Power tends to corrupt and absolute power corrupts absolutely.
- Lord Acton
letter to Bishop Mandell Creighton
Powers
Know that the planes are filled with all
manner of strange creatures, each one
unique. This applies to creatures of
magic most especially. While they are
often of the same ilk, they are also
clearly different from one another -
different in creation, purpose, desires,
and potency. Realize this and know
that no two supernatural beings are
alike, and that one cannot wholly
predict their actions. Look instead upon
each being individually, and make your
predictions for the behavior of that one.
- The Gnomics of Bilerius
The logic of Bilerius's
passage above may seem
obvious or trite, but I have
lost too many comrades
to the assumption that
individuals in a certain category of
undead "are all alike". Never make
this mistake! While the skills and
powers of a given creature may be
shared by most or all of its breed, the
most powerful of supernatural beings
remain ever unpredictable, ever
singular.
With the lich this is particularly
true, for its province is the arcane, a
subject of apparently unlimited scope,
and each lich is as unique as the
power it pursues. Legends proliferate
with theories about what is gained by
becoming a lich. Some locales have
folk songs about liches becoming
ghostly skeletons whose bones are as
strong as iron, while others tell of lich
spells powerful enough to reduce
mountains to dust. Yet another tale
promises that standing water freezes when a lich is nearby, even in the
height of summer. These songs
exaggerate the reality of lichdom, but
only slightly so.
The research that led to my Guide to
Vampires was greatly aided by the fact
that vampires are notoriously egotistical
creatures. In hindsight, I realize that
much valuable information regarding
the extermination of these monsters
came from the monsters themselves,
anxious to tell their own stories at
whatever cost.
Unfortunately, the lich is not so eager
to justify its existence as is the vampire.
Holding a lich at bay has not been
achieved, and a straightforward interview
is, of course, out of the question! I am
afraid that the only way to learn about
the lich is through direct observation and
careful conjecture. Secondhand
information is occasionally helpful, but it
must remain suspect at best.
I believe, based on my experience
with the undead in general, that liches
are intimately connected with that
dimension of negative energy, the
Negative Material Plane. It is from this
plane that the vampire draws its unholy
powers, and I suspect that the lich
shares this source. Several of the lich's
native abilities are otherwise simply
unexplainable. Those investigators who
follow in my footsteps would be wise to
continually doubt this hypothesis,
however. Otherwise, any immediately
unanswerable question will be foolishly
attributed to the powers of this merely
theoretical place.
Whatever the actual source of the
lich's faculties, the manifestation of
that power is obvious to anyone
present to witness it. Here, I shall
address the various "common" powers
of the lich and also reveal abilities I have encountered in my research that
are possessed only by the rarest of
all liches.
Lich Sight
Little escapes the eyes of a lich. I recall
waiting in ambush for a lich in a cell
deep underground, without a source of
light for thousands of yards (we had
thoroughly cloaked our own). I was
immersed in a blackness so deep that I could almost feel it, and only shadow-sparks swam before my mind's eye to
remind me that light had ever existed.
After a long wait, the deliberate,
unearthly shuffle of the lich eased
through the thick darkness to signal the
monster's approach. We held our breath
in absolute silence and waited as the
red pin flares of the lich's eyes came
into view.
It entered the cell, advanced until it
stood nearly between our positions on
opposite walls, then stopped abruptly.
With an eerie air that makes my skin
crawl even to think of it, the lich
turned its gaze from one side the
other, looking upon our party as if we
stood in full light of day! Thus did our
own trap betray us, for we were the
only blind ones in the room! The
lesson we learned is that darkness is
not your friend when dealing with a
lich. But neither is light your ally
against the undead wizard. The lich is
not intimidated in the least by
sunlight, nor is it blinded.
I surmise that the visual spectrum
of the lich is not dependent upon light
itself. Rather, its connection with
negative energy allows it to somehow
perceive the very presence and
location of material objects and
beings, situated in a dimension
physically and diametrically opposed
to its own frame of reference.
The Black Aura
My painstaking research has detailed
many lethal attributes to liches. A certain subset of those attributes is
often repeated among my texts, and it
seems to point to a core feature of the
common lich: an aura of fear, darkness,
and cold that I call the black aura.
A lich can't see with normal vision in even the darkest of environments, but it is unaffected by the brightest light, even by magical light cast upon its eye sockets.
Any creature of fewer than 5 Hit
Dice or levels of experience that looks
upon a lich must roll a successful
saving throw vs. spell, or flee in terror
for 5d4 rounds. The effect tends to
descend upon the victim rather than
strike him (as would the effect of a fear
spell), so the chance to drop held
items is optional. The viewer must see
the lich in its true form in order for the
effect to manifest; a lich disguised with
an illusion would not evoke fear unless
the disguise was a frightening one.
