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Re: Lichcraft (?) and Necromancy
Posted: Thu Dec 16, 2010 11:03 pm
by Wikia_Boy
Perhaps you would become a litch when you head the guild, and you could swich bodies whenever you wanted
Re: Lichcraft (?) and Necromancy
Posted: Fri Dec 17, 2010 12:51 pm
by Hadrianus
i would love some necromantic abilities, i dont really need a guild, just some new spells and disciplines. Imagine leaving your body to possess another npc for a little while, you could have all sorts of fun
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 19, 2010 1:21 pm
by Coupaholic
I'd love to see some kind of evil mages guild - but I would love to see unqiue spells only available through Necromancy/Lichcraft (good call Alucard.)
That's the one fault with magic in Oblivion as far as I'm concerned - both sides used the same schools and spells, yet they followed different areas of study... doesn't make sense does it?
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 19, 2010 1:46 pm
by Lindai
Wikia_Boy wrote:Perhaps you would become a litch when you head the guild, and you could swich bodies whenever you wanted
Great idea.
There shouldn't be any lore-based objections to this idea. As far as I know,nobody flipped the lid when we were able to remove/equip the Gray Cowl of Nocturnal in ES IV,without the need for an Elder Scroll.
Turning into a lich whenever we want is a similar,"lore defying" action.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 19, 2010 2:00 pm
by Red Guardian
The only Necromancer ability that I need: Reanimate. It's the best spell, and you know it.
I wouldn't mind a Necromancer's Guild. But the whole "If you join the Mage's Guild you can't join the Necromancer's Guild" (or vice-versa) is a bit of turn-off.
For Lore purposes it's understandable but when you're really inside the game doing your good or evil deeds do you really care about the lore? You'd want the circus to be set on fire, of course.

Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 19, 2010 4:53 pm
by MasterShadow
Based upon TES Lich lore (as well as lich lore from most other games), a lich is a powerful sorcerer/necromancer, who has grown so obsessed with power that he has embraced undeath to become a more powerful and immortal being. This is not like being a vampire, where you can simply drink some blood and retain your "living" look. You essentially become a monster. You would not be able to complete quests anymore, because people would be frightened of you. Also, most liches take up residence in a crypt, dungeon, or cave, and remain there for 100s of years. A questing lich makes no sense IMO. Liches are for 2 things only: killing or running from (very quickly).
Regarding necromancy, I think that there should be a school dedicated to the craft, however, trying to think up a list of spells without creating any that would normally fall within the destruction set would be slightly difficult. Perhaps including necromancy would cause one to have to rethink the destruction spell set, maybe? I wouldn't mind that.
Walking into a camp of bandits with 3 or 4 blood crazed skeletons henchmen at my command would be awesome. Of course, it wouldn't compare with being able to raise freshly killed NPCs from the dead to be my eternal servant! Mwuahahahah!
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 19, 2010 5:56 pm
by Cygnus
MasterShadow wrote:Regarding necromancy, I think that there should be a school dedicated to the craft, however, trying to think up a list of spells without creating any that would normally fall within the destruction set would be slightly difficult. Perhaps including necromancy would cause one to have to rethink the destruction spell set, maybe? I wouldn't mind that.
I had an idea in a different topic of splitting necromancy magic off from the conjuration school. Have conjuration deal with summoning daedra and bound items, and have necromancy deal with summoning undead and reanimate spells.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 19, 2010 6:12 pm
by MasterShadow
Cygnus wrote:MasterShadow wrote:Regarding necromancy, I think that there should be a school dedicated to the craft, however, trying to think up a list of spells without creating any that would normally fall within the destruction set would be slightly difficult. Perhaps including necromancy would cause one to have to rethink the destruction spell set, maybe? I wouldn't mind that.
I had an idea in a different topic of splitting necromancy magic off from the conjuration school. Have conjuration deal with summoning daedra and bound items, and have necromancy deal with summoning undead and reanimate spells.
I like this idea.
The thing about necromancy is that you currently have spells in the destruction and conjuration schools which in other games would be considered necromancer spells. If one was to remove these respective spells from destruction and conjuration and add them to the necromancer set, then you would have to give equal attention to adding more destruction and conjuration spells to balance things out more.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 26, 2010 5:48 am
by Molag Bal
Argonanza wrote:
"Hello, I'm a lich, but I just realized how wrong manipulating the dead is. Mind curing me?"
xD good one ! Also, how do you think someone could actually play as a Lich ? except by wreaking havoc... Unless Bethesda creates a Lich feeding system so that when your Lich is well-fed, no one notices you're a Lich

xD
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 26, 2010 6:04 am
by Molag Bal
According to the Infernal City novel, at the page 40 :
"The Mages Guild is no longer an official institution. It has been replaced by the College of Whispers and the Synod, both imperially sanctioned."
So I don't expect the Mages Guild to figure in Skyrim. Therefore, the presence and use of Necromancy seemms probable.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 26, 2010 7:09 am
by Cactus
Well, you also have to figure that necromancy isn't illegal, the Mages are just insanely against it. Not that I disagree, but technically you could have necromancers even with a heavy MG presence.
And they removed the Mages Guild?!
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 26, 2010 7:40 am
by Dark Spark
Cactus, The Infernal City removed the entire playing world of TES III. Taking out one faction is small potatoes in comparison.
If game developers want to set necromancy apart from more common schools of magic, then make necromancy a bit more predatory— you'll need soul energies to conduct business as a necromancer. Whilst a mage can draw energy from magicka, a necromancer seeks a more potent resource in the energies of a being's soul in order to pull off some more dramatic effects.
In short, you need to kill in order to conduct proper necromantic magic. More powerful than other magic, but it has its price.
Re: Lichcraft (?) and Necromancy
Posted: Sun Dec 26, 2010 8:11 am
by Cactus
Dark Spark wrote:Cactus, The Infernal City removed the entire playing world of TES III. Taking out one faction is small potatoes in comparison.
I know, which makes playing Morrowind depressing knowing that if I destroy the heart I'm destroying the entire island.

Funny how taking Vivec's powers makes the thing fall several years later somehow.
I only mention Mages Guild because it's part of the entire Empire, and because I didn't know that part so it was a new shock. I've... gotten used to? the idea of Vvardenfell more or less being gone and the rest being Argonians.

Re: Lichcraft (?) and Necromancy
Posted: Tue Nov 08, 2011 12:29 am
by shadowrage13
I think if you had the regular mage guild or college or whatever it is now and had certain members that wanted to conduct necromancy you could make a good questline out of that. Like a few quests in to the guild you meet a group in the guild that would like to practice/study necromancy, but they wanted someone more experienced than them to lead them. So if you use necromancy you could opt to lead them and then eventually you could branch off from the original mages guild. That way you have your own necromancy guild, and you only progress with the mages so far so you don't become like Arch-Mage Mannimarco.