Glantrian Prestiege Classes

Post/Author/DateTimePost
#1

morphail_o

Jan 13, 2007 9:06:30
Hey guys and gals,
This is the first in what is potentially a line of prestiege classes I have been working on.

Alchemist

The Alchemists, scientists of days gone by, are icons of fantasy as well as of real history. Thinkers and tinkers, they work tirelessly to improve our (or their) life and wellbeing, finding ways to extend (or create) life, turn led into gold and control the material world. In the magic rich Principalities of Glantri, alchemists are alive and kicking, grouped in an ancient organization called The Secret Craft of Alchemy.

Becoming an Alchemist of the First circle

All Alchemists of past and present have been wizards of some repute (5th level) before joining even the outermost 1st circle of the secret craft. Specialist wizards are equally welcome but remember you need to have a good understanding of transmutation magic so it cannot be your banned school.
In other campaign worlds, sorcerers and bards (generic D&D), magewrites and artificiers (eberron) are also possible choices.
The initiate must be sponsored by an Alchemist of the second circle to join, and also must already have a working laboratory. A laboratory must be at least 100 sq meters in size, and new equipment must be added before entry into the next circle (5000gp per circle), So most alchemist start off as being fairly rich.

Entry Requirements:

Skills: Craft (alchemy) 8 ranks, Appraise 4 ranks
Feats: Brew Potion
Spells: Able to cast 2nd level transmutation spells
Special: Must be admitted to the first circle of the Secret Craft of Alchemy. Must build a laboratory worth at least 5000gp per circle, materials cost at least 500 gp per month. A field laboratory costs an additional 3000gp per circle, and restocking it costs 500 gp per month. Must be sponsored by Alchemist of the 2nd circle.

Class Features:

Hit Dice: d4
Weapon and Armor: Gains none.
Class Skills: Appraise, Craft (any), Concentration, Heal, Knowledge (arcana), Knowledge (nobility), Spellcraft