Fear
It is thoroughly understandable that
anyone coming face to face with an
undead wizard of enormous power
would react with direct and abject fear.
Although I am not a great warrior or a
powerful wizard, I have seen much of
that which lives by the dark of night
and terrorizes the living; I have
become much inured to sights of the
most ghastly nature. Nevertheless, I will always view certain monsters with
unreasoning terror, and the lich is one
of them.
However, the black aura of the lich
is not a thing that can be faced down
with sheer courage alone. Even the
most stalwart hero instinctively flees in
terror from the presence of a lich. Fear
precedes the lich like the stench of its
minions. Some brave souls may
withstand this demoralizing effect, but
none deny the cold grip on the heart
when a lich appears on the scene.
However, such fear only occurs if the
lich is revealed for what it is. Liches
who utilize illusion or magical items to
appear as normal mages, clerics, or
other beings do not automatically cause
this reaction. The fear is therefore all
the more powerful when the lich is
discovered.
Cold Darkness
It is the experience of all who make
contact with a lich that this aura of fear
also manifests itself in cold and
darkness. Sources conflict as to the
nature of this. Some say that the
darkness is an actual physical emission,
similar to the spell darkness, and it
coincidentally causes fear because it
evokes the frequent dread of darkness in
humans and humanoids. Accepting this
premise, the cold would be spell-like in
nature, too. I disagree.
Others theorize, and I side with
them, that the cold and darkness are a
physical manifestation of the magical
icy darkness of the creature's being,
and its aura of alien and horrifying
power causes fear in all who draw near
to it. As with vampires, this
phenomenon may be attributable to
that theoretical connection between
liches and the Negative Material Plane,
and the cold and darkness might
simply be a cloud of that extraneous
negative energy. As such, the aura
does not exist as a physical absence of
heat and light, but rather is a field of
malignant power that viewers perceive
as "frosty darkness" in their futile
attempts to grasp its true nature.
The cold darkness of the lich's aura
is created purely for dramatic effect
and should be so used for the
Dungeon Master's convenience. The
area of effect may shift freely to
prevent players from using the aura
as a homing device or other source of
information. However, some Dungeon
Masters may wish to treat the aura as
a quasi-magical one, creating a
modified form of the blur spell, for
example. Other vision- and
temperature-oriented spells may be
similarly used for the Dungeon
Master's purposes.
The Chilling Touch
Woe to the person who is grasped by the
lich! Its touch will freeze the skin of
anything as would the coldest ice. For a
living person, this can mean severe pain and epidermal damage. Furthermore,
the pitiable creature so touched may be
chilled literally to the bone, becoming
completely immobile until aided by
magical or priestly powers. In several
texts are accounts of death caused by
the icy touch of the lich.
What is the cause of this chill touch?
It is possible that it is, after a fashion, a
curse of the gods of Good upon the lid
for betraying its mortality. Since the lich
has willingly thrown over all that is
warm and kind and human in order to
pursue with cold dispassion the
acquisition of power, the gods may have
punished the undead wizard by making
its touch a reflection of its inner,
coldhearted nature.
Compilers' Note: I think this is
unlikely, as this "curse" is more
troublesome for the hunters of the
undead than for the lich itself. Powers of
Good would not give an evil being more
power.
- LWF
Others maintain that the lich's icy
touch is simply the cold of the grave,
amplified by a score of magnitudes
during the ritual that transforms the lich
from living being to walking dead. Being
a man of learning and medical arts, I am sure that this is not truth. Dead
beings are only cold in relationship to
their living counterparts and are, in fact,
simply the same temperature as their
surroundings. What amplification of
room temperature could result in a cold
that could cause a man's skin to stick
to the lich's bony claw and peel from
his arm like the skin of a fruit? No, this
theory is flawed. Numerous wizards
have confirmed that both common and
essential components used in the
casting of spells would be ruined or
rendered inert by freezing, yet I have
found no evidence of any lich keeping
its spell components warm. I have also
inspected numerous objects for signs of
contact with significant coldness after
they had been handled by a lich, but
found nothing to suggest that they were
affected by the black aura. It is
apparent, then, that this chill touch is a selective ability of the lich, rather than a
physical characteristic of the state of
living death.
Once again, it may be put forth that
the icy touch is a manifestation of the
twisted link between that hypothetical
plane of negative energy and the lich.
In that case, the energy-sapping nature
of the Negative Material Plane leeches
the very heat from the air through the
lich, which serves as some sort of
mobile portal to that domain. Or,
possibly, the physical contradiction of
positive and negative energies coming
into contact may cause damage to
living tissues.
Whatever the case, I must remind the
reader that I am not versed in planar
theory, and I cannot confirm the
existence of a plane of negative energy.
