FANTASY CORE RPG
UNDEAD AND DEMONICALLY
POSSESSED CREATURES
(c) Jerry Harris,
2016
Published here under
as Open Game Content.
Lichcraft
A 10th
level Wizard or Warlock performs a forbidden rite to become a skeletal undead
and thus immortal. Its soul is contained
in a small object, a Phylactery. They cannot be permanently killed as long as
their soul object is intact (they will reform within a day if killed
otherwise). They mostly shun human
contact and work through intermediaries.
This procedure is usually done to allow the spellcaster an unlimited
amount to time to study the arcane and work on long-range plans. Wizards who become Liches would be outlaws,
but not necessarily evil, perhaps only very neutral and indifferent to
others. Warlock Liches would certainly
be evil. There is rumored to be a Council of Elders composed of hidden Liches
that only the Magnus (chief wizard)
of the Wizard Council knows
about. The Elders may be consulted by or
give orders to the Magnus.
Lich
HD 10 (d6), Hp 60, AC 18* (Natural, Magic to hit)
Fort +3, Ref +3, Will +10
Melee:
Life Draining Touch +5 to hit, DC 18 Will Sv or lose 1d4 Negative Hp
Spawn:
Those killed by a Lich’s energy drain will rise as a Zombie 1 rd later.
(They
later become Skeletons as they decompose.) The Lich will control any such undead
directly. They may also have more
powerful undead in their service, created by ceremony spells.
Ranged: On their initial appearance, those in its Frightful presence must make a DC 18
Will Sv or be paralyzed 1d4 rds.
Immunities: Liches are immune to fear and
charm effects.
Banes and Habits:
Nothing specific, but most Liches are shy and/or outright cowardly. Certainly they have agendas and can defend
themselves, but they came to this state from an obsessive compulsive desire or
fear of death to begin with. In other
words, they don’t deal with confrontation or interruption well. They’re not likely to be good or smart
fighters either. Liches may well want to
negotiate instead, or perhaps shooting off their most powerful spells first,
hoping to scare intruders off. Given
their anti-social nature, a Lich likely only has undead bodyguards, along with
traps and permanent illusions protecting their lairs.
Final Destruction:
Destruction of their Phylactery is the only way to finally kill them, which is
why they keep them well hidden. However,
it is a highly magical item whose aura can’t be masked (except by a magical
Artifact), also it must be kept within a mile of the Lich or it will go
dormant.
Lich Spells
Spellcheck:
+11, Save Against: DC 17, 3 cumulative failures in a
turn/encounter.
Liches may well know all standard spells (0 to 5th
level), many high-level spells, and even special spells that only they know and
have created. Their spellbook would be
tempting prize for Wizards to go after.
This is a listing of common spells they might use.
1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Magic Missile: 15 impact damage + Knocked
down. (Ref Sv all damage) Short range.
2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 15 acid damage + -1 to non-Dex
bonus/magic AC. (Ref Sv all damage) Short range.
3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance
for 1 turn. Line of sight, through 1
wall.
Dispel Magic: Cancels magical spells and effects.
Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the
original caster’s level. Both must be
successful to dispel the magic. If the
just the Spellcheck is successful, it doesn't count as a spell failure (Caster
Check)
Fireball: 17 fire damage + 1d6 continuing
damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note
that this spell does have the capacity to set off flammable objects in the
area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 10 turns.
Disrupted by any hit.
Gaseous Form: Subject becomes insubstantial and can
fly slowly. 10 turns.
4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30
ft./round. 10 turns
Invisibility, Greater: As Invisibility, but subject
can attack and stay invisible. 0 Bonuses to hit by melee or ranged, +4 Saving
Throws vs spells, disrupted by any hit.
Encounter.
Wall of Fire: 19 fire damage + 1d8 continuing
damage until extinguished out to 10 ft. and 1d6 out to 20 ft. Passing through
wall deals x2 damage. Lasts 1 turn per ½ level. (Ref Sv ½ damage to avoid
initial appearance.) Short range. Note that this spell does have the capacity
to set off flammable objects in the area and go out of control quickly.
Wall of Ice: Ice plane creates wall with 25 hp, or
hemisphere can trap creatures inside. (Ref Sv to avoid being trapped. Can batter their way out in 10 less HD rds.)
Short range.
5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Baleful Polymorph: Transforms subject into harmless
animal. Permanent. Requires physical presence of target and a Sympathy, Forbidden
spell. (Will Sv, Caster Check to break.)
Cone of Cold: 23 cold damage + Stun 1 rd +
dropped to last in Initiative cold damage. (Ref Sv ½ damage) Medium range.
Cloudkill: Kills 3 HD or less individuals (No
Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd and flee 1 turn. Immediate area or 30' sq. Lasts 1 turn.
Summon Monster V: Calls 5HD extraplanar creature to
fight for you. Encounter. Forbidden spell. Ceremony
Spell. 5 HD (1d8), 40 hp, +5 BAB, AC 15,
damage 1d6+5, Fort +4, Ref +1, Will +1
6TH-LEVEL WIZARD SPELLS (DC 18 to cast)
Antimagic Field: Negates magic within 10 ft.
Encounter. (Will Sv)
Chain Lightning: 21 electrical damage + Stun 1
rd + Knocked Down + Two secondary bolts 15 electrical damage +
Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage)
Medium range main bolt, Short range, secondary.
Geas/Quest: Lasts 1 day/level or until discharged.
(Will Sv to victim, Caster Check to dispel)
Liches can cast Ceremony spells and spells from Levels 6 to
9. Evil Liches always use sacrificial
victims to enhance their Ceremony spells.
Many Liches are quite demented from the after effects of blown Ceremony
spells. Given their reclusive nature,
Liches typically accumulate XP very slowly, but will still do so to be able to
cast high-level spells that burn XP.
(Lucky they’re immortal and have plenty of time.)
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