<nice image, but planetars have double wings. cf. Mesopotamian art>
FREQUENCY: Very rare <(planetars are
served by moon dogs : VII)>
FREQUENCY: Common ([Dungeon Level X])
FREQUENCY: Rare
([Astral Plane])
FREQUENCY: Rare
([Ethereal Plane])
NO. APPEARING: 1
ARMOR CLASS: -7
MOVE: 15" / 48" // 24" (MC: B)
HIT DICE: 144 hp
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon type +7 (strength
bonus)
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius; wisdom: 21
ALIGNMENT: Good
SIZE: L (8 1/2' tall)
PSIONIC ABILITY: 288
Attack/Defense Modes:
All / all
LEVEL/X.P. VALUE: X | 60,000 + 35
A planetar is one of a powerful spirit
group,
numbering not fewer than 100,
who serve the deities of good alignment.
One or more will typically serve as the
right hand of a minor deity,
while numbers of planetars will attend
a major deity.
These creatures inhabit the Upper Outer
Planes of Good but actually travel at will to any plane except the lowest
(the Hells, Gehenna, Hades, Tarterus, the Abyss).
If commanded by their deity,
they can,
in fact,
enter even the lowest planes of Evil.
Only a solar (q.v.)
is more powerful in the cause of Good.
Planetars can be of any good alignment
-- lawful, neutral, or chaotic.
Their specific alignment is determined
by the master they serve.
Each planetar has 3 attacks per round,
typically with a bastard sword (usable
only by planetars) =equal= to a +4 weapon with both defender
(q.v.) and wounding qualities,
the latter effective only against creatures
of Evil.
For purposes of attack determination,
consider each planetar to have a Dex of
21 and a 17th-level fighting ability.
All planetars have spell-like abilities
=equal= to those of a Lama (C7) and an Initiate of the 5th Circle (D7),
+plus+ bonuses to each (Wis =equals= 21).
In +addition+,
they each have the following spell-like
abilities which can be used 1 at a time,
1 per round,
at will:
animate object once per day | blade barrier 3 times per day | continual light up to 10" radius | control weather once per day | dispel evil 3 times per day |
dispel illusion 7 times per day | dispel magic 3 times per day | earthquake once per day | etherealness | feeblemind once per day |
limited wish once per day | polymorph object | fire storm once per day | flame strike 3 times per day | heal 3 times per day |
holy word once per day | improved invisibility up to 10-foot radius | insect plague once per day | limited wish once per day | polymorph self |
raise dead 3 times per day | read magic | remove curse | remove fear | resist cold (double effect) |
resist fire (double effect) | restoration once per day | shape change once per day) | speak with dead | symbol (any) once per day |
teleport with no error | true seeing 3 times per day | weather summoning once per day | wind walk 7 times per day | - |
Each planetar radiates a globe of protection
from evil fro mindividual size to a full 40-foot-radius,
as desired.
The maintenance of the AREA is automatic.
A planetar can commune at need.
Each can always cure blindness,
deafness,
disease,
or light wounds by touch.
They detect evil, lllusion,
invisibility,
lie,
magic
and traps.
Each always has know alignment functioning
automatically.
A planetar can communicate by ESP
or tongues as well as read any language.
Each always has infravision to 12" and
ultravision of double normal range.
Once per day a planetar can gate
in the indicated number (1-3, 1-4, or 1-6) of the appro. sort of deva (q.v.)
whether astral, monadic, or movanic.
They can summon the following creatures
once per day;
LG :: 1-4 couatl,
NG :: 1-2 baku,
CG :: 1-2 androsphinx.
Planetars are affected by the attack forms
indicated for devas (q.v.).
Only +4 or better weapons affect
them.
They are never surprised.
They are immune to any life level loss,
whether from undead or magic.
They cannot be beguiled, charmed, confused,
dominated, or feebleminded.
Their souls cannot be imprisoned or
trapped.
They are immune to death spells.
They regenerate at a rate of 4 points
per round.
Unless encountered on the Upper Outer
Planes,
only the material body of these creatures
can be harmed.
The planetar's spirit returns to its own
plane to re-form and become corporeal again;
the process requires 4 decades.
Charisma effect is 21.
Psionic abilities are:
animal telepathy (14th level) | aura alteration | body control | body equilibrium | body weaponry (9th level) |
mass domination (17th level) | molecular agitation | precognition | reduction | TK (17th level) |
- | - | telepathic projection | - | - |
A planetar resembles a tall and powerful
humanoid.
In material form the skin is opaline,
the head hairless,
and the eyes glowing blue.
The wings are double and likewise opaline,
Quote:
Originally Posted by Gray
Mouser
What? Devas like angels?
You mean the winged figure in the MM II that was an other-planar minion
of the powers of weal were meant to resemble angels? That's crazy talk,
I tell you!
Actually, I rather liked Devas, Solars and (IIRR) Planatars. It did seem, however, that the Solar could give a demon lord or duke of hell a run for his money. Which is fitting, given the angel/demon/devil parallels
I recall that the Devas were divided into three distinct groups, were Planatars and Solars, as well? Was this three-fold division inspired by the "Choirs of Angels" belief that was developed largely by Pseudo-Dyonisius' reflection on various passages in the New Testament?
Gray Mouser
Hi Mouser,
Devas were drawn mainly from mytholology.
Planetar and Solar were inspired
by Theosophy.
There were no grades of
either IIRR--too lazy to dig up MMII and check for sure.