[HTML] Saves
Lvl BAB Fort Ref Will Special Spells
1 +0 +0 +0 +2 1st Circle, Find Component +1 arcane spellcaster level
2 +1 +0 +0 +3 Alchemical Preparation +1 arcane spellcaster level
3 +1 +1 +1 +3 2nd Circle, Magical Preparation +1 arcane spellcaster level
4 +2 +1 +1 +4 Find Magical Component +1 arcane spellcaster level
5 +2 +1 +1 +4 3rd Circle, Transmute Matter +1 arcane spellcaster level
6 +3 +2 +2 +5 Craft Construct +1 arcane spellcaster level
7 +3 +2 +2 +5 4th Circle, Transcend Energy- wake construct, recharge +1 arcane spellcaster level
8 +4 +2 +2 +6 Transcend Energy- Raise Dead, Revitalize +1 arcane spellcaster level
9 +4 +3 +3 +6 Living Matter +1 arcane spellcaster level
10 +5 +3 +3 +7 5th Circle, Mutate Lifeform +1 arcane spellcaster level
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Find Component: Using his special laboratory (or field kit) an alchemist can essentially analyze all of the material components in a given object. The experiments take 1 hour and require a DC 15 Craft (alchemy) skill check per piece of information. Information may include: type of material, source of material (such as remains from a creature), presence of poison, type of poison and so on. The DM may set a higher DC for exotic or rare materials. In addition, an object analyzed with this experiment grants the alchemist a +4 circumstance bonus on Appraise skill checks.
Alchemical Preparation: Starting at 2nd level an Alchemist of the Secret Craft of Alchemy adds his class level to his Craft (alchemy) skill check whenever using his special laboratory or field kit. This is a circumstance bonus that replaces the one from a standard alchemical kit. In addition, the alchemist can create alchemical (non-magical) preparations that mimic the following potions: delay poison, cure light wounds, sleep and purify food and water. These preparations last only 1d4 days (becoming inert non-toxic liquid) Costs are the same as brewing a potion with the brew potion feat.
Magical Preparation: Using a laboratory appropriate for a 3rd circle alchemist allows brewing a magical potion, oil or balm even without knowledge of the appropriate spell. However, before the first time such a potion is made, a formula must be researched for 1d4 weeks and a craft check (DC equals 17 +2 per spell level) made. Failure means another check may only be made when another level of Alchemist is reached. Once a formula has been researched, additional potions are brewed normally.
Find Magical Component: This one-hour long experiment mimics the spell Identify. No material components are needed in addition to regular monthly costs of maintaining the laboratory.
Transmute Matter: An alchemist of the 3rd circle may use his special laboratory (but not a field laboratory) to transmute one material into another. 2 lb of solid or liquid material can be transmuted per class level of the Alchemist as a week-long experiment. A Craft (alchemy) skill check must be rolled at the end of the week (DC 25). The worth of the product must be no more than 100gp per level (up to 2000gp), excess material is lost. Failure means the work and source material is wasted and another must be made at the end of another week. On a natural roll of 1 the experiment is lost along with the entire laboratory which explodes in fireball doing 15d6 points of damage (5d6 of which is fire damage; reflex save DC20 for half).
The transmutation can be made easier (+2 bonus or higher, DM's call) by choosing a source material that has close attributes to the product (such as silver to gold, sand to glass and so on). This ability, although very dangerous, is the source of wealth and prestige for alchemists.
Craft Construct: The Alchemist gains this feat as a bonus feat at 6th level, even if he lacks other prerequisites. If he already has this feat, he may choose a wizard bonus feat instead.
Transcend Energy: An alchemist of the 4th circle can utilize magical or natural energy with miraculous outcomes. But first the alchemist must build a transducer (an antenna, a huge crystal and a magnifying lens). The construction costs 12,000gp and takes one month to complete. For each transcend energy experiment additional material costs of 2,500gp must be spend. In addition, an electrical energy source (such as natural lightning or a 100 hit points from a signal source of electric damage) must be aimed at the transducer at the end of each experiment, and a Craft (alchemy) check (DC 30) made. A natural roll of 1 destroys the transducer.
Wake Construct: At 7th level, an alchemist can use transcend energy to power a construct such as a golem. The construct must be created with the Craft Construct feat (additional skills and materials may be needed for the actual construction). The Energy used by the transducer replaces all spells and XP needed for the construct. The actual crafting and awakening can be performed by different wizards.
Recharge: Also at 7th level, transcend energy can be used to recharge a wand, staff or similar magical item by a number of charges equal to the alchemist's class level.
Raise Dead: At 8th level, the target of transcend energy can be a dead body not older than 1 week per level of the alchemist. The body is affected by a Raise Dead effect (including level loss, and possibility of soul refusing reentry). On a failed skill check, the body rises as a lightning zombie outside the alchemist's control.
Revitalize: Also at 8th level, the target of transcend energy can be a living body. A successful experiment takes away 1 year of age away from the target body. On a natural roll of 1 the target body is instantly slain. And cannot be raised by transcend energy (it can only be raised by divine means).
Living Matter: An alchemist that has managed to get so close to be a high master of the secret craft gains a knowledge that bridges the gap between organic and inorganic material. At 9th level an alchemist can use his Craft Construct feat to create an organ (usually a limb), made from any solid material, to be grafted on (or to replace a limb of) a living subject. Creation of the limb takes about month (costs differ according to material. The procedure of grafting takes one week and requires a craft (alchemy) check (DC 35). A roll of 1 destroys the graft, and causes 3d6 points of damage to the sunject. Upon receiving a graft, the subject must succeed on a will save (DC 17) or become a NE half golem under the DM's control (Monster Manual II). A graft functions as a normal limb and also grants special abilities depending on material:
Stone (+2 to strength, Damage Reduction 5/bludgeoning; 10,000GP)
Steel (+2 to strength, Damage Reduction 5/adamantium; 20,000GP)
Silver (+2 to dexterity, electric resistance 10, damage reduction 5/-; 50,000GP)
Mutate Lifeform: The High Master of Alchemists gains a true understanding of the alchemical and living worlds. Using his special laboratory the alchemist of the fifth circle can change the composition of flesh of living creature (or parts of) into that of practically any material.
With a DC40 craft (alchemy) check, 24 straight hours of work, and 50,000gp worth of materials, an alchemist can alter the consistency of a willing or helpless medium creature body into any material he can think of. He can also transmute only parts of the creature's body. Solid material organs are under complete control of the creature and give it hardness (damage reduction) as appropriate for the material. The subject may also be transformed into liquid/gaseous form. In such forms, the subject gains advantages of the Gaseous Form spell such as imuunity to critical hits, and damge reduction but can still cast spells (but not wear any armor).
Finally, a creature mutated with the flesh of a creature gains the extraordinary (but not supernatural) physical abilities of that creature- damage reduction, regeneration, poison touch, camouflage and so on. The DM can (and should) set limitations and guidelines on this ability. On a roll of 1, the target dies and becomes inanimate material of the type used in the transmutation.


