Gods have changed a lot over the various incarnations of AD&D – and not just in a mechanical fashion. The philosophy involved has changed a lot too.
For example, from Gods, Demigods, and Heroes (1976, the original Dungeons and Dragons) we have…
SHU GOD OF THE DESERT AND LIGHT
- Armor Class — 2 (About equivalent to 18 now),
- Magic Ability: (See Below)
- Move: 12″ (30′ Now).
- Fighter Ability: 12th Level
- Hit Points: 225
- Psionic Ability: Class 6 (Cannot use psionics or be targeted by psionic attacks – that’s Psionic Blast, Psychic Crush, Et Al, not actual powers).
- Brother twin to Tefnut, this God appears as a man. His main power is the ability to wither to death anything he touches (magic saving throw applicable). He can also levitate, is not affected by any form of heat, can shapechange, create the light of day as Ra, and call forth 1-4 air elementals per day. He wears plus 5 armor made of phoenix feathers enabling him to immolate for 25 points of heat. He uses a double strength Staff of Wizardry in battle.
- Finally, all his Attributes were considered to be “20’s” – likely equivalent to “30” now.
That was pretty impressive; Shu was as well armored as a man wearing full plate without being encumbered, had twice as many hit points as your high level fighter (even if he couldn’t fight as well), had a death touch (even if your high level fighters could save 90% or more of the time and anyone could have ways to neutralize it), and could shapehange (although that was a LOT less effective back then). A god could do some very impressive things, easily surpassing the efforts of any reasonable individual hero.
But, as was acknowledged in the front of the booklet… a really high level party could beat a god fairly readily. In fact, the authors made a point of belittling “Monty Haul” games where player characters reached such levels.
And this version of godhood was actually fairly true to many or most classical myths. A great many classical gods were basically really tough and powerful people with longevity and a handful of magical powers – often, but not always, including some ability to control an aspect of he environment and / or an awareness of what people were saying about them. Great heroes and specialists could, however, challenge them quite effectively and they generally had to go and interact – and risk heroic opposition – to actually do much.
Thus Thor could kill giants pretty readily, smack hills hard enough to make craters, and – exerting his full godly power in a single (late, and likely distorted) tale – lift a segment of the Midgard Serpent and temporarily lower the level of the local seas by several feet. Outside of the two magical flying goats, equivalents of his mythological equipment would wander into mortal hands as the Hammer of Thunderbolts, Gauntlets of Ogre Power, and Belt of Storm Giant Strength – but his personal powers outside of being really strong and tough (if not so bright), “stretching his legs to the bottom of the sea” (an immovability effect?) and (possibly) being able to influence the weather, aren’t that impressive in game terms. .
Thor also offered minor blessings of life and fertility, strength, and protection to those who invoked him. For that, use the Endowment ability and bestow something like the “Worlds of Faith” package (a good reason to be part of a pantheon; that way each member only has to contribute part of the cost) – presuming that that isn’t a natural part of such a setting to begin with.
Rather like Avalanche Press in “Ragnarok!” I wouldn’t find much of a problem in representing Thor as a Barbarian-type with a handful of magical abilities (they used a modest template), likely around level sixteen or so – by no coincidence, the point in d20 where you’ve gone past every real human being who’s ever lived (levels 1-5), past legendary heroes (6-10), through demigods (11-15), and gotten into the territory of traditional polytheistic gods (16-20).
Human beings have proven perfectly willing to worship funny looking rocks, perfectly normal animals, and similar things. In a world of normal (mostly level one or two with a maximum limit of five) people, a long-lived character of level 16+ will soon have a following unless they actively pursue a policy of “No Witnesses!”.
But what about the “Creating the Universe!” part? Well… “World Creation” is a bit of a special event. According to the myths, many gods participated in creating various versions of the world, but then never did anything even remotely comparable again. Of course, the tales of the Dreamtime and some other myths also tell tales of how fairly ordinary beasts, humans, and minor spirits helped create and shape the world without having any great power of their own. Personally, I’d say that it’s just that new worlds are both fairly easily started and very unstable and easily shaped at first – allowing anyone who’s there at the time to have an outsized level of influence on things. This is why Eclipse-style gods can easily create worlds, but changing them afterwards is not so easy.
Unfortunately, trying to basically mock the level 40+ characters into going away did not work – and so the first edition “gods book” – Deities and Demigods, or (later) Legends and Lore – upped the power level considerably. Shu, for example, now had 346 HP, another eight points of AC, a fly speed, the ability to cast spells as a 15’th level cleric and a 15’th level magic-user, and could only be harmed by a +2 or better weapon. The book also defined what his slightly-higher attributes actually did and granted all deities Teleportation, True Seeing, the ability to summon allies, and set their saves at “2” – a bit better than cross-referencing their class levels with the saving throw charts (but not too big an improvement given that first edition fighters had very VERY good saves).
Otherwise the description, and the special abilities presented, were almost identical – in fact, they were mostly a word-for-word reprint.
Writing up most of the first edition gods in Eclipse would require more levels than the gods in the original booklet – likely 25 to 35 – to get enough points to cover the special abilities they got “for free” in their descriptions. It wouldn’t be too hard though; most first edition characters didn’t get many special abilities in the first place and their magic was a lot more time-consuming and easily-disrupted – making it far cheaper to buy their class abilities. You’d have to buy the “Immortality” part and a few other boosts (or just give them one point of Godfire, specialized/they don’t get more and can’t spend it for 3 CP) – but that isn’t really a big expense.
The power boost wasn’t sufficient though. Quite a lot of games reached levels where the players started treating the gods as a collection of targets to take out – an early illustration of the idea that “If you stat it, the players will find a way to kill it”.
It kind of looks like the writers were really tired of that by the time that second edition came along – and so they threw the pendulum the other way, more towards what modern monotheists thought of as “God”. Now the gods had avatars – with statistics a lot like the ones they got in Gods, Demigods, and Heroes really – but the actual gods were immortal, untouchable by mortals, and (among several other mighty magical powers) could all use any spell of any level (without any components) at will. Greater Gods were nigh-omniscient, could take any form (including becoming astronomical objects), could create anything they wanted, could slay or raise any mortal anywhere with a thought, could speak with anyone anywhere, got an unlimited number of actions, could create many avatars, and could hand out pretty much any power they wanted to.
OK, Intermediate, Lesser, and Demi-gods got somewhat less potent divine powers, but they were still pretty ridiculous. “Any spell of any level” and “omniscience with a radius of at least one mile” covered quite a lot all by themselves.
In an awful lot of ways second edition represented the pinnacle of power for gods in Dungeons and Dragons; there was really nothing you could do about a god – and if one of them decided to target you… you were pretty well toast.
In Eclipse building Second Edition Gods is fairly simple: they have the Divine Attribute ability (6 CP – cheap because “I become a plot device until the GM sees fit to decree otherwise!” kind of goes against “I want to play!”) permanently active – and, as such, are pretty much beyond being attacked, have essentially limitless powers within their domain, and are automatically NPC’s. That’s because entities with unlimited use nigh-limitless powers are pretty unplayable, and so Eclipse automatically sidelines them.
3.0 and 3.5 tried to mix first and second edition. Gods were once more mortal, and killable (except for overdeities like Ao, for whom there were never any mechanics – or even real information – at all), but they got a LOT of levels and had “Divine Rank” – a special source of immunities and powers that characters who didn’t have Divine Rank could not counter because the descriptions of the powers said so.
Oddly enough, unlike virtually everything else in 3.0, 3.5, Pathfinder, and other d20 variants, that’s hard to duplicate in Eclipse unless you just give gods some special form of divine privilege as a world law. That’s because, in Eclipse, everyone, divine or not, draws their powers from the same basic list – which makes it impossible to build powers that can’t be countered. You can make powers that are really hard to counter, or which only allow very exotic defenses – but there’s always SOME way to block things. After all, avoiding the automatic “I Win!” buttons was among the design goals.
Still, building Divine Rank as presented in the Deities and Demigods book is simple enough. It’s a form of Mythic Power – an independent source of power that provides more character points to spend without an increase in the user’s actual level. You’d have to uncap it, but that’s not a big deal.
And you increase your Mythic Power Tier by completing mighty quests, collecting plot coupons, and qualifying for story awards – which works quite nicely as a route towards godhood.
More or less mortal heroes can usually get up to ten Mythic Tier Levels, If we take that as advancing towards godhood… well, six Mythic Tier Levels would cover buying the specialized version of the basic Divine Rank 0 Template – leaving 96 CP available to buy some other goodies and a Salient Divine Ability – putting a once-mortal among the lower-ranking divinities.
So how expensive is a Salient Divine Ability? Most of the Epic Feats that I tried building came out to around 12 CP (as expected, they varied a bit), and a lot of Salient Divine Abilities combine two epic feats – which gives us a baseline of sorts; a Salient Divine Ability should cost about 24 CP.
In particular, the original question was about the “Life and Death” Salient Divine Power.