However, the existence of such a place
or thing certainly explains much.
Should a lich touch a living
creature, that creature immediately
suffers 1d10 points of cold damage.
The victim then must roll a successful
savving throw vs. paralysis or be
suddenly and completely unable to
move. The paralysis lasts until
magically dispelled.
Weapon Immunities
As with many undead things,
nonmagical weapons inflict no damage
upon the lich. If that weren't enough, it
takes a sword master of considerable
experience to find the soft spots and
"make them bleed", so to speak. The
density of magical energy concentrated
within a lich's being is so great that it
takes a weapon with magic and a well-trained arm to harm it. This is not to
ay that nonmagical weapons and
inexperienced warriors cannot strike the
lich's form; rather, their weapons appear
to be thrown back as if they had made
contact with a stone too dense to
scratch. I recall one instance in which a
rambunctious young blade-wielder of
some renown stabbed the skeletal form
of a lich between the two bones of its forearm, which were open to the air due
to its advanced decay. With an idle twist
of its arm, the lich broke the youth's
blade in two, then slew him.
Liches can be hit only by weapons
of at least +1 enchantment, by spells,
or by creatures with at least 6 Hit
Dice (or levels of experience) or
possessing magical properties typical
of most monsters.
Additional Protection
This need for magic to damage the lich's
form extends in a dual fashion into
certain immunities in the lich. However,
from what I have read, I do not believe
that the lich is immune to the effects of
sorcery, except for magic designed to
disrupt the biological nature of a living
being. A spell cast to impart insanity to
the target is one example. Such spells
have no effect, as the lich's mind works
in such an arcane, twisted manner that
"sanity" has no practical meaning.
Death spells are also ineffective,
regardless of who casts them. Likewise,
spells of sleep or enfeeblement have no
effect, and the lich's mighty and
inhumanly transformed intellect makes
the use of charming magic against it
utterly futile. As cold and electricity also
commonly depend upon a living
biological state for the majority of the
damage that they cause, the dead flesh
of the lich, combined with its ensorcelled
toughness, renders such damaging
magic useless against it. Finally, the lich
seems to be unaffected by polymorph
magic. Apparently the lich's intimate
connection with negative energy
confounds the workings of a spell
affecting positive material.
I hasten to add that, for all these
many immunities, the lich is vulnerable
to a plethora of magic. Indeed, magical
attacks from a distance remain one of
the best offenses against these beings.
Some priests have managed to
present their holy symbols with such
faith and authority that liches have (at
least temporarily) fled the scene, but
these were mighty clerics indeed. I hesitate to mention that it is possible to
turn a lich away through such priestly
virtues, for I have lost several holy
friends who miscalculated the power of
their adversaries. Nevertheless, liches are
certainly undead creatures, and as such
they are vulnerable to the bane of the
undead: righteous faith and the power of
the gods.
The magical nature of the lich and its dead state make it immune to all forms of charm, sleep, enfeeblement, polymorph, cold, electricity, insanity or death spells. Priests at least 8th level may attempt to turn a lich, as may paladins of no less than 10th level.
Spells and Spellcasting
Of course, one important skill that a
mage does not lose when he transforms
into a lich is the ability to cast spells. To
my surprise, I found that the lich
remains under the same basic
restrictions as living mages when
casting spells. For example, the lich still
has to keep its spells recorded in a spell
book, and it still has to go through the
rituals of spellcasting.
One aspect of spellcasting that does
change upon the transformation of a
living wizard into a lich is the need for
sleep - liches never need it. However,
they do need to spend time equivalent
to a normal mage's rest in a light,
meditative trance, in order to reimpress
upon their minds the magical words and
energies that compose spells. However,
thereas the typical mortal mage must
have a certain period of uninterrupted
rest, the lich does not. (After all, being
undead, the lich can never rest as does
a mortal.) Once it has spent the total
needed amount of time in meditation
upon the unseen configurations of the
treads of magic, it can consult its spell
books and rememorize its spells, no
matter how many times it has been
interrupted. (Practically, I would suppose
that these segments of meditative time
cannot be fragmented into spans of less
than a quarter of an hour each to be of any use). This light, meditative trance
would account for the various
descriptions of tiches as "brooding" or
"lost in arcane thought". But-any man
who thinks a meditating lich is unaware
of its surroundings is doomed.
This piece of information is useful
inasmuch as it serves as a warning: A
party of lich hunters cannot interrupt a
lich's rest and hope to deprive it of its
ability to learn spells. More likely, the
lich will dispense with the party, then
continue from whence it left off.
