I think that if I ever homebrew a "God" that the PCs will encounter, I will give that god spell powers above 9th level. I may not make up any spells above 9th level, but I will give that god spell slots above 9th level so they could cast a spell at 10th or 11th level for example. Of course, DMs can already ignore PC limits when making monsters, so the number of lower level spells a monster may cast is up to the DM, but I believe describing a spell cast at a level above 9th level would make an impression on a player that understood the rules for that spell, and then realizing this being had power beyond anything attainable by a PC the player would appreciate God Like Powers.
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It depends on the god and the setting. In allot of historical religions and narratives gods did not have spell like power in the sense they could just will things in to existence. They could do great things but often through long complex rituals. So you really don't have to have all gods throwing out god like wonders on a whim. You can make it so they actually have to put some work in.
I also don't think it makes sense for every god to engage with the spell slot mechanic or to even tell players what slot you are using. That is very video gamey and it really elevates the god of magic to be the main god because every other god seemingly relies on them to function.
I am relating back to the days of AD&D when characters might actually encounter a God in their true form. In the days of AD&D they released a book called Deities and Demigods. Later, that book came under copyright questions and has never been released again, I am told. But in that book they described the gods of many pantheons and gave them stat blocks. Of course, like everything else, these are simply suggestions.
You're right about gods not using spell slots in the way we normally understand them. And I wouldn't announce that "He casts Magic Missile at eleventh level ..." But if a god were to use magic missile, I would describe the action and state how many magic missiles were fired. An astute player might recognize that the number of missiles fired would require him to expend an 11th level spell slot. It conveys to the party, this god has powers beyond the abilities of men, which is a message they should know but gets reinforced in the narrative without it being said straight out.
As for, "How do Gods manifest their power?", we don't really know, so it is up to the DM to make it up.
Happy times!
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
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I think that if I ever homebrew a "God" that the PCs will encounter, I will give that god spell powers above 9th level. I may not make up any spells above 9th level, but I will give that god spell slots above 9th level so they could cast a spell at 10th or 11th level for example. Of course, DMs can already ignore PC limits when making monsters, so the number of lower level spells a monster may cast is up to the DM, but I believe describing a spell cast at a level above 9th level would make an impression on a player that understood the rules for that spell, and then realizing this being had power beyond anything attainable by a PC the player would appreciate God Like Powers.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
It depends on the god and the setting. In allot of historical religions and narratives gods did not have spell like power in the sense they could just will things in to existence. They could do great things but often through long complex rituals. So you really don't have to have all gods throwing out god like wonders on a whim. You can make it so they actually have to put some work in.
I also don't think it makes sense for every god to engage with the spell slot mechanic or to even tell players what slot you are using. That is very video gamey and it really elevates the god of magic to be the main god because every other god seemingly relies on them to function.
Thanks for the comment.
I am relating back to the days of AD&D when characters might actually encounter a God in their true form. In the days of AD&D they released a book called Deities and Demigods. Later, that book came under copyright questions and has never been released again, I am told. But in that book they described the gods of many pantheons and gave them stat blocks. Of course, like everything else, these are simply suggestions.
You're right about gods not using spell slots in the way we normally understand them. And I wouldn't announce that "He casts Magic Missile at eleventh level ..." But if a god were to use magic missile, I would describe the action and state how many magic missiles were fired. An astute player might recognize that the number of missiles fired would require him to expend an 11th level spell slot. It conveys to the party, this god has powers beyond the abilities of men, which is a message they should know but gets reinforced in the narrative without it being said straight out.
As for, "How do Gods manifest their power?", we don't really know, so it is up to the DM to make it up.
Happy times!
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt