Rebalancing/Scaling down a Semi-God
One if the big bad's in my campaign is a sorcerer that wanted to be a god. Originally he was going to be more of a late game encounter, but possibly need to change things up due to a chunk of party members dropping without warning. The campaign as it currently is could stop, but the remaining members still want to play. So I considered rearranging the "kill order" for the big bads, and maybe doing a full restart. (Still discussing with my players what they want.) But figured I'd get a jump on it if they're okay with it, and if they want to continue that's set up already.
Anyways, back to the main point. Again he was going to be a later game villain but trying to shift him earlier on. He's also a Sorcerer. More about him is that he's quite narcissistic and has had a god complex for a while.
In my attempt to shift him down, I've considered that instead of ruling the whole Material Plane, he'll still be learning his powers and therefore just has control in a pocket plane. The best way I could thing of would be Wish, and while that worked fine as a high level, not so much at lower ones.
One possibility I considered was due to being semi-god I've thought of doing a split where they are capable of the higher spells, but their power is diluted significantly.
But wanted opinions from more experienced DMs or other possibilities on how I could work around it.
Side note: Sorry for the mini context rant at the beginning.
Posted May 15, 2019, 7:57 PM UTC
If you arent against homebrewing it you could give him a few monster abilities corresponding to his bloodline or to the type of diety he is trying to become. You could actually have him attempt to become a full god as planned but the party intervenes last second and his transformation is only partial leaving his powers scary and strong but prone to misfire and give him some weak point where his mortal body is still connected to the material plane allowing your players to work out ways to get around his big flashy magics to reach that weakness.
Maybe if they kill his mortal shell he "dies" but in your next campaign with the group there are signs his corrupted divinity infused soul is still out there gaining power and the next generation of adventurers need to deal with it. Linking campaigns for recurring players can make some very memorable adventures and enemies the players never forget.
I'm not, but am cautious with with it due to finding balance can be tricky. But I will look into some monster abilities to see if any will fit.
I'll also consider the idea of a weakness to balance out the flashy powers, and the idea of misfiring sounds promising too.