Author Topic: High Lich [Ascent Into The Light]  (Read 4986 times)

Offline Shadowknight12

  • Full Member
  • **
  • Posts: 155
  • Cold
    • View Profile
High Lich [Ascent Into The Light]
« on: November 28, 2012, 06:13:43 AM »
HIGH LICH

   
"In times of strife,
In times of war,
Surrendered life,
Our sacred star.
Seal the gate,
Shield the light,
Avert our fate,
And be our might.
Heart of a witch,
Eyes of a sage,
Soul of a lich,
And blade of our rage."

-Old nursery rhyme.


All high liches have one thing in common: they all know a terrible secret that would doom one or several innocents. A high lich is born when an ordinary person discovers a secret that would doom others, and instead of turning her back on it, instead of going back to her daily life and forgetting about it, she does something to prevent it. In so doing, in so meddling, she gains a mark of bravery in her soul, a mark that only high liches (and perhaps other powerful creatures) can see. If the prospective high lich survives the consequences of her meddling, it's not long before a high lich finds her and offers her a place in the High Order.

The ritual to become a high lich is complicated and takes several days to fulfil, starting from the creation of the fabled phylactery to the final moment where the prospective high lich commits ritual suicide. The High Order is neither unified nor has any form of official protocols for the initiation of new agents, so the details of the ritual vary greatly from high lich to high lich, and prospective initiates can easily tailor their own rituals to their personal preferences (so long as they respect the two key steps: creation of the phylactery and ritual suicide).

High liches are busy people and always on the look for new recruits. The High Order is tasked with safeguarding the integrity of the multiverse (and all its individual planes and worlds), and so it's naturally spread quite thin. High liches spend their days hunting down secrets that would imperil anything from the fabric of the universe itself to the life of a farmer's child. Then they do what they do best: they meddle. High liches are meddlesome by nature, it is not their goal to gather knowledge dispassionately. To them, knowledge is only useful when it can be applied towards the greater good (or, for some high liches, towards selfish goals). As such, high liches most often adventure to gather lore, uncover secrets or prevent some catastrophe. A high lich is always on the move, and eternity seems like a dreadfully short time for all the things they have to accomplish.

High liches vary greatly in looks, though it's usually an aesthetic choice. A high lich can choose to be as well preserved as a silver wight or warden vampire, or it can choose to look like a dessicated skeleton, rotting zombie or anything in between. They still look much like they did in life. In general, high liches find the burning of books, scrolls or any form of scripture to be abhorrent. They often go out of their way to protect such items from destruction, particularly if they are ancient. Most high liches abhor fire and consider it anathema to them, which goes hand in hand with their penchant for gathering tomes and scrolls. That said, some high liches wield fire magic precisely because they're acutely aware of its destructive nature.

High liches come from all walks of life, from mages and priests to illiterate farmers and street urchins. All it takes to succeed in the High Order is the willingness to develop one's intelligence and apply it towards averting disasters. The rest of the high lich's abilities are taught by other members of the High Order.


MAKING A HIGH LICH

Abilities: The most important ability for a high lich is Intelligence, since it governs its spellcasting, many class skills and some class features. Dexterity is important for AC, since high liches can't wear armour. And finally, Wisdom is important for the high lich's class skills.
Races: Any.
Alignment: Any.
Starting Gold: 10d4x10 (250).
Starting Age: Any.


Class Skills
The High Lich's class skills (and the key ability for each skill) are Concentration(Cha), Craft(Int), Decipher Script(Int), Knowledge(Any)(Int), Listen(Wis), Profession(Wis), Search(Int), Sense Motive(Wis), Speak Language(Int), Spellcraft(Int) and Spot(Wis).
Skill Points at 1st Level: (2 + Int)x4.
Skill Points at Each Additional Level: 2 + Int.

Hit Dice: d4




Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st2nd3rd4th5th
1st+0+0+0+2High Lich Body, Spells, Sphere of Magic, Innate Magic, Which Can Eternal Lie, Vulnerability to Fire.3----
2nd+1+0+0+3Scribe Scroll, Sphere Power I, +1 Int.4----
3rd+1+1+1+3Sphere Ward I, Bonus Feat.40---
4th+2+1+1+4Aureate Blessing, Sphere Power II, +1 Int.51---
5th+2+1+1+4Aureate Flight, Sphere Ward II.520--
6th+3+2+2+5Sphere Power III, Bonus Feat, +1 Int.631--
7th+3+2+2+5Sphere Ward III,  Even Death May Die.6420-
8th+4+2+2+6Aureate Insight, Sphere Power IV, +1 Int.7431-
9th+4+3+3+6Sphere Ward IV, Bonus Feat.75320
10th+5+3+3+7Master Magus, Sphere Power V.86421


Weapon and Armor Proficiencies: A high lich is proficient with the quarterstaff, the dagger and a single simple weapon of their choice. They are not proficient with any kind of armour or shields.