Playing an Alchemist

You have a scientific approach to magic, and always strive to expand your knowledge. Good or evil does not matter, there are truths hidden in the core of the world outside the realm of sentient ideas. Because of this, some alchemists are considered anti-social or workaholics. Try to emphasize the "mad scientist" persona, and address problems in an analytical fashion.

Combat

The Alchemist prestige class does not offer any powers that directly enhance your combat ability. However, you are still a fully functioning arcane caster and can dish out the normal amount of damage with your spells. As an Alchemist, you have access to much more potions and alchemical weapons than most wizards. Use those whenever the need arises as it makes no sense to hoard them. Later in you career you can sit back and let your constructs do the dirty work. Keep out of melee! If you die, no one will be able to use your transducer to save you, and your life time researches are ruined.

Advancement

The Craft has high demands in terms of time and money. Only at mid levels does it start to pay off (at least in terms of cash). Obviously, you should keep your Craft (alchemy) skill at top ranks as it is the key ability for most of your powers. Your intelligence score should be highest for the same reason. Invest in several craft skills as you are likely to build stuff during your career (leatherworking is a must for flesh golems!). Take feats that either enhance your alchemist powers such as Skill Focus, or invest in item creation feats. At the highest levels, try using your abilities to enhance your body or that of your allies so to gain magical abilities on top of those granted by magical items (essentially gaining new item slots-there is no "prosthetic arm" slot).

Resources

The Secret Craft of Alchemy is a loose group of allied researchers, not a guild. The different members exchange knowledge and resources when it suites them, so you can expect for some support finding rare materials and formulas but usually with a price. Almost all Alchemists in Glantri are from noble houses and may have access to facilities outside the reach of commoners.


The Secret Craft of Alchemy in the World

"That tower houses one of those wacky Alchemists. I would not get close during a thunderstorm. In fact, if I were you, I'd stay clear altogether. "

Wizards are the top notch of Glantri society and Alchemists are no exception. They are treated with respect seasoned with a bit of fear, as they are known to be the centre of mysterious explosions and disasters. Outside Glantri, things might change considerably. Most societies, especially religious ones have no love for the mad scientists, their laboratories or their frightening mechanical constructs.

Organization

The Secret Craft of Alchemy has it origins deep in the past of another world. On Laterre, persecuted wizards have developed blend of subtle magic and science to hide their nature and advance their power. On Mystara, the most powerful Laterran family, the d'Ambervilles, created La Confrérie Occulte de l'Alchimie et de l'Arcane d'Averoigne which in the days of the early Glantrian republic consolidated into the Craft, based in the great school of magic. The Craft is currently headed by Geneviève de Sephora, a powerfull ally of the d'Ambervilles. Only a select few are allowed into the Craft, which is very lucky, as the economical impact of gold producing alchemists can be disastrous. There are only a few dozens of alchemists around Mystara, almost all of them remaining in the Principalities of Glantri.
The alchemists are strongly opposed by The Free Anachromistic Society of Aalban a purist organization of powerful nobles set to rid the world of technology and magical contraptions.

NPC reactions

As the Craft is basically secret, the general populace recognizes them as scientifically inclined wizards and treats them appropriately. However, rumors of the Alchemist's power to turn led into gold and extend life may incite emotions of greed and fear.

Alchemist Lore

Characters with Knowledge (arcana) and Knowledge (nobility) may learn these bits of information about the secret craft of Alchemist:
DC10: Alchemists are mad scientist who search for the secret of turning led into gold. Their failures result in large explosions.
DC17: Alchemists form a secret academic organization known as the Secret Craft of Alchemy, stationed in the Great School of Magic. They have perfected alchemical skills to the level that they can identify and create any material, chemical or potion.
DC25: Alchemists have the power to manipulate matter and energy. They CAN create gold and reverse aging.
DC30: Alchemists are even able to bring back the dead. They can also create all sorts of magical and mechanical constructs, and replace lost limbs with those of golems.


