Lights are champions of good and will readily engage in combat with evil creatures. By coming into contact with an evil creature, a light can make an energy attack that will inflict 1-12 points of damage per hit. This attack will not affect beings of good alignment. Because the attack is a form of energy, nonmagical protection is not considered when determining the armor class of a light's opponent. Any magical protection, including magical armor, is considered, but only the "pluses" of the armor offer protection. For example, if a light is attacking a man in plate mail, + 3, his effective armor class would be 7 (for the + 3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4.
In contact with an evil creature, a light's energy attack inflicts 1d12 points of damage per hit. This attack does not affect creatures of good alignment. Because the attack is energy, nonmagical protection is not considered when determining the Armor Class of a light's opponent; only the "pluses," of magical armor or other defenses offer protection, regardless of the opponent's alignment. For example, if a light attacks a man in plate mail + 3, his effective Armor Class is 7 (for the +3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4.
? protection from evil, always active
? dispel evil, 3 times per day
? continual light, 7 times per day
? light
? bless
? hold person, 7 times per day
In addition to at common to all aasimon, lights also have the spell-like abilities protection from evil (always active), dispel evil (3 times per day), continual light (7 times per day), light, bless, and hold person (7 times per day).
Spell-Like Abilities: At will - aid, augury, bless, change self, detect evil, detect good, detect magic, light, protection from evil (always active), read magic, and teleport without error. 3/day - cure serious wounds, dispel evil. 7/day - daylight, hold person. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).
You've also removed Cure Serious Wounds, Was that deliberate?Shade said:Spell-Like Abilities: At will—aid, bless, detect evil, light; 7/day—continual flame, daylight, hold person; 3/day—dispel evil (DC X), polymorph (self only). Caster level 12th. The save DCs are Charisma-based.
I added polymorph 3/day as most of the angels seemed to have it. I removed augury, change self, read magic, and greater teleport as they don't seem to be common angel SLAs. I ditched protection from evil as the angel's protective aura covers that.
I'm fine with it being removed, its just that you didn't mention it.Shade said:Yes, since it's not a deva and didn't have it before. I'm not opposed to adding it back, though.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.