Creatures of life are summoned in holy temples, and are occasionally found in ruined temples as well.
A relative of the common magic spirit, guardian spirits possess nodes and transfer the power to their owner. Due to their greater power, they can frequently repel attempts by lesser spirits to take control over the node.
Clout(12): 5d crushing, reach C-2.
Traits: Holy Aura (+1 to resistance rolls for nearby friendly units). Insubstantial.
Skills: N/A
Notes: Standard summon (80/1; 1 unit)
Teleporting horse-like creatures, with horns on their head.
Horn(14): 2d-1 Impale, melee C,1
Traits: Holy Aura +2; Immune (Poison); Warp (100 yards max)
Skills: N/A
Notes: Regular Summon (250/5; 4 units).
Angels destroy evil beings by touch, and see through all illusions.
Banish(15): Cone 5 (reach 5); Chaos and Death creatures must resist (HT-4) or be banished. 5s recharge.
Holy Sword(16): 5d Cut, Melee C,1.
Traits: Flight(Winged); Holy Aura +1; Immune (Illusions)
Skills: N/A
Notes: Regular Summon (550/15; 1 unit).
Greater angels, with the ability to cast most life magics
Holy Sword(18): 6d Cut, Melee C,1.
Traits: Flight(Winged); Immune(Illusion); Life Magic 40
Skills: Life Magic:
Notes: Regular Summon (950/20; 1 unit).