Sample Alchemist

Rolf von Graustein, Viscount of Blofeld, Alchemist of the 4th circle.
{This character is detailed Glanti:Kingdom of Magic (p29). These are the D&D3.5 statistics for Rolf for the year AC1019.}
At the age of 79 Rolf is in top shape and ready to take over the Secret Craft at the first sign of weakness from Genevieve the Sephora and Jissel de Gheyn. Rolf does not travel alone, he is usually accompanied by a band of 4 iron golems for protection.

Rolf von Graustein: Male Human Wizard7/Alchemist9
Medium Humanoid; CR 16;
HD 16d4+16; hp 56;
Init +1; Spd 30 ft/x4;
AC 16 (+1 armor, +1 dex, +4def), touch 11, flat-footed 11;
Base Atk/Grapple +8/+8;
Full Atk +9/+4 One-handed (1d4+1;19-20/x2, +1 Dagger);
AL NE; SV Fort +9, Ref +9, Will +14;
Str 10(+0), Dex 12(+1), Con 13(+1), Int 20(+5), Wis 12(+1), Cha 8(-1);
Skills: Appraise¹ +7, Concentration¹ +7, Craft (alchemy)¹ +27, Craft (blacksmith)¹ +12, Forgery¹ +8, Gather Information¹ +2, Handle Animal +12, Heal¹ +3, Knowledge (arcana) +11, Knowledge (arch & eng) +13, Knowledge (history) +14, Profession (herbalist) +7, Ride¹ +4, Speak Language +3, Spellcraft +15.
Feats: Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus(Craft (alchemy)¹), Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Maximize Spell, Craft Construct
SQ- Alchemists abilities 4th circle.
Possessions: Cloak of Resistance +1, ring of protection +4, bracers of armour+1, dagger+1, figurine of wondrous power(owl).
Spells normally carried (4/6/5/5/5/5/3/3/2)
0 level: Read Magic, Mage Hand, Mending, Open/Close
1st: Alarm, Hold Potal, Unseen Servant, Floating Disk, Cause Fear (DC 16), Erase
2nd: Resist Energy, Detect Thoughts, Locate Object, Scorching Ray, Fox's Cunning
3rd: Dispel Magic, Nondetection, Clairaudiance/Clairvoyance, Suggestion, Gentle Repose
4th: Minor Creation, Detect Scrying, Scrying, Phantasmal Killer, Stone Shape
5th: Private Sanctum, Teleport, Cone of Cold (DC20), False Vision, Permanency
6th: Maximized Lightning Bolt (DC18), Legend Lore, Chain Lightning (DC21)
7th: Greater Teleport, Mass Hold Person (DC22), Body of War (Spell Compendium)
8th: Discern Location, Lightning Ring (Spell Compendium, DC23)
#2

zombiegleemax

Jan 14, 2007 15:39:32
This looks spiffy Morphail. I'd like to see the other Secret Crafts too. One nit - could the name of the PrC be modified to make it more Mystara specific? Didn't G:KoM call it the "True Alchemist" or something?

Travis
#3

morphail_o

Jan 15, 2007 1:25:50
True Alcehmist is a possibility, but I thought that this was simply a way to make it distinct in game terms. G:KoM said wizards of the SC of Alchemy call themselves True Alchemists in reference to the "Charlatans", mundaners all around calling themselves alchemists. But it was not an official name.
Kit Navarro and I discussed a while back the name for the necromancer. G:KoM introduced Death Master which made Kit develop the concept of two aspects of necromancy that are actively researched at the GSoM. One is necromancy (or necro-light) and the other is death mastery. It is one thing to be using magical powers that are drawn from death, but another to be a master of death itself.
But I am ahead of myself, Death Master will be the next installment.
BTW, "True Necromancer" is already taken (Heroes of Horror) and I am not a big fan of that base class.
#4

morphail_o

Jan 20, 2007 14:59:24
Death Master

Necromancers around Mystara have been manipulating the energies of life and death for eons. But none have advanced their arcane knowledge as far as the Death Masters of Glantri. These powerful wizards are the true overlords over the power of souls, both living and undead. Their craft is a mockery of the divine, an abomination to nature and serious threat to the fate of the principalities.

Becoming a Death Master of the First circle

No one stumbles on the road of becoming a Death Master. The members of the craft, under the supervision of the high master, go through great lengths to make sure the craft is invisible to all but worthy students of the Great School of Magic. Members of the craft are initiated by active members. Mistrust is so abundant in the secret craft of Death Mastery that even a noble sponsored by an existing member may have a hard time getting in. Demonstrating an already noteworthy power over necromancy could be essential to convince the senior members. The Craft demands payment from each member that amounts to 250 gp per circle per month. These funds go into spell research at the school, maintaining secret headquarter meeting houses around Glantri, and a cut for the High Master.