The lich's undead, evil nature grants
it particular expertise when casting
necromantic spells. The lich is a dealer
of death (and a dealer with death), and
it has many spells and abilities available
to it for this nefarious use. In genera], it
is agreed upon in authoritative sources
like The Journal of Moritauius
Jouanoultch and the scholarly Divers
[sic] Meditations Upon the Higher
Magicks that liches are able to wield
necromantic magic with at least twice
the effectiveness of living mages. While
there can be no question that liches are
adept at the use of necromantic magic, I attribute their general potency to their
vast experience and the time they
spend developing their talents, rather
than their special, undead natures.
Liches do not require uninterrupted
rest or study time in order to learn
spells. The amount of time required to
memorize a full complement of lich
spells is equal to the number of
available spell levels times 10 rounds.
For example, if a lich wishes to
memorize one 1st-level spell, one
3rd-level spell, one 4th-level spell,
and two 5th-level spells, it would need
180 rounds (18 [spell levels]xl0), or
three hour. If the lich interrupted
after the first hour but casts no further
spells, it need only meditate for two
more hours to complete its task.
A lich performs in all respects as a
specialist wizard of the school of
Necromancy, with the following
exceptions: It suffers ao penalties
when learning spells from other
schools, and it is not prohibited from
employing spells of the opposite
school (Illusion/Phantasm). To the
contrary, liches are adept at casting
illusionary magic.
Control Over Undead
One of the most commonly invoked
powers of the lich is its ability to control
a variety of undead creatures. The lich
is able to command a number of
undead to protect it. The number of
undead it can control at one time
depends largely upon the mental
abilities of the lich. Generally, the more
intelligent the lich, the more undead it
can control. However, I have rarely
heard of a lich being able to control
more than a score of undead at once.
Magical devices are known that
allow the liches that constructed them
to control many more undead creatures
than they presumably could normally.
These items often resemble necklaces
or amulets, and they are frequently
carved with mystical signs of dire
import.
If one is pursuing a lich and
encounters a band of undead that
protect it, one can only assume that
more undead guardians are nearby. The
distance over which a lich can
command these undead soldiers seems
to be without limit. I have even read a
tale of a lich that instructed a ghoul to
travel to another land to fulfill a task,
and the lich was able to see through the
undead creature's eyes and into the far
distant land to more closely direct the
ghoul in its task.
Many types of undead can be
commanded by a lich. Essentially, a lich
can command any undead creature less
powerful than itself, including skeletons
(probably the most common minion, as
they are so easy to make), ghouls,
zombies, shadows, and the like. A
distinguishing characteristic of a lich
minion is that its eyes bear the same
fiery gaze as the commanding lich, but
the minion possesses none of the lich's
powers or auras. The minion completely
loses all form of independent thought. In
fact, the will of the lich inundates the undead creature totally, so that the lich
alone is able to control it. Should the
lich die, all undead that obey it simply
fall to the ground motionless, or so I would hope.
This ability to control the undead
seems to be a natural part of lichdom.
The lich is able to raise skeletons from
the ground with great ease and on some
occasions can raise corpses without even visiting the graves. Animated
corpses are able to perform only
physical labor that requires little or no
degree of mental input. However, since
the lich is able to use the corpse's
senses when it desires to do so, freshly
dead corpses are preferred as they are
relatively "complete".
Several of the minion's physical
senses can be used by a lich, depending
on the condition of the minion's sensory
organs. Eardrums, for example, are still
usable after the lich animates a corpse,
as is the sense of touch as long as the
skin is relatively intact. As these
components begin to decay, the lich
becomes less able to distinguish the
surroundings of the minion. However, the
lich is always able to see through a
minion's eyes or eye sockets with the
same degree and clarity as if the minion's
eyes were healthy and intact.
This ability to use a corpse's senses is
very useful to the lich. With it, the lich
can cause the minion to perform almost
any sort of physical action that the lich
itself could (short of spellcasting),
including reading texts and preparing
alchemical solutions or traps.
A lich is able to attempt to control
any form of undead with half (round
up) or less of the lich's Hit Dice. For
example, a newly formed lich has at
least 11 Hit Dice, so it has immediate
potential dominion over wraiths and
lesser undead. To assume control, the
undead creature must be within the
lich's range of influence, which is
equal to the lich's Hit Dice times
1,000 feet. A typical lich can raise
and command undead more than two
miles away.
Once a corpse or undead creature
is within range, the lich asserts
control by conducting a mystical
attack, during which the lich mentally
imposes its will upon the victim. This
attack automatically succeeds against
undead that have (or had in life) 3 Hit
Dice or less. Those with more than 3
Hit Dice can make a saving throw vs.
spell to avoid being controlled. The
lich is free to repeatedly impose its
will upon undead that have made
their saving throws, once per round,
until they succumb to its influence or
escape its range of command.
The lich can control a number of
minions with total Hit Dice equal to
three times its Intelligence score.
