![]() In our case of the fantasy D&D campaign, of course, we are certainly able to support somewhat more of an eclectic combination of elements than Wells could in the course of a single story. Almost surely we've all heard several arguments like this: "You want a mechanic for realistic ? But there is no place for realism in a game with wizards and fire-breathing dragons!"Īs Wells points out, not everything can be fantastical and surprising and wahoo, because then the whole work collapses into indistinguishable, unapproachable mush. I agree with Wells here, and I think that this is a very fine expression of one of the several disagreements I have with conventional D&D criticism, to wit, that appealing to "realism" has no place in our assessments. Nothing remains interesting if anything can happen. Lions, tigers, cats, and dogs left and right, or if anyone could You suddenly became invisible? But no one would think twice about theĪnswer if hedges and houses began to fly, or if people changed into You were changed into an ass and couldn't tell anyone about it? Or if You? How would you feel and what might not happen to you if suddenly How would youįeel and what might not happen to you, is the typical question, ifįor instance pigs could fly and one came rocketing over a hedge at Their translation into commonplace terms and a rigid exclusion of The thing that makes such imaginations interesting is Wells gave an interview to Cosmopolitan magazine. If Acerak and The Tomb of Horrors was just "Zombie Caster Slumming in a Crypt", it wouldn't need a team of end-tier players to beat him.In 1902 H.G. Liches will also (typically) have a foothold in the world as a haven. Liches are an epic enemy, so have an epic quest to make one. They are powerful wielders of magic that has been locked away for ages. Liches don't exist because they are a spell caster with a fancy necklace/ring that simply died. I'd advise being creative in your process and making this one of the end-game, penultimate goals of your character (lvl 16+). In the end, it seems you need 3 things: To die, a place to hold your soul, and enough magic to make sure you arent a husk. It needs homebrewing or DM creativity on 5e since it needs spells no longer in use (such as Permanence) and something on the level of a divine/infernal blessing. The 2nd edition DM guide (maybe?) gave a description of the process for a phylactery. This isn't the only method, although a consensus seems to be found in requiring phylactery (highly magical and resilient container) for the lich's soul. The ingredients were extensive, but it resulted in a virtual "kill-all" concoction. I remember the passage mentioned above about the potion for lichdom from 2nd edition. 4 (a book from 2nd edition back in the 90s). It's an appendix in the back of Wizard's Spell Compendium Vol. ![]() but it seems that said book is not available for purchase in PDF on right now. So while one campaign might delve extensively into experimentation or accumulation of ingredients or knowledge necessary, another might have the process be a thing that happens "off screen" between one adventure and the next.Īll that aside, there was one book at least that gave details on how to create a potion that would turn the character drinking it into a lich. Then onto the bits and bobs: being a lich doesn't have anything to do with sacrificing souls or making offerings to devils - it's a transformative magical process that one typically does to them self.Īnd it's not a thing that is usually codified as a thing for players to have their characters go through, so that each campaign that involves a character becoming a lich can be customized to fit whatever the group playing feels is "cool". Well, first, welcome to forums, and the game it seems too (correct me if I am wrong about D&D being new for you).
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