- Prerequisites: Divine rank 6, Gift of Life or Hand of Death salient divine ability.
- Benefit: The deity designates any mortal and snuffs out its life. Or the deity can designate any dead mortal and restore it to life.
- Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity’s sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component or saving throw. The mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life or Life and Death salient divine ability.
- If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
- This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability.
- This ability cannot restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability of a deity with a higher rank.
- After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected. Deities whose portfolio includes death do not have to rest after using this ability.
- Suggested Portfolio Elements: Death, Supreme.
Now that’s an obvious gamewrecker when you can use it regularly.
My recommended Eclipse solution is to simply get the ability to toss out a bumped-up version of True Resurrection and Destruction. Use Specialized Channeling (double effect) and high-level Spell Conversion – allowing you to stack on things like “no saving throw” (Metamagical Theorem Amplify +4, equivalent to Double Effect – trading the ability to get double effect when the target fails to save for the ability to bypass the (much rarer) “Fortune” ability to take no effect on a save), “Easy” to eliminate the need for material components, and Lacing/Improved Brackish to prevent the effect from being absorbed by spells or items.
Back that with a point of Godfire to have it take effect where you want it to… and that will generally do it. It can still be stopped by the truly mighty (at least if they have the right effects), can’t be used often (due to the scarcity of Godfire), and will be expensive. It’s probably about 48 points – which is just about right since it will subsume the prerequisite Gift of Life or Hand of Death ability. That’s 30 points for conversion to ninth level effects (specialized to 18’th to cover that metamagic), 3 CP for a set of spells, and 15 CP for Channeling and some Bonus Uses. While a god won’t be using the Godfire boost often, having this available locally is handy too.
If you want to be cheesy about building the ability… you want some Metamagical Theorems, and a big stack of Streamline (both Specialized in the effects you want and Corrupted to only apply to a limited set of spells) and just stack on no-save, transdimensional range, unabsorbable, and so on until you can annihilate people on the other end of the universe with a wave of your hand. That will be a little more expensive at first, but cheaper to apply to more things – allowing supreme gods to have huge portfolios of virtually unstoppable powers.
Fourth Edition – in it’s focus on PC’s versus World-Building – quite intentionally set up it’s (evil) deities as end-game targets. Thus the Draconomican presented a detailed writeup of Tiamat the God as a L35 “Solo Brute” – and gave several options for killing her permanently.
While that ignores the question of “Why wasn’t she killed long ago by some earlier group of adventurers?” that kind of background development never really got into fourth edition.
In fourth edition gods can only be permanently killed in very specific ways (Returning), get extra actions that can only be used for a specific list of divine powers (Reflex Training) and can be weakened in various ways before a fight (invoking limitations on their powers – which is presumably where they save some points to pay for the extras). Otherwise… they are big monsters. They don’t even really provide spells for their priests any more; priests are granted the ability to tap into divine power via a ritual.
Fifth Edition seems to be following the same general philosophy (albeit apparently throwing in an Immunity to being attacked by characters of level twenty or less) with the Evil gods – who mostly seem to have cults instead of leading huge faiths – while the good gods are granted plot immunity by virtue of general vagueness and never showing up to be targets. Admittedly, I haven’t read all that much fifth edition stuff past the basics (I didn’t like fourth much and the early playtests for fifth seemed to be loaded with nods towards fourth edition and offered very little room for simulationists. That changed somewhat later – but no one around here wants to play it, leaving me with little interest beyond simply confirming that 5’th edition was Eclipse compatible, which it was) so they could have changed things radically somewhere – but that’s what I’ve got so far. Overall then, they can be written up just about as they could be for fourth edition.
Now pure Eclipse-style godhood is a lot cheaper. In Eclipse, Gods can be of quite low level – and we’ve had plenty of gods in play. What makes them playable is the cost of using their divine abilities.
- A lot of things cost Godfire – and most player-character gods are lucky to get two points of that in a game year and will want to keep at least a FEW points in reserve to come back if they get killed or something. Godfire may be a renewable resource, but it will remain scarce.
- Other things, like creating planes, or providing blessings for your followers, or forging mighty relics, cost character points or Feats – a permanent cost, and one that gods are rarely willing to pay for trivial reasons.
Thus divine conflicts are usually played out through mortal agents, and rarely involve direct conflict between deities. “Winning” such a battle is too often a pyrrhic victory which merely sets you up as an easy target for third parties.
This, of course, somewhat resembles the old D&D Immortals rules – although Eclipse doesn’t require that you advance to level thirty-six before you can start progressing through another thirty-six levels as an Immortal.