There is no limit to how many of any
particular kind of corpse or undead
the lich can control, only to the raw
number of possible minions.
It is possible for a minion to be
controlled outside the lich's normal
control range. Once every 24 hours,
the lich can command one of its
minions to perform a special task,
placing the minion under an effect
similar to the wizard spell geas. The
minion will perform that action no
matter how long it takes or how great
a distance is needed to travel to
reach the goal.
The actions assigned to a typical
minion must be simple and not
contain more than four steps. An
example command might be: "Go
west until you find a castle; kill the
red-haired guard at the drawbridge; take his gold amulet; return here".
Only one adjective may be used with
each step in the quest. Of course,
intelligent undead can understand and
act upon more complex orders. Such
creatures can even be ordered to take
command of the lich's legions on the
front line of a battlefield or to lead a
reconnaissance team on a mission.
The minion, whatever its level of
intelligence, will not stop in its pursuit
of the special quest. It will become
single-minded in its pursuit and never
stops until it is destroyed, its
assignment is complete, or it is willed
to do otherwise by the lich.
Priests can turn the lich's quest-filing minion, but turning it has the
effect only of making it stand still.
When no longer subject to being
turned (such as being beyond the
radius of effect of the turning cleric or
paladin), the undead being continues
on its way. The minion ignores all
distractions during its quest, but it
instinctively avoids villages,
campsites, fire, and other places or
creatures that would lead to its
discovery or delays.
The minion attempts to overcome
any obstacle. If it is physically unable
to complete a mission, it returns to
the lich and communicates its
difficulties to the lich by telepathy.
Once a minion leaves the lich's
radius of control, its senses (other
than vision) cannot be used by the
lich. The lich can always see what the
minion sees, at any distance,
regardless of circumstance.
The number of minions the lich can
assign to perform special quests is
qual to its Intelligence score.
Retained Abilities
The lich, despite its incredible
transformation from mortality, in all
probability retains most or all of the
nonwizard skills it had as a living
creature. This was confirmed for me in Barovia, when I hunted for a lich that
had taken up residence in the southern
Balinok Mountains. The appearance of
the lich, which called itself Crimson
Arcanus, coincided with the
disappearance of a somewhat well
known and very powerful Falkovnian
mage called Antirius the Red. Aside
from his magical powers, Antirius was
locally known for his ability to throw
two darts simultaneously, one from
each hand. Later, when we first
confronted the Crimson Arcanus and
forced it to employ combat techniques
against us before fleeing, it used that
ambidextrous dart toss. (Sadly, a
poison-coated dart cost the life of my
dear comrade Nadin the ranger.) I remembered a tale that Antirius of
Falkovnia used the same tactic, so I journeyed to Falkovnia and learned all I could about the "deceased" Antirius.
One key fact I discovered looked at
first to be a relatively trivial one: Antirius was fond of dancing in his
earlier years. Returning to Barovia with
a mercenary who combined sword
fighting with dance techniques, I sought
out the Crimson Arcanus and forced the
lich into hand-to-hand melee,
introducing the mercenary fighter at a
crucial moment. To our lasting delight,
the lich counterstepped to the
mercenary's moves with an arrogant
grace! Its identity thus confirmed, we
were able use our knowledge of Antirius
the Red to defeat the Crimson Arcanus, and we located and destroyed its
phylactery.
It was remarkable to me that a lich
should possess such a high level of
agility, despite its heavily withered state,
but the important fact that I learned was
that the lich had not lost those skills
that it had in life.
I think it reasonable to conclude that
if abilities requiring agility are retained,
then all former life skills of the lich may
be retained. This includes thieving and
weapon skills, as well as psionic and
spellcasting knowledge. It is also
reasonable to assume that these skills
can continue to be honed until they are
far superior to those of any mortal. In
fact, any skills the lich had before its
transformation most likely carry over to
a high degree and are an essential part
of the lich's knowledge and abilities.
These skills can be perfected by the lick
if it continues its study of them.
It seems logical that any physical
skills (carpentry, sword fighting,
swimming, and the like) the lich learns
after its transformation cannot be
learned to the same degree of
perfection, as the lich's undead body
will not respond as well as a living body
On the other hand, if the lich does not
require the same amount of rest and
sleep that the living do, it may
accelerate its learning of physical skills
compared to when it was living.
Assuming that my chain of logic is
sound, any mental skill such as
navigation or alchemy probably can be learned to perfection after the change,
since the lich's mind does not
deteriorate as does its body. As it is
impossible to ask a lich what activities
it has taken up since becoming undead,
I have no means of confirming this.
Even so, it is better to give the lich too
much credit than not enough!
