I'd suggest we find a happy medium between the planetar and solar lists, and modify to fit the theme...
Planetar Spell-Like Abilities: At will continual flame, dispel magic, holy smite (DC 20, invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 18), speak with dead (DC 19); 3/day--blade barrier (DC 22), flame strike (DC 21), power word, stun, raise dead, waves of fatigue; 1/day--earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on the planetar's person, as the spells (caster level 17th); detect evil, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Solar Spell-Like Abilities: At will aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day--blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day--greater restoration (DC 24), power word, blind, power word, kill, power word, stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on the solar's person, as the spells (caster level 20th); detect evil, detect snares and pits, discern lies (DC 21), see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.