I. Angel of Wrath | II. Angel of Healing | - | III. Angel of Mercy | IV: Seraphim |
Dungeons & Dragons | Dragon magazine | - | Monsters | The Dragon #17 |
In Eldritch Wizardry,
Gygax and Blume have given nefarious
DMs a plethora of
immensely evil, incredibly powerful supernatural
beings, the demons. A worthwhile and logical
addition to
Dungeons and Dragons, and
just the thing for trashing that arrogant
twelfth-level’s castle. From Gods,
Demi-Gods and Heroes a DM can
draw for purposes of divine intervention
that practically omnipotent
being particularly suited to his or her
universe. But something is still
lacking in this panoply of other-worldly
creatures. There is a need for
beings powerful, yet not omnipotent, who
would be in the service of the
good gods. And so, in keeping with the
Judeo-Christian tradition of
D&D, propose the creation
of a new class of supernatural beings,
Angels.
Angels, unlike demons, should only appear on Earth
with a particular
mission, a manifestation of a god’s will. They may appear in
response to prayer (with a base 1% per cleric’s level chance of
response), if summoned by various holy artifacts, as guards for certain
holy shrines or relics, or at the whim of the gods.
Although the classical celestial hierarchy has nine members, the
Chronicle of Bishop Matthews in Rudigore records the
appearance on
Earth of only 4 types of angels. All the types seem to be physically
weaker than their demonic counterparts, though each is endowed with
a number of magical abilities, many especial to a particular type.
Abilities common to all the angels are:
Teleportation (no chance of error), Continual Light (of varying
degree), Bless, Fear and Detect Evil. All angels can speak any human
tongue as well as Speak With Dead. The very presence of an angel turns
undead as a Patriarch. Angels are immune to psionic attack and to the
Finger of Death.
Each of the four types of angels has a general purpose, with special
abilities commensurate with that purpose. The four types are:
Type I: The Angel of Wrath. This angel appears
as a whitewinged,
haloed, male warrior in golden armor and shield. They often
appear on the side of Law in fateful battlefield conflicts with Chaos,
to rally warriors for a holy cause, and as holy guardians. The Angel
of
Wrath wields a +5 Holy Sword in battle (the sword, along with the
golden armor and shield, disappears if the angel is vanquished). Aside
from those abilities common to all angels, the Angel of Wrath can at
will cast a Continual Light, 5’ radius equal to full daylight, Cure
Serious Wounds, Quest, create a double-strength Wall of Fire three
times/day and pronounce a Holy Word once/day. Without the Holy
Sword, magic resistance is 65%. Armor class O, can only be hit by
magic weapons, moves 12/24”, and has ten (eight-sided) hit dice.
Type II: The Angel of Healing. This beautiful
winged woman in
white robes often appears miraculously in response to the prayers of
the
sick, the wounded, and the dying. She has the power to, at will, Cure
Serious Wounds, Cure Disease, Cure Blindness, Insanity and
Paralyzation, Neutralize Poison, Remove Curse, Raise Dead Fully,
Create Food and Water, Dispel Evil, Dispel Exhaustion (as the
Illusionist spell), Cast Continual Light, 10’ r., and Strength (as
the
Magic-User spell). Her touch has the ability of Regeneration. If
necessary, she fights with a Flaming Sword. Magic resistance is 75%.
Armor class 9, moves 15/24 ¼, six dice.
Type III: The Archangel of Mercy. Appearing
as a winged old man
in silver robes, this angel is most often found as a guide to those
who
walk in darkness, a protector of the weak, and a last-minute deliverer
from the jaws of evil and death. At will this angel can Cure Serious
Wounds, Cure Disease, Remove Curse, Part Water, Find the Path,
create a Wall of Fire, Ice, Stone, Iron or Fog, Blade Barrier, Wind
Walk, Mass Teleport (up to 10’ radius), and Continual Light, 15‘r.
The Archangel of Mercy is not affected by a Time Stop, and can only
be hit by +2 magic weapons or better. He fights with a Sword of
Sharpness. Magic resistance without the sword is 85%. Armor class -1,
moves 15/30”, twelve dice.
Type IV: The Seraphim. The Seraphim acts
as the right hand of
God, and so appearances on the Earth by this angel are truly rare and
momentous occasions. Appearing as a ten foot tall extremely beautiful
winged humanoid of indeterminate age and sex, a Seraphim can, at
will, Cure Serious Wounds, Cure Disease, Remove Curse, Restoration,
Raise Dead fully, Dispel Evil, Quest, generate a triple-strength Wall
of
Fire, Blade Barrier, Earthquake, Insect Plague, cast Continual Light,
20’r. of varying intensity (from Faerie Fire to Binding), Improved
Invisibility (as the Illusionist spell), use a Holy Word once/day,
use any
Symbol once/day, and once a day can call down the Wrath of God (a
double-strength Meteor Swarm). A Seraphim cannot be Time Stopped,
Charmed, Held, or rendered stunned or unconscious by any means. A
Seraphim can call to its aid 2-16 Type I, 1-4 Type II and 1-6 Type
III
angels. He/she fights with a Vorpal Blade, and has a base 95%
resistance to magic. Armor class -3, can only be hit by +3 magic
weapons, moves 24/48", 16 dice.
The appearance of angles should be a rare event, usually brought
about in some way by the players themselves (though not as often as
they might like!). Angels have no earthly lair or treasure unless
guarding some Holy Relic. Although there should be no random
encounters with angels, remember that these are manifestations of a
god’s purpose on Earth, and gods move in mysterious ways.