The Dungeon Master should assign
nonweapon proficiencies to a lich as
appropriate to the campaign. A lich
that has been in existence for more
than a few years has plenty of time to
develop an assortment of near perfect
skills. It would also be reasonable to
award a lich all weapon proficiencies
allowable to its former class, even
allowing it some proficiencies not
normally used by members of its
former class. After all, the lich has
virtually an eternity to study any skill
that it wishes to acquire.
Salient Abilities
From some sketchy commentary and
glosses drawn from sundry sources, it is
apparent that certain liches are able to
cast necromantic spells that are not
commonly available to living mages.
Whether these spells are of the lich's
own devising, drawn from further
research, or special abilities of a spell-like nature that these liches possess, I do not know. Even living mages do not
commonly reveal the extent of their
spell-weaving knowledge to those not of
the magical brotherhood; what is a
common spell and what Is a personal
piece of sorcery is not a topic upon
which I can venture to guess.
Nevertheless, I have been a witness to
many strange and terrible powers
engendered by liches, and I shall speak
briefly of some of them here.
Considering their undead state, it
should come as no surprise that a lich
would be a craftsman in bone. In
Valachan, I encountered a lich that had
created an entire laboratory made of
humanoid bone! At the first I thought
the monster had commissioned some
dark craftsman, but when my hunting
party attacked the lich in a graveyard, it
suddenly erected a protective wall of
bone around it. To see humanoid bones
emerge from the ground all around us
was quite alarming, but to watch them
bend and meld together was positively
horrifying!
The lich's affinity for creating and
controlling undead should be self-evident to anyone who has had any
dealings with these monsters, but few
suspect the depths to which the liches
have honed that accomplishment. I know of one particular lich (that to this
day has confounded and eluded me!) that is able to animate the dead with
disconcerting ease. In our last
confrontation, the lich sent a veritable
army of undead creatures at us. Where
they came from we knew not, but they
arrived in seemingly endless numbers.
Fortunately, we were prepared for a
large-scale battle, and we cut down the
lich's forces with alacrity. To our shock
and horror, the lich moved about the
battlefield with magically enhanced
speed, reanimating the bodies we had
laid to rest with a simple touch of its
bony claw. Thus, we found ourselves
facing and fighting the same undead
beasts again and again, until we were
forced to retreat.
I have learned of a particularly cruel
lich from one of its pitiable victims. The
monster had mastered a technique of
entering the dreams of its enemies. Night
after night, it haunted the poor fellow to
whom I later spoke, preventing him from
resting until he sickened and went mad.
No spell or prayer was able to shield his
mind from the lich's mental onslaught.
Sadly, I have since heard that the man to
whom I spoke became a murderous
lunatic, was hanged by his people, and
now serves the lich as an undead thing.
Still another lich of which I have
heard is apparently able to capture the
residual magic from other casters'
spells and recreate the same effect
under its control. One survivor of an
encounter with this particular lich told
me that a wizard in her party cast a fireball at the lich, who suffered
considerable damage from the spell.
However, the flames of the fireball did
not dissipate, but rather withdrew into
the lich's hand as if pulled there. Then
the lich sent the very same fireball
back into the face of the unfortunate
wizard, who died of it. The witness
assured me that she saw no
spellcasting or use of any item on the
part of the lich. Instead, it seems that
the lich merely took hold of the
dweomer and reenergized it!
The sheer scope of possibility dictates
that countless salient abilities may be
available to the lich. Being virtually
immortal, these wizards have an eternity
to develop spells and powers beyond our imagination. Some liches might generate
unique and bizarre talents. Other liches
might require ever more powerful
magical weapons to hit them, have the
ability to cast more deadly magic than
usual, and so forth. A so-called
"common" lich is incredibly powerful,
but these "uncommon" liches seem
nearly indestructible! There are few ways
to challenge them, power vs. power.
The best hope of the lich hunter is to
understand the lich. While each lich - nay, every creature that walks the
land - has its strengths, so does it have
its weaknesses. Once again, as a lich
itself might point out, knowledge is the
greatest power. Know your enemy, and
you may live to defeat it.
If the Dungeon Master wishes to
determine salient abilities randomlyi the
following procedure can be used: For
liches with an Intelligence of 19, roll 3d3
to determine the number of abilities of
the lich. If the lich has an Intelligence of
20 or more, roll 1d3+1. Then roll 1d20
and consult the table below. Bach of
these powers is an innate ability that the
lich can invoke at will. No rituals or
components are required to activate them.