High Lich Body (Ex): The High Lich loses all racial traits it had previously and gains the following racial traits: Revised Undead Type (see below), Medium size, a base speed of 30 feet, Common as an automatic language and any non-secret languages as bonus languages for high Intelligence.

(click to show/hide)

Spells: The high lich casts spells from special list (see School of Magic below) prepared every day from a spellbook as if it was a wizard. It uses Intelligence to determine bonus spells and save DCs. Upon taking the first level in this class, the high lich must choose if its high lich spells will be arcane or divine. Once made, the decision cannot be changed. Divine spells cast by a high lich suffer from Arcane Casting Failure. When a high lich gains access to a new level of spells, it automatically knows all the spells for that level listed on the high lich’s spell list (and they appear on its spellbook without needing to spend gold to inscribe them). Essentially, its spell list is the same as its spells known list. To cast a spell, a high lich must have an Intelligence score of 10 + the spell’s level.

A high lich may inscribe a spell in its spellbook, following the rules for doing so as though it was a wizard. Doing so allows the high lich access to spells outside the SRD, though for every spell inscribed in this way, the high lich must replace a previously known spell of the same level and school of magic. A high lich cannot inscribe spells from outside its chosen Sphere of Magic (see below). Spells that should be avoided even if they do belong within the high lich's sphere of magic: Conjuration(Calling) spells, Illusion(Shadow) spells Transmutation spells, any spell that appears in another class's list, any spell that duplicates the abilities of another class. Spells inscribed this way require DM approval.

Sphere of Magic(Ex): The High Lich gains knowledge and mastery of only one school of magic, which the high liches term "spheres". At 1st level, the high lich chooses what sphere of magic it will specialise in. Once made, the decision cannot be changed. The high lich's spell list according to each sphere is as follows:


(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

A high lich must also choose an Opposed Sphere. Choosing an opposed sphere has no effect on its own but other class abilities make use of it. A high lich may choose any Sphere it desires, including those high liches lack access to (see below). A high lich cannot choose its own sphere as its Opposed Sphere.

High Liches, although not versed in such magics on their own, refer to druidic magic as the "Verdant Sphere" (regardless of its actual school), to Transmutation magic as the "Iridescent Sphere" and to bardic and Enchantment magic as the "Rose Sphere".

If psionics are included in the game, the DM can choose to assign the different psionic disciplines to the pre-existent spheres (Clairsentience to the Pale Sphere, Metacreativity and Psychoportation to the Auburn Sphere, Psychokinesis to the Vermilion Sphere, Psychometabolism to the Iridescent Sphere, and Telepathy to the Rose Sphere), or consider it a different sphere altogether. If they do the latter, the "Alabaster Sphere" is suggested as its name.

Some suggestions for DMs who wish to incorporate other types of magic to the game: "Sepia Sphere" (Pact Magic), "Ebon Sphere" (Shadow Magic), "Cobalt Sphere" (Incarnum) and "Jade Sphere" (the supernatural aspect of Tome of Battle).

Innate Magic (Sp): High liches may cast the following spell-like abilities once per day per HD each: Arcane Mark, Dancing Lights, Detect Magic, Mage Hand, Mending, Message, Prestidigitation and Read Magic.

Which Can Eternal Lie (Ex): All high liches must construct a phylactery before becoming undead. The phylactery is a Tiny item with Hardness 20, 40 HP, Resistance 20 to Electricity, Acid, Cold, Force and Sonic, and a break DC of 40. It takes double damage from Fire energy. Its weight can range from negligible to 1 pound (player's choice). Its physical aspect is up to the player (it can range from jewellery to part of another item), but it has no bearing on the mechanical stats of the phylactery itself (for example, making it part of an adamantine sword does not increase its HP or hardness, and it does not provide a bonus to conceal the item from onlookers or a bonus to AC from attacks). A high lich must always wear its phylactery on its person. If the high lich becomes separated from its phylactery, it gains a negative level (no save) that goes away on its own after 24 hours. For every hour that the high lich goes without the phylactery on its person, it must make a Fortitude save (DC 10 + the high lich's HD + 1 for every previously successful save) or gain another negative level that goes away on its own after 24 hours. If the high lich dies from negative levels, it does not automatically rise as a wight (it may rise as one, or as any kind of undead, if the DM so wills it). These negative levels bypass the high lich's immunity to death effects and energy drain.