The lot were surely meant to counter, and then some, the minions of the Lower Planes
Cheerio,
Gary
<correct black background
on gifs>
Quote:
Originally Posted by Mighty
Veil
What exactly is Theosophy
all about? I'm reading it on Wiki but that's not helping. I'm curious to
know because when my grandmother died years ago. In her book collection
I found a very old bible like book with the emblem of the Theosophical
Society symbol on it. The symbol has the Nazi symbol in it, so I always
wondered if there was some connection (not that grandma *ever* seemed like
the type).
Look up Sprirtism and Theosophy
online, also try Madam Blavatsky (sp?). It was a popular belief back in
the late 1800s and lasted into the early 1900s, a spritualist sort of belief.
As a matter of fact it was very active in Wisconsin...and look up Wisconsin
Death Trip sometime.
The swastika is a gammadon, IIRR, used in ancinet India and by the American indians as a good luck symbol.
Cheers,
Gary
Quote:
Originally Posted by Mighty
Veil
Looking at Solar Symbols
at Wiki.
The Canadian flag looks
similar to the 8 pointed star.
Makes me wonder if that's
what it's suppose to be.
8 pointed star
http://en.wikipedia.org/wiki/Solar_symbols
Maple leaf flag
http://en.wikipedia.org/wiki/Maple_leaf_flag
Howdy,
I don't believe that solar
symbols are connected to the supposed Theophysical Solar spirit creatire.
a sort of thing similar
to a Seraph, just as the Planatar is rougly equivalent to a Cherub.
Cheers,
Gary
Quote:
Originally Posted by Thulcondar
I find that particularly
fascinating (and yet another indicator of just how far you were willing
to go to find source material).
Although it also points
out how far Mme. Blavatsky was willing to go for source material, inasmuch
as the Deva is a Hindu figure.
I have been toying with the
idea of putting together some sort of Angelic heirarchy to counter the
Diabolic and Demonic heirarchies.
Since we have arch-devils,
why not arch-angels? Major Devils and Seraphim.
Demon Princes and Saints...
The details are unimportant,
but you get the idea...
And of course the "named"
Infernal figures would have their own counterparts.
The only thing that has stumped
me thusfar is in individualizing them sufficiently.
Perhaps I am a creature
of the mythologies to which I am accustomed, but the angelic hosts always
seemed so... homogenous.
Valkyries could work for
one of the other alignments (NG, mayhap, although for those who know their
true nature according to the Norse lore they are far from beneficient beings!),
but I find myself at something of a stumbling block.
And for the non-good/evil
minions... I would ache for something more rooted in mythology than Modrons.
Any thoughts as to a possible expansion of the demon/devil/daemon idea into the realms of Good, beyond the (to my mind, rather limited) Deva/Plantar/Solar?
As always, my thanks in advance.
The short answer is that
as a Christian I have stayed away from Judeo-Christian theology.
Thus the use of Theophysical
in Hindu spirit entities.
Cheers,
Gary
<didn't Gary convert to
Christianity c. 1985?>
Quote:
Originally Posted by dcas
Are there rough D&D
equivalents to each of the nine choirs of angels? or was that not a consideration?
That was not a consideration,
the Devas, Planatars, and Solars were added to the roster of creatures
to coulter-balance the various demone, devils, and fiends.
Cheerio,
Gary
Quote:
Originally Posted by jasin
Could you provide more details
on this, please?
I had some ideas for a game that involved a world with a single solar as the spirit/ruler/personification of the Sun and a single planetar as the spirit/ruler/personification of Earth. The epic overarching plot would involve the planetar rising up against the solar: a bit of gnosticism, a bit of Ra vs. Apophis...
What got me thinking along these lines were mostly just the names for the creatures, "planetar" and "solar" which I never thought were chosen for any particular reason, but now that you mention being inspired by Theosophy, it seems I might have been going back to the roots without being aware of them.
I do not pretend to be an
expert on Theosophy, so you must do your own research in regards information
there.
You have the correct hierarchy for the Solar and Planatar, so I can not add anything there.
As for Egyptian
deities at odds, the big dustup was between Ra and Osiris when Ra was taking
Set's sind in regards who should rule earth, Horus son of Osiris or Set.
Osiris onfrmed Ra that he had "many savage faced messengers" to assert
his claim, and Ra backed down.
Cheerio,
Gary
Quote:
Originally Posted by Mighty
Veil
Wow. Reading page 3's Gary
responses from his response of my Canadian Maple Leaf post to Gord.
I haven't been this surprise about AD&D's roots since Gary said he
wasn't a LotR fan.
And not so much D&D is based on LotR.
I didn't realize D&D didn't base itself on Christian beliefs. Hindu, huh? Never would of guessed that. I still don't understand this Theosophy one. But Solars are the sun, and planetars are the planet. This new view of them makes them seem more like cosmic elementals than angels (reminds me of the show Andromeda). Very spiritual.
You know Gary. Had you used "Paradise Lost" as inspiration. I bet a neat D&D cosmology , different then the current one, there could have been. I just HATE what 2e's Planescape did to it. I was thinking of buying the new Demonweb Pit adventure till I learned it used 2e's cosmology.
As a Christian I stayed
well away from basing any of the D&D game on scripture.
The Deva, Solarm and Planatar are benign and rather angelic in their purposes.
No Milton, but I did use a bit of Dante's Inferno is developing the denizens of the Nine Hells.
Cheerio,
Gary