Table 1: Lich Salient Abilities
1d20 |
|
Lich Ability |
1 |
|
Animate dead by touch |
2 |
|
Bone command |
3 |
|
Chilling wind |
4 |
|
Coldfire |
5 |
|
Control undead legion |
6 |
|
Doom gaze |
7 |
|
Dream manipulation |
8 |
|
Fool's feast |
9 |
|
Grasp of death |
10 |
|
Grasp of enfeeblement |
11 |
|
Ignore metal |
12 |
|
Imitation |
13 |
|
Improved defense |
14 |
|
Improved spellcasting |
15 |
|
Meta-polymorph |
16 |
|
Painwrack |
17 |
|
Regeneration |
18 |
|
Skull scry |
19 |
|
Voice of maleficence |
20 |
|
Vortex of evil |
Ideally, the Dungeon Master will custom
design a lich especially for the current
campaign. Salient abilities are created
to challenge high-level parties and to
create surprises for those gamers who
make a habit of studying the Monstrous
Manual tome and "Dungeon Master
only "text.
Animate dead by touch: The lich is
able to cause zombies and skeletons
rise with a mere touch. Such creatures
are turned by clerics at a level equal to
the lich that raised them, as long as
the lich is within 200 feet of those
undead. The lich may raise as many
creatures as are available. All undead
created in this fashion rise as 2 Hit Dice
creatures that behave as common
zombies and skeletons, except as
noted above.
Bone command: The lich is able
animate bone and shape it at will. With
this ability, the lich can call up spliners
of bones from anywhere bones are
present and animate them into a
protective barrier similar to the priest
spell blade barrier, except the damage
inflicted is 10d8. The lich may also
form bones into any structure it desires
the only limit being the amount of bones
available. Structures created in this
manner are only as strong as the bones
used, though some creatures may have
very strong bones. The Dungeon
Master should determine the structure integrity based on the campaign and
scenario, the type and amount of bones
available, and the resistance the bones
offer. Generally, a Bend Bars/Lift Gates
roll is sufficient to breach a bone wall.
Inflicting 25 points of damage creates a
human-sized hole. Any structure - huts,
arches, bridges, and so forth - can be
created. The structure stands until it is
destroyed or the lich commands it to
disintegrate into its component parts.
Structures created in this way cannot
be dispelled magically, as the bones are
ictually melded into one another to
make a solid mass.
Chilling wind: The lich is able to
blow a freezing blast of wind in a cone
100 feet long and 50 feet wide at the
base. The wind is short, lasting for only
one round, but during that round a
howling, screeching wail accompanies
it that requires a fear check for anyone
within 60 feet of the cone. Heroes
within the area of effect of silence, 15'
radius or similar spells do not need to
check. The wind also freezes standing
liquids and chills bottled liquids.
Anyone caught within the cone of
chilling wind suffers 1d10 points of
cold damage. Any magical item
designed to warm or otherwise protect
a hero from cold (magical or
otherwise) negates this damage, but
the fear check still applies.
Coldflre: The lich is able to produce
a negative energy fire so cold that it
inflicts 3dl0 points of freezing damage
upon anything it touches. Being of
Negative Material Plane energy, even
objects or creatures that are by their
nature immune to cold will suffer
damage. Also, the coldfire penetrates
the protection offered by magical
objects that are designed to prevent
cold damage (such as a ring of
warmth) if the owner fails a saving
throw vs. death magic.
The lich may produce the coldfire as
glowing, blue-green flame that can be
thrown as a missile weapon, or it can
place the fire inside any skull. Flames
placed within a skull last for 30 days
unless a permanency spell is cast upon the flame. Anyone who touches the skull suffers damage. A Dispel magic spell extinguishes the flame.
Control undead legion: The lich is
able to control a number of Hit Dice of
undead creatures equal to its
Intelligence score times 10. All undead
of 8 Hit Dice or less are automatically
controlled, while those of 9 Hit Dice or
more are immune to this special power.
All undead involved must already be
animated. The range of this ability is
equal to the lich's Intelligence score
times 1,000 feet. The undead will
respond to a limited form of telepathic
command that allows the lich to either
summon the monsters or direct them
toward the target or heroes to be
attacked. Specific commands are not
possible-the legion simply attacks
anything in the area to which they are
directed. Undead within hearing range
of the lich may be commanded vocally,
responding to more specific
instructions.
Doom gaze: The lich is able to
cause the instant death of a living
person just by looking at him. The lich
is successful If the hero fails a saving
throw vs. death magic. The victim may
be resurrected, but only by a good
cleric and not by potions or magical
items. The victim need not look at the
lich in order for the attack to be
successful. The range of this attack is
90 feet.
Dream manipulation: The lich, if it
knows the exact location of a living
person, can infiltrate that person's mind
and manipulate his dreams, turning
them into nightmares of the lich's
design. Pervading the dream is the face
and gaze of the lich. The receiver of the
dream manipulation is aware that his
dreams were tampered with, but he is
unable to prevent this. This is a
mystical, rather than mentally oriented,
phenomena- Sleepers affected by
dream manipulation awaken having
suffered any damage incurred during
the nightmare. (Dungeon Masters may
roleplay a nightmare or simply assess
3dl0 points of damage upon the hero.) Furthermore, the affected hero must
make a horror check upon awakening.
