feet
  • Arrive (spirit) Justice Prevails A battalion of aesras, also known as legion archons, swoop in to provide assistance. Enemies within a 60-foot cone take 8d6 spirit damage (reflex save)
  • Depart (fire) Eyes of Judgment With one final examination of the battlefield, the aesras take their leave, but not before bringing down their fiery swords to create a corridor of sacred flame. Enemies in a 60-foot line take 4d6 slashing,2d6 persistent fire damage (reflex save).
  • Azatas Speed 30 feet, fly 80 feet
  • Arrive (auditory, sonic) Inspiring Song Kanya muses arrive to embolden your allies while pushing back your foes. Enemies in a 20-foot emanation take 6d6 sonic damage (fortitude save). A creature that fails the save is also pushed 10 feet away from the kanyas. Allies in the emanation gain a +2 status bonus to attack rolls and saving throws, as well as +4 status bonus to damage rolls for the duration of the spell
  • Depart (emotion, fear, mental) Booming Finale With a thunderous chord that stirs the hearts of your forces, the kanyas depart. Enemies in a 60-foot cone must attempt a will save. On a failure, they're Frightened 2, and on a critical failure, they're Frightened 3 and Deafened for 1 round. Allies in this cone regain (4d10+16) healing Hit Points.
  • Garudas Speed 25 feet, fly 60 feet
  • Arrive Swooping Dive A battalion of garudas sweep through enemy lines, dealing 6d10 slashing damage to enemies in a 120-foot line (reflex save)
  • Depart Winds of Freedom The garudas flap their wings in tandem, focusing on a 20-foot burst within 60 feet of them. All allies in that area gain a +1 circumstance bonus to all skill checks and DCs for 1 round, and enemies must succeed a reflex save or be knocked Prone.

Spell Effect: Holy Host (Azata)

Spell Effect: Holy Host (Garuda)

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Incarnate

A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.