P&P Celestials
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Status: Completed
Author: Caedwyr
Languages: English, French, Russian, German, Polish
Download (Windows):
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Gibberlings Three
Download (OS X):
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IEGMC America
IEGMC Asia
IEGMC Canada
IEGMC Europe
Gibberlings Three
Download (Linux):
G3 Mirror
IEGMC America
IEGMC Asia
IEGMC Canada
IEGMC Europe
Gibberlings Three
Something that bothered me from the first time I played Baldur's Gate II was the weakness of many of the creatures. Among these were the elemental princes, the devas and planetars, and the various demons and devils. In Pen and Paper AD&D these are powerful and scary enemies if you get on their wrong sides. In Baldur's Gate II, they were minor obstacles to be plowed over by the Bhaalspawn and his/her party.
What I have done in this mod is to modify the Devas and Planetars that are summoned by the player so they gain most of their Monster Manual abilities and stats. I have taken some small liberties in how I adapted some of these abilities. Since the devas and planetars that are summoned are level 25 creatures and the monster manual lists them as much lower level creatures, I have chosen a class for each of the creatures and increased their statistics according to their class.
This mod is complete and available from the Downloads page. You can also view the full Readme from the mod.
Changes
One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now two different types of devas that can be summoned depending on which area the player is in.
The Astral Deva
A General Overview
Whenever matters in the lower planes require the attention
of the powers of good, Astral Devas are employed.
These powerful warriors have both the strength and
purity for just such missions They can pass into
any of the lower planes at will bringing the force
of their justice to the heart of evil. Astral Devas
possess another ability that will allow them to perform
their missions. If directly commanded by the power
that they serve, an Astral Deva can pass into any
layer of the lower planes without passing through
the higher layers. Astral Devas also commonly travel
through the Astral plane, performing any needed tasks
there. They are commonly sent to rescue good aligned
mortals that have become stranded or lost in the
Astral plane. (Shamelessly taken from the Monster
Compendium 8)
Combat
Although they are servants of goodness, Astral Devas
often find themselves in positions where they must
deliver their messages of good by the points of their
swords (or maces in the Astral Deva's case), figuratively
speaking.
Astral Devas have the following innate powers:
- Aid, at will 1/round.
- Cure Serious Wound, 3/day.
- Detect Evil, at will 1/round.
- Know Alignment, at will 1/round.
- Teleport Without Error, at will 1/round.
- Cure Disease, 3/day.
- Cure Light Wounds, 7/day.
- Detect Snares and Pits, 7/day.
- Heal, 1/day.
- Infravision, at will 1/round.
- Invisibility 10' Radius, at will 1/round.
- Polymorph Self, at will 1/round.
- Protection from Evil, at will 1/round.
- Remove Curse, at will 1/round.
- Remove Fear, at will 1/round.
- Blade Barrier, 1/day.
- Detect Invisibility, at will 1/round.
In addition Astral Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment.
Astral Devas wield a mace like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds.
The Movanic Deva
A General Overview
Movanic Devas are perhaps the most privileged of all
devas, for they are sent to the Prime Material Plane
where they often directly aid the mortal followers
of the good deities. They will normally only do this
in moments of dire need and usually only for the
more prominent or powerful mortals. Of course, Movanic
Devas are able to pass directly into the Prime Material
Plane at will. (Shamelessly taken from the Monster
Compendium 8.)
Combat
Although they are servants of goodness, Movanic Devas
often find themselves in positions where they must
deliver their messages of good by the points of their
swords, figuratively speaking.
Movanic Devas have the following innate powers:
- Aid, at will 1/round.
- Cure Serious Wound, 3/day.
- Detect Evil, at will 1/round.
- Know Alignment, at will 1/round.
- Teleport Without Error, at will 1/round.
- Cure Disease, 3/day.
- Cure Light Wounds, 7/day.
- Detect Snares and Pits, 7/day.
- Heal, 1/day.
- Infravision, at will 1/round.
- Invisibility 10' Radius, at will 1/round.
- Polymorph Self, at will 1/round.
- Protection from Evil, at will 1/round.
- Remove Curse, at will 1/round.
- Remove Fear, at will 1/round.
- Cast any Evocation/Invocation Spell, 1/day.
- Anti-Magic Shell, at will 1/round.
- Protection from Normal Missiles, at will 1/round.
- Spell Turning, at will 1/round.
- Call Planetar, 1/day with 30% chance of success.
In addition Movanic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil.
Movanic Devas wield a two-handed sword that deals 1d10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1.
Planetar
A General Overview
Planetars are powerful spirits that directly serve
the deities and powers of the upper planes. Planetars
will typically come to the aid of only the most powerful
mortal servants of good.
Combat
Planetars have the spell ability of a priest half the
level of the Planetar and with wisdom equal to 21.
They have major access to all spheres, and in addition
have the following innate powers:
- Aid, at will 1/round.
- Cure Serious Wound, 3/day.
- Detect Evil, at will 1/round.
- Know Alignment, at will 1/round.
- Teleport Without Error, at will 1/round.
- Blade Barrier, 3/day.
- Cure Disease, at will 1/round.
- Detect Invisibility, at will 1/round.
- Detect Snares and Pits, at will 1/round.
- Dispel Magic, at will 1/round.
- Earthquake, 1/day.
- Feeblemind, 1/day.
- Fire Storm, 1/day.
- Flame Strike, 3/day.
- Heal, at will 1/round.
- Holy Word, 1/day.
- Improved Invisibility 10' Radius, at will 1/round.
- Insect Plague, 1/day.
- Limited Wish, 1/day.
- Polymorph Any Object, at will 1/round.
- Protection From Evil 40' Radius, at will 1/round.
- Raise Dead, 3/day.
- Remove Curse, at will 1/round.
- Remove Fear, at will 1/round.
- Resist Cold, at will 1/round.
- Greater Restoration, 1/day.
- Shapechange, 1/day.
- Symbol- any, 1/day.
- True Seeing, at will 1/round.
In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil.
Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword.
