P&P Celestials

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 has two components: the main P&P Celestials (delineated below), and a second cosmetic component that let you use new wings animations for devas and planetars. The latter is largely a re-used, updated and fixed version of Demivrgvs Spell Revision mod component 10 "Deva and Planetar Avatars".

P&P Celestials

One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now three 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 Eight)

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.
  • Blade Barrier, 1/day.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, at will 1/round.
  • Detect Invisibility, at will 1/round.
  • Dispel Magic, 7/day.
  • Detect Snares and Pits, 7/day.
  • Heal, 1/day.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Teleport Without Error (scripted ability)

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 Monadic Deva

A General Overview
On rare occasions, a power from the upper the planes will have need of a servant to go to one of the elemental or para-elemental planes. When this need arises, Monadic Devas are used. Monadics are able to pass into any of the elemental planes at will. They can survive in any of the elemental planes without ill effect. Neutral good Monadic Devas have been known to reside in the plane of Elysium when they are not on a quest for their power. (Shamelessly taken from the Monster Compendium Eight)

Combat
Although they are servants of goodness, Monadic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or rods in the Monadic Deva's case), figuratively speaking.

Monadic Devas have the following innate powers:

  • Aid, at will 1/round.
  • Charm Elemental, at will 1/round.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, at will 1/round.
  • Detect Snares and Pits, 7/day.
  • Dispel Magic, 7/day.
  • Heal, 1/day.
  • Hold Monster, at will 1/round.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Mirror Image, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Teleport Without Error (scripted ability)

In addition Monadic 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 +1 and above enchantment to hit them. They are immune to level loss, both undead and magical as well as death spells. The Monadic Deva is protected at all times by a protection from evil aura around their person, behaving as per the priest spell.

Monadic Devas wield a rod-like weapon that does 1d8+3 damage (+10 versus golems and earth elementals) with a +3 magic bonus to hit. It has all the powers of a rod of smiting, and any golem or earth elemental that is hit by the rod and fails their saving throw vs. death is slain.

The Movanic Deva

A General Overview
Movanic Devas are perhaps the most privileged of all the 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 Eight)

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.
  • Anti-Magic Shell, at will 1/round.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, at will 1/round.
  • Detect Snares and Pits, 7/day.
  • Dispel Magic, 7/day.
  • Heal, 1/day.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Protection from Normal Missiles, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Spell Turning, at will 1/round.
  • Teleport Without Error (scripted ability)
  • Cast any Evocation/Invocation Spell, 1/day.

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.

The Fallen Deva

A General Overview
Whenever matters in the lower planes require the attention of the powers of evil, Fallen Devas are employed. These powerful warriors have both the strength and corruption for just such missions They can pass into any of the lower planes at will bringing the force of their injustice to the heart of good. Fallen Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, a Fallen Deva can pass into any layer of the lower planes without passing through the higher layers. They are commonly sent to rescue evil aligned mortals that have become stranded or lost in the Lower planes. (Fallen Deva does not exists in P&P; adapted from Astral Deva)

Combat
Although they are servants of nastiness, Fallen Devas often find themselves in positions where they must deliver their messages of evil by the points of their swords (or maces in the Fallen Deva's case), figuratively speaking.

Fallen Devas have the following innate powers:

  • Aid, at will 1/round.
  • Blade Barrier, 1/day.
  • Cause Serious Wound, 3/day.
  • Cure Disease, 3/day.
  • Cure Light Wounds, 7/day.
  • Detect Evil, at will 1/round.
  • Detect Invisibility, at will 1/round.
  • Detect Snares and Pits, 7/day.
  • Dispel Magic, 7/day.
  • Harm, 1/day.
  • Invisibility 10' Radius, at will 1/round.
  • Know Alignment, at will 1/round.
  • Protection from Evil, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Teleport Without Error (scripted ability)

In addition Fallen 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.

Fallen 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 has 50% chanced to be knocked senseless for 6 rounds.

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.
  • Blade Barrier, 3/day.
  • Cure Disease, at will 1/round.
  • Cure Serious Wounds, 3/day.
  • Detect Evil, 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.
  • Greater Restoration, 1/day.
  • Heal, at will 1/round.
  • Holy Word, 1/day.
  • Improved Invisibility 10' Radius, at will 1/round.
  • Insect Plague, 1/day.
  • Know Alignment, at will 1/round.
  • Limited Wish, 1/day.
  • Polymorph Any Object, at will 1/round.
  • Protection From Evil 40' Radius, at will 1/round.
  • Raise Dead, 3/day.
  • Resist Cold, at will 1/round.
  • Remove Curse, at will 1/round.
  • Remove Fear, at will 1/round.
  • Symbol (any), 1/day.
  • Teleport Without Error (scripted ability)

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.

Fallen Planetar

A General Overview
Fallen Planetars are powerful spirits that directly serve the deities and powers of the lower planes. Fallen planetars will typically come to the aid of only the most powerful mortal servants of evil.

Combat
Fallen Planetars have the spell ability of a mage half the level of the Fallen Planetar and with wisdom equal to 21. They have access to the following innate powers:

  • Aid, at will 1/round.
  • Blade Barrier, 3/day.
  • Cause Serious Wound, 3/day.
  • Cure Disease, at will 1/round.
  • Detect Evil, 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.
  • Greater Restoration, 1/day.
  • Harm, at will 1/round.
  • Improved Invisibility 10' Radius, at will 1/round.
  • Insect Plague, 1/day.
  • Know Alignment, at will 1/round.
  • Limited Wish, 1/day.
  • Polymorph Any Object, at will 1/round.
  • Protection From Good 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.
  • Symbol (any), 1/day.
  • Teleport Without Error (scripted ability)
  • Unholy Word, 1/day.

In addition Fallen 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 Good.

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.

Deva and Planetar Animations

This cosmetic component lets you use new wings animations for devas and planetars. The latter is largely a re-used, updated and fixed version of Demivrgvs Spell Revision mod component 10 "Deva and Planetar Avatars".

celestials_cosmetics.jpg