spelljammer

An Archlich is an undead creature that can be encountered throughout the Known Spheres.[1]

Overview

An archlich is a very rare form of undead, where a spellcaster of good alignment has carefully and deliberately undergone the process of transforming into a lich. Such individuals typically dedicate their undeath to a particular cause, or to protect a loved one or place, and remain devoted to the furtherance of the goals they held dear in life.[1]

Description

An archlich resembles any other lich: they appear as a gaunt, skeletal humanoid that radiates a menacing chill, and is typically dressed in worn, possibly tattered robes of fine quality. Their eye sockets are empty except for small twinkling lights. An archlich can see in the deepest darkness as if it were daylight. While an archlich need not eat, drink, or breathe in their undead state, they may do so, or even smoke, if they so wish.[1]

Combat

An archlich prefers to avoid direct conflict if possible. Their strength of will, combined with the arcane process they undergo to become a lich grants them a number of immunities. An archlich is immune to clerical turning, as well as all enchantment/charm and illusion spells and effects, meaning that an archlich cannot be controlled or influenced by another being. They are also, by their very nature, immune to poison, disease, and all energy- or ability-drain attacks. Polymorph, paralysis, petrification, cold, electricity, death and insanity-causing spells have no effect on an archlich, while raise dead and similar spells inflict minor damage.

An archlich exudes an aura of power which causes lesser creatures to flee in terror. Their chilling touch harms living things and may instantly paralyze any creature they touch.

An archlich can, at will, animate dead or repel undead (as per the spell) with a mere touch. Similarly, an archlich may gain control over any wights or other lesser undead it may encounter. This usually occurs during battle as most archliches have no intention of raising an army, or gaining control over others through coercion or fear.

An archlich retains the ability to use magic as it did in life, though it still requires access to a spellbook, spell components and all other paraphernalia necessary to successfully cast spells. An archlich that was a bard at the time of their transformation retains their musical abilities. During the process of transformation, each archlich chooses nine spells from among those known to them. If they survive their transition into undeath, they retain the spells within their memory and may cast each of them spontaneously once a day. Most archliches typically choose dispel magic, fly, invisibility, teleport and a selection of offensive spells. An archlich can, at will, water walk as per the spell. Those who live on islands, along rivers or in marshy areas will often be seen walking along on the surface of the water. An archlich always moves silently unless they choose to do otherwise.

An archlich can only be harmed using an enchanted weapon, by magical spells or items, or by suitably powerful creatures. Knowing an archliches true name does not grant power over them, but they can hear their name if it is spoken aloud somewhere on the same plane. Sometimes they will even go and investigate. [1]

Society

Archliches are usually solitary, spending their time in contemplation and studying. Most prefer to work behind the scenes through allied creatures and servants to achieve their own ends. Most archliches have chosen to dedicate their undeath to a particular cause or goal; be it to serve a certain kingdom or royal family, a particular organization, or to exact their revenge. A few archliches, however, exist merely to further their own mastery over magic.

Archliches can be found anywhere in the Known Spheres. However, they prefer to conceal their presence, or at the very least their natures, from living beings in an effort to avoid constant harassment or attack. Archliches share the endless patience and cunning of their more common counterparts, and make deadly foes. Unlike liches, an archlich does not suffer from forgetfulness; which is both a blessing and a curse. They may grow weary with the passing of endless years and may eventually seek to end their own existence, but they never forsake their former identities, families or friends.

Archliches often work with living allies to achieve a common goal. They have even been known to fall in love with living paramours, to tend to the wounded or take on living apprentices. However, they can never achieve true life again without divine intervention.[1]

Becoming an Archlich

To become an archlich, a living spellcaster must first create a magical item of some sort to contain their essence (similar to a lich's phylactery). Traditionally, the item takes the form of a miniature spellbook within which are transcribed the nine spells that they wish to permanently take with them into undeath, but can be practically any type of magical item.

The prospective archlich must then create a potion which has been enchanted with animate dead, chill touch, contingency, pass without trace, permanency, teleport, trap the soul, and wraithform spells. They must drink the potion while touching the magical item, which must be anointed with at least one drop of the candidates blood. A mysterious final "lichdom" spell is cast and the prospective archlich either suffers final death or collapses into a death-like state that lasts up to 2 hours and 40 minutes. During this slumber, the spellcaster dies and enters an undead state, becoming an archlich forever more.

A prospective archlich may achieve undeath through the assistance of another; for example, another being may create the potion, or cast the "lichdom" spell on their behalf. The process, however, will not work on an unwilling creature (they will merely die). The prospective archlich may also commission the creation of the magic item within which it will store its essence, but must play an active role in its creation.

Should an archlich be destroyed, whatever remains of its physical body is instantly teleported, even over vast distances or across multiple planes, to the location of the magical item that contains its essence. Whatever the archlich was holding or wearing when it was slain will be teleported along with its remains. The archlich will begin to slowly reform over many days, and while they will be immobile and helpless for much of the process, they will be able to communicate normally. The archlich will regain one of its nine spell per day, and can cast these spells while it is immobile. Once the archlich has regained its mobility, it no longer has to remain with the vicinity of the magical item to fully recover.

If the magical item containing an archlich's essence is destroyed, the archlich is also instantly and irrevocably destroyed as well. Merely depleting the magical item's charges (if applicable) or dispelling its enchantment will not harm the archlich: only its physical destruction will do.[1]

Notable Archliches

Signature Spelljammers

None. All archliches are individuals and will have their own personal preferences.

Appendix

External Links

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood, SJR1 Lost Ships, 1990, (TSR Inc.), Lich, Arch entry, pages 87-88
  2. Sam Witt, The Astromundi Cluster, The Celestial Almanac, 1993, (TSR Inc.), The Dark Group section, The Almanac chapter, pages 38-39
  3. Ed Greenwood, SJR1 Lost Ships, 1990, (TSR Inc.), I Must Go Up to the Stars Again section, Adventures 1: Beginnings, pages 7-8