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What spells should a god have?
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<blockquote data-quote="MechaTarrasque" data-source="post: 7838370" data-attributes="member: 6801226"><p>Maybe this will help:</p><p></p><p>Since I think a god should have a godly realm, gate is a good spell (even if it only works for the godly realm). I could see greater gods being able to spam gate for mass summoning of minions (it is hard to block a bunch of gates). I don't see demigods having this spell for free (although I could see them getting demiplane for free). Since most gods have enemies and emptying your godly realm of your army could be a quick way to lose the realm, they don't do that very often (or if they do, it is a quick shock and awe).</p><p></p><p>Mythology gives a lot of gods at least a limited shapechange, and when 5e makes it a power, it takes an action just like the spell, so that might be six of one, half dozen of the other. </p><p></p><p>I figure gods can be like old school D&D wizards and blow a couple of spells in the morning, with mind blank and true seeing looking like good ones to do, unless you give the gods similar abilities.</p><p></p><p>For sped up spells, hallow seems like a good one. If a god hangs around a spot for an hour not casting any other spell, that spot is hallowed (obviously gods can chose not to do this). I think of it as the god warping local physics to be like that in his/her/its godly realm just by hanging around.</p><p></p><p>You could probably make up spell lists for all good gods, bad gods, lawful gods, chaotic gods, and neutral gods</p></blockquote><p></p>
[QUOTE="MechaTarrasque, post: 7838370, member: 6801226"] Maybe this will help: Since I think a god should have a godly realm, gate is a good spell (even if it only works for the godly realm). I could see greater gods being able to spam gate for mass summoning of minions (it is hard to block a bunch of gates). I don't see demigods having this spell for free (although I could see them getting demiplane for free). Since most gods have enemies and emptying your godly realm of your army could be a quick way to lose the realm, they don't do that very often (or if they do, it is a quick shock and awe). Mythology gives a lot of gods at least a limited shapechange, and when 5e makes it a power, it takes an action just like the spell, so that might be six of one, half dozen of the other. I figure gods can be like old school D&D wizards and blow a couple of spells in the morning, with mind blank and true seeing looking like good ones to do, unless you give the gods similar abilities. For sped up spells, hallow seems like a good one. If a god hangs around a spot for an hour not casting any other spell, that spot is hallowed (obviously gods can chose not to do this). I think of it as the god warping local physics to be like that in his/her/its godly realm just by hanging around. You could probably make up spell lists for all good gods, bad gods, lawful gods, chaotic gods, and neutral gods [/QUOTE]
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Community
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What spells should a god have?
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