Good Lich (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Good Lich
9th-level Necromancy
Casting time: 1 hour per bone in the skeleton
Range: Touch
Components: V, S, M (A skeleton of a creature + 200 gp materials which are consumed per bone)
Duration: Immediate

Procure a skeleton and spend 1 hour per bone in the skeleton turning yourself and that skeleton into a non-evil skeletal lich with glowing fire where the eyes would be. During the ritual, you do not age, sleep, eat, or drink, you simply perform the ritual. The caster may the skeleton of any creature to transform into, however if the skeleton does not have a mouth and hands, paws, or claws, the resulting lich will be unable to cast spells.

Full, Interrupted, or Incomplete Ritual
An adult human skeleton has about 206 bones. If the ritual is interrupted for more than 1 hour the ritual fails, and the caster loses whatever bones (and related flesh) have been transformed up to that point.
  • If the caster focuses on the extremities first, each human foot has 26 bones, each leg has 4, each human hand has 27 bones, and each arm has 3, so a spell caster will usually survive as a living creature if the ritual is interrupted in the first 120 hours.
  • Alternately, the caster may choose to transform the critical bones first, requiring 86 hours. If in this case the ritual is stopped at the 86th hour, the caster will have become a skeletal lich without arms or legs. If the ritual is not stopped at this point, the next 120 hours will be spent transforming the arms, hands, legs and feet. A caster may not have enough material for the entire process, and since the feet together cost over 11000 gp worth of materials by themselves, sometimes the caster will forego transforming their feet and become a lich without feet. This also saves 56 hours of ritual.
  • If the ritual fails during the critical 86 hours of transforming your core skeleton, you become a Dust Lich under the control of the DM.
Upon Completion
Upon completion of the ritual you become a level 20 spell-casting lich.
  • You have a permanent set list of prepared spells. You can never learn a new spell or change your prepared list. You have the same spell slots and known spells you have in life. Choose spells as if you were preparing them after a long rest, but you never again prepare spells. This is your list forever.
  • You can cast all your spells at will from now on as if they were cantrips.
  • You lose all the features you had in life. Your chosen lich race may have new 'featuers'.
  • Your glowing eye color indicates the alignment: CG) Sickly green, LN) Electric blue, CN) Ember red, NG) Pale fire yellow, CN) Ghostly lavender, LG) Ice white. You cannot become evil.
Lich Race
Choose from among the following lich races excepting that you are not evil and you have your own spell list, not the one listed in the race, and you are an undead skeleton:
  • Common Lich - CR 22 - if your skeleton is broken you drain away, and reform in a couple days next to your phylactery. You die if it's destroyed.
  • Greater Grung Lich - CR 18 -you must have done the complete ritual for this option. This race needs feet.
  • Lich Hierophant - CR 18 - your new evil overlord will 'unhappy' that you are not evil.
  • Lich Race - CR 18 - you retain the number of hit points you had in life, upon first meeting you, people consider you a member of a race of skeletal beings rather than a lich.
  • Lich Wraith - CR 27 - you have trouble maintaining your form and must concentrate to reform as a skeleton to be able to hold things. You have gobs of hit points though.
  • Superior Lich - CR 18 - you retain the number of hit points you had in life, and can disguise yourself and walk among men.

"Are you a good lich or a bad lich?" I'm Korothy Dale, from Gansas!"

4.00
(4 votes)