Entry Requirements:
Skills: Knowledge (arcana) 8 ranks, Heal 4 ranks
Feats: Spell Focus (necromancy)
Alignment: Non-good
Spells: Able to cast Animate Dead as an arcane spell

Class Features:

Hit Dice: d4
Weapon and Armor: Gains none
Class Skills: Concentration, Heal, Knowledge (arcana), Knowledge (nobility), Knowledge (the planes), Spellcraft

<br />
        Saves            Special                            Spells<br />
Lvl    BAB    Fort    Ref    Will        <br />
1    +0    +0    +0    +2    1st Circle, Protection from Undead                +1 arcane spellcaster level<br />
2    +1    +0    +0    +3                                    +1 arcane spellcaster level<br />
3    +1    +1    +1    +3    2nd Circle, control undead                    +1 arcane spellcaster level<br />
4    +2    +1    +1    +4    Partial Animation                        +1 arcane spellcaster level<br />
5    +2    +1    +1    +4    3rd  Circle, Create Minor Undead, Strength Loss            +1 arcane spellcaster level<br />
6    +3    +2    +2    +5    Commune with the Dead                        +1 arcane spellcaster level<br />
7    +3    +2    +2    +5    4th Circle, Create Major Undead, Charisma Loss            +1 arcane spellcaster level<br />
8    +4    +2    +2    +6                                    +1 arcane spellcaster level<br />
9    +4    +3    +3    +6                                    +1 arcane spellcaster level<br />
10    +5    +3    +3    +7    5th Circle, Attain Lichdom                    +1 arcane spellcaster level<br />
#5

Cthulhudrew

Jan 20, 2007 15:13:00
Attain Lichdom: The High Master of Death Magic can choose to become a lich. In order to do so he must first create a phylactery as described in the Monster Manual, then perform month-long ceremonies that use up the ingredients of the phylactery as well as the skull of an imp and pint of venom from a nightcrawler. A knowledge (arcana) check (DC40) is used to determine if the process was successful. A roll of 1 means the Death Master's soul is forever lost to the powers of the abyss, and he becomes a sad form of a true immortal: the Screaming Demon (or a balor Tanar'ri).

One of the problems I've always run into with trying to create a PrC version of the Death Master/Necromancer is that the 5th Circle ability (Attain Lichdom) really isn't a very good "ultimate" power in 3E terms.

For one thing, if the class is a 10 level class (which I believe it should be, like you have here), then the Death Master can't get this ability until he is 15th level, while the MM has a minimum caster level of 11 to create a phylactery. Not a huge deal, but again, when you consider that any spellcaster of caster level 11 can become a lich (potentially), it makes the "ultimate" power of the class not as special/unique.

The other problem comes in with the % failure chance that all the Secret Craft abilities had. If you retain that with the PrC, then now not only do you have an ability that any spellcaster can potentially get, but this one has a built in failure chance. Better, by far, to just create a phylactery the normal way.

Of course, the lichdom thing is kind of an inherent part of the Craft as described, and I've never really been sure what to do with it otherwise.

If you do keep the power, I'd suggest getting rid of the failure chance and probably either getting rid of the XP cost of the phylactery, or the gp cost (or both).

I noticed you got rid of the Raise Dead ability from Gaz3 (IIRC, G:KoM got rid of it as well, though I don't recall for certain).

The PrC I've been toying with for a long time makes usage of the Raise Dead, and fits in line with your description- "These powerful wizards are the true overlords over the power of souls, both living and undead." They would have powers over life and death, not just the undead.

Another option, too, would be to allow them to create Deathless (the positive energy undead) as well as regular Undead types.
#6

morphail_o

Jan 20, 2007 15:48:10
Boy, aren't you a fast reader...