Once per day per HD, when the high lich is reduced to 0 HP or otherwise destroyed, it can return to life 1d10 minutes after its destruction. The high lich may delay this effect for up to 1 hour per HD. The reconstruction takes 10d2 rounds, during which the high lich is considered to be Dazed. This effect only takes place if the phylactery has not been destroyed and if it is within the high lich's possession when it begins its reconstruction. If this effect triggers more than once per day, the second and subsequent times the high lich is reconstructed, it must make a Fortitude save (DC 20 + the high lich's HD) or gain a negative level that goes away on its own after 24 hours. These negative levels bypass the high lich's immunity to death effects and energy drain.

If the phylactery is destroyed but the high lich is not, the high lich may replace its phylactery by undertaking an elaborate ritual that lasts 24 hours and consumes an amount of XP and gold equal to (1000*HD). While the phylactery is destroyed, the high lich must make Fortitude saves to avoid gaining negative levels every day, instead of every hour.

Vulnerability to Fire (Ex): High liches are scholars, priests and mages, bonded to scrolls and ancient tomes. As they derive their power from arcane scriptures, they also share the weakness of their source of power. High liches take half as much (+50%) damage from fire energy and [Fire] effects. They also gain a penalty to saves against [Fire] effects equal to half their HD. Whenever the high lich gains Resistance to Fire, the amount gained is halved regardless of the source. A high lich can never gain Immunity to Fire. Effects that grant Immunity to Fire instead give the high lich Resistance to Fire 50 (this Resistance to Fire is not halved).

The spellbooks of a high lich gain +10 Hardness and Resistance 20 to Electricity, Acid, Cold, Force and Sonic, but take Fire damage normally. Any fire damage done to a high lich's spellbooks is done to the high lich as well (and counts as Fire damage for the purposes of this vulnerability). A high lich's spellbooks cannot gain Immunity or Resistance to Fire.

Scribe Scroll (Ex): The high lich gains Scribe Scroll as a bonus feat.

Ability Score Increase (Ex): At levels 2nd, 4th, 6th and 8th, the high lich gains a +1 to Intelligence, for a total of +4 at level 8th.

Sphere Power (Su): The high lich swiftly grows adept at mastering the spells of its chosen sphere.


(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Sphere Ward (Su): The high lich can inscribe sigils and glyphs on itself, wielded parchments or clothes to permanently protect itself from effects related to its chosen and opposed Spheres.

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Bonus Feat (Ex): At levels 3rd, 6th and 9th, a high lich gains a bonus feat chosen from the wizard bonus feat list.

Aureate Blessing (Su): Once per day per HD, the high lich may touch a number of willing creatures equal to half its HD and pass on all its Sphere Ward abilities for a number of rounds equal to its HD. The high lich cannot pass Sphere Ward abilities it does not yet possess. For as long as the high lich has transferred its Sphere Ward abilities, the high lich ceases to benefit from them.

Aureate Flight (Su): At 5th level, the high lich gains a Fly speed of 30 feet with perfect manoeuvrability.

Even Death May Die (Ex): Once per day per HD, the high lich may touch a willing creature and transmit to them the benefit of its Which Can Eternal Lie ability for a number of minutes equal to the high lich's HD. The high lich must hand over its phylactery to the recipient of this ability. For all intents and purposes, the high lich loses its Which Can Eternal Lie ability for the duration of Even Death May Die, and the willing target gains it. Any negative levels incurred while under the effects of this ability remain do not disappear after the duration of this ability elapses.

Aureate Insight (Su): The high lich may add its Intelligence modifier to its Fortitude, its Will or its Reflex saves (player's choice) as an insight bonus.

Master Magus (Ex): As the high lich reaches the pinnacle of its ascension, they gain a +2 to its caster level for its chosen Sphere.


(click to show/hide)
« Last Edit: November 28, 2012, 05:04:50 PM by Shadowknight12 »

Offline TC X0 Lt 0X

  • DnD Handbook Writer
  • ***
  • Posts: 852
  • The TC Storywriter
    • View Profile
Re: High Lich [Ascent Into The Light]
« Reply #1 on: July 11, 2015, 10:50:22 PM »
I just stumbled upon this through Google Search and noticed it was not in the Index and has not been commented on.
I gave it a glance over and looks interesting and balanced enough, so did this just get missed when it was posted?
Im really bad at what I do.
A+

Offline Raineh Daze

  • Epic Member
  • ****
  • Posts: 10577
  • hi
    • View Profile
Re: High Lich [Ascent Into The Light]
« Reply #2 on: July 11, 2015, 10:54:58 PM »
I just stumbled upon this through Google Search and noticed it was not in the Index and has not been commented on.
I gave it a glance over and looks interesting and balanced enough, so did this just get missed when it was posted?

At a minimum, I'm going to assume we have a level 1 immortal. No requirements. At all. And non-stacking unique casting that's only ten levels...? Not good.