One of the problems I've always run into with trying to create a PrC version of the Death Master/Necromancer is that the 5th Circle ability (Attain Lichdom) really isn't a very good "ultimate" power in 3E terms. <br />
<br />
For one thing, if the class is a 10 level class (which I believe it should be, like you have here), then the Death Master can't get this ability until he is 15th level, while the MM has a minimum caster level of 11 to create a phylactery. Not a huge deal, but again, when you consider that any spellcaster of caster level 11 can become a lich (potentially), it makes the "ultimate" power of the class not as special/unique.
#7

eldersphinx

Jan 21, 2007 12:14:56
A quick thought on the High Mastery power - switch it from "Attain Lichdom" to "Bestow Lichdom". A High Master of Necromancy can create phylacteries for others and grant them eternal undeath.

Exactly just how many lichs this power could create, and whether the subjects have to be willing, is up to author/DM discretion.
#8

morphail_o

Jan 21, 2007 14:44:25
A quick thought on the High Mastery power - switch it from "Attain Lichdom" to "Bestow Lichdom". A High Master of Necromancy can create phylacteries for others and grant them eternal undeath.

Exactly just how many lichs this power could create, and whether the subjects have to be willing, is up to author/DM discretion.

I think that is a realy nice idea, although it is hard to think of the High Master having an interest in making someone else a lich. The monster manual says that to be a lich you must be a willing humanoid. On the other hand it says you must create your own phylactery, which is not the case you are suggesting.
As I mentioned before I didn't like the power of the high master from the start, as Morphail was always the high mast meaning no one ever had a chance to use the power.

And why would it be researched at the first place?

The explanation I had for myself is that the knowledge of lichdom comes from the McGregor branch of the craft. Since Morphail was always trying to become an immortal (and break his alliegence to Alphaks) he must have allowed the McGregors in because he thought lichdom was some Latteran form of immortality. Maybe he even tried to become a lich but failed because he was already an undead. Maybe he didn't know what a lich was until he met Brannart (the Red, not the Radiance master).
#9

Traianus_Decius_Aureus

Jan 21, 2007 17:55:01
Another idea for you Morphail regarding the end ability for the Death Master. In Libris Mortis, there is a template or undead class that strengthens the undead's connection to the Negative Energy Plane. This makes them stronger and more powerful than normal versions of their kind. Perhaps in addition to attaining lichdom, a high master also acquires this "enhancing." It would certainly give the incentive to take the class rather than just becoming a lich.

I'll see if I can pull up a little more info on it.

*Edit*- The template is Evolved Undead. It can be acquired multiple times, each time adding +2 Str and Cha, 3 fast healing, +1 Natural AC, and 1 of 12 spell-like abilities. Perhaps the final power could be: The Death Master achieves lichdom and automatically acquires this template once, and has a greater chance of acquiring multiple times. Something to think about, I suppose.
#10

morphail_o

Jan 22, 2007 12:20:38
Another idea for you Morphail regarding the end ability for the Death Master. In Libris Mortis, there is a template or undead class that strengthens the undead's connection to the Negative Energy Plane. This makes them stronger and more powerful than normal versions of their kind. Perhaps in addition to attaining lichdom, a high master also acquires this "enhancing." It would certainly give the incentive to take the class rather than just becoming a lich.

I'll see if I can pull up a little more info on it.

*Edit*- The template is Evolved Undead. It can be acquired multiple times, each time adding +2 Str and Cha, 3 fast healing, +1 Natural AC, and 1 of 12 spell-like abilities. Perhaps the final power could be: The Death Master achieves lichdom and automatically acquires this template once, and has a greater chance of acquiring multiple times. Something to think about, I suppose.

There are lots of options to change this ability, many in Libris Mortis. I also considered making the Death Master more like Pale Master but decided against that. Sticking with canon, you know. Power-wise, the Evolved Undead will make an undead Death Master much more powerful, but it won't help a living master and is a bit rules-problematic since it's a template.
The final power of the Pale Master however- Deathless Mastery gives the master most of the immunities of undead. This will make it useless to undead Death Masters (as is the case with lichdom) but maybe more appealing (although less powerfull) to mortal Death Masters.
#11

hihama

Jan 22, 2007 12:37:57
The explanation I had for myself is that the knowledge of lichdom comes from the McGregor branch of the craft. Since Morphail was always trying to become an immortal (and break his alliegence to Alphaks) he must have allowed the McGregors in because he thought lichdom was some Latteran form of immortality. Maybe he even tried to become a lich but failed because he was already an undead. Maybe he didn't know what a lich was until he met Brannart (the Red, not the Radiance master).

How about the idea that necromancy as organised craft in Glantri actually is created by the McGregors and Morphail and his followers are later additions to it.