Also, I haven't read this, but I am going from the 'spheres' thing that we might be dealing with Netheril, which is an excruciatingly exact portion of Forgotten Realms history (and the cause for me to create something more broken than even a normal Wizard. :lmao)
« Last Edit: July 11, 2015, 10:59:27 PM by Raineh Daze »

Offline VennDygrem

  • Epic Member
  • ****
  • Posts: 4587
  • Exceptionally Average
    • View Profile
Re: High Lich [Ascent Into The Light]
« Reply #3 on: July 11, 2015, 11:15:20 PM »
If you search the forum for the [Ascent into the light] tag the author put on this, you'll find a few others that are thematically linked. None seem to be in the index now.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: High Lich [Ascent Into The Light]
« Reply #4 on: July 11, 2015, 11:27:59 PM »
Mist Wraith and Dusk Shadow have been in the index for years.

The author however went missing when we were discussing the Aes Sídhe, and hasn't shown up in the forums for a lot of time now, the reason I never got to posting a review for this.

But as Raineh pointed out, immortality at level 1, strange spellcasting system, this one would need a bunch of work to get into the index.

If someone wants to "adopt" this one, I'll review it in detail.

Offline ketaro

  • Epic Member
  • ****
  • Posts: 4243
  • I'm always new!
    • View Profile
Re: High Lich [Ascent Into The Light]
« Reply #5 on: July 11, 2015, 11:32:18 PM »
I just stumbled upon this through Google Search and noticed it was not in the Index and has not been commented on.
I gave it a glance over and looks interesting and balanced enough, so did this just get missed when it was posted?

At a minimum, I'm going to assume we have a level 1 immortal. No requirements. At all. And non-stacking unique casting that's only ten levels...? Not good.

Also, I haven't read this, but I am going from the 'spheres' thing that we might be dealing with Netheril, which is an excruciatingly exact portion of Forgotten Realms history (and the cause for me to create something more broken than even a normal Wizard. :lmao)

Despite the name Lich, this doesn't look strong comparably to a real Lich. But reading through the fluff, this could or should likely be a Template like Lich is with a proper pre-req.

As for the Spheres thing, that's just what these creatures refer to the Schools of Magic as and picking a Sphere is like being a specialist wizard except much more restrictive in that it severely limits your spell list to only the spells in each Sphere (School of Magic).

In terms of Lichdom, it feels underpowered for something calling itself a Lich. But it's really flavorful and everything it can do at least makes sense in regards to how this monster is described. *shrugs*

Offline VennDygrem

  • Epic Member
  • ****
  • Posts: 4587
  • Exceptionally Average
    • View Profile
Re: High Lich [Ascent Into The Light]
« Reply #6 on: July 11, 2015, 11:38:49 PM »
Mist Wraith and Dusk Shadow have been in the index for years.

Ah, so they are! I thought they were, but skipped completely over them just now.

Offline TC X0 Lt 0X

  • DnD Handbook Writer
  • ***
  • Posts: 852
  • The TC Storywriter
    • View Profile
Re: High Lich [Ascent Into The Light]
« Reply #7 on: July 12, 2015, 03:35:50 PM »
Hmmm, on a closer look that Which Can Eternal Lie ability is a bit bonkers, and its kit is pretty strong despite the limited spell list.
Was working with no sleep for 24 hours desperately trying to get a game ready I was asked to do on short notice so I didnt get the best look.  :tongue

I 'could' adopt it, but Im still working on my dragon, or rather want to work on it but am limited on time and haven't been able to.And I got a few other things I want to build still, despite my lack of free time =P

Still if I actually got around to it, maybe move the resurrection ability of Which Can Eternal Lie to 10th level and get it a bit more on the level of the standard lich.
At first level it can instead keep him alive at negative HP like living creatures can despite being undead and destroyed at 0 then maybe at 5th level give it a auto stabilize at negative HP and a once per day prevent going below -9 HP when hit with an attack that would otherwise have killed it.
That might better represent that endurance to staying alive it wants to have without having straight up free resurrections at 1st level.

Probably remove the free bonus feats at 3rd/6th/9th, Scribe Scroll can stay.

The spells are a bit weird too and very limited. I don't think there is too much issue here for the most part though, at least compared to what a standard wizard will get to have at equal level with it's larger spell selection.
MAYBE change it to be Wizard casting limited to only 1 school instead as the Sphere of Magic ability wants for the sake of simplicity, though that might give it a bit more power then it needs.
Or perhaps keep it as is and give it the option to choose to learn 1 spell from a non opposed sphere every odd level to delimit it's spell list a bit.

It is somewhat odd as a base class, but I don't think it is too far from an alternate Dread Necromancer path into a lichdom style state, albeit it gets it undead portion pretty much immediately =P
Im really bad at what I do.
A+