Aside from the usual effects of
failing a check, the hero is unable to
sleep peacefully for 1d4 nights
afterward. During this period of
insomnia, no hit points are restored,
the hero's THAC0 drops by 1 per day,
thief abilities drop by 5 percentage
points per day, and no spellcaster
may memorize any 3rd-level or higher
spell. Dream manipulation, is not
possible if the intended target is
sleeping in holy ground such as a
church or consecrated graveyard. The
range of this ability equals to the
lich's Intelligence score in miles.
Fool's feast: By merely passing
within 3 feet of openly displayed
food, the lich can taint the edibles
with a deadly, mystical poison. A
hero who eats of the food will die
within a number of rounds equal to
her Constitution score unless she rolls
a successful saving throw vs. poison
at +2. The food gives off a magical
aura if a detect magic spell is cast,
and the effects of the mystical taint
can be negated with a dispel magic
or purify food and water spell. The
food to be tainted must be out in the
open, such as a vegetable stand or a
buffet. A poisoned victim can be
cured if she is healed by a cleric, if a
neutralize poison or wish spell is
cast, or an appropriate curative
potion is used.
Grasp of death: If the lich touches a
living person, the victim dies instantly
unless he successfully saves vs. death
magic. The person can be resurrected,
but only by a good priest casting the
spell, not by potions, magical items, or
other means. This power operates only
when the lich wills it so. When the
grasp of death is active, a nimbus of
coruscating black flame surrounds the
lich's hands.
Grasp of enfeeblement: When the
lich touches a living person, 1d10
Strength points are lost for one hour. (A
saving throw vs. paralyzation may be
applied.) If the lich reduces a hero's Strength
to 1 in this manner, the hero is
paralyzed until six turns have passed,
at which time full strength is restored. If
the hero's Strength is reduced to zero
or less, the hero dies. The lich cannot
reduce a hero's Strength two or more
consecutive times with this ability, as
its grasp does not have a cumulative
damaging effect. However, the moment
that a hero's strength returns to him, he
is once again vulnerable to the grasps of
enfeeblement.
Ignore Metal: The lich is able to
temporarily ignore the existence of
metal with its physical body
(including possessions) by magically
putting itself slightly out of
dimensional phase. It can walk
through metal objects and walls of
iron as if they were not there, and
metal weapons inflict no damage
except for bonuses conveyed by
magic. (Since Strength aids the
metal's effect, the damage bonus
provided by a high Strength score is
also negated). Metal armor also has
no effect, with only magical bonuses
conveying a better Armor Class.
Dexterity, however, still has its normal
effect on Armor Class. Spells cast by
the lich while in this state interact with
metal normally, however. Magical
effects created by objects of metal
that are used against the lich, such a
wands made of metal, also have their
normal effect. The lich can maintain
this state for no more rounds than it
has Hit Dice, and it can use this
power but once per day.
Imitation: The lich is able to
harness the spell energies expended
by other wizards and recreate the
effect under its control. Any spell cast
in the presence of the lich may be
recast by the lich in the round
immediately following without the
expenditure of any of the lich's
carried spells. For example, a 7th-level mage casts fireball at a lich. The
lich makes its normal saving throw
and suffers damage accordingly, but
also captures the magical energy,
reshapes it into another fireball (at the 7th level of ability), and sends it back
at the attacking party. The lich need
not either know or carry a spell in
order to imitate it. The lich must
perform the imitation in the round
immediately following the spell effect,
or the magical energies dissipate and
are lost. The lich might be able to use
this power a limited number of times
per day.
Improved defense: The lich may be
hit only by weapons of +2 enchantment
or better, or by creatures with 10 or
more Hit Dice/levels or magical
properties.
Improved spellcasting: The lich is
able to cast double the amount of 1st-
through 3rd-level spells normally
available to a wizard of the lich's level
of experience.
Meta-polymorph: This works as the
4th-level wizard spell polymorph self,
except that the lich performs this as
an ability and not a spell. If the lich
takes the form of an undead creature,
it also assumes the undead creature's
abilities, excluding saving throws. For
example, if a lich were to meta-polymorph into a wight, it would
assume the wight's ability to drain
levels. The single exception is that a
lich can meta-polymorph into the
form of a vampire, but it does not
gain any of a vampire's abilities. The
acquired abilities last only while the
lich is changed. No matter what form
the lich assumes using this ability, the
form will have the lich's fiery red
gaze, which the lich can conceal with
the casting of a magical illusion.
Painwrack: The lich is able to project
almost numbing pain through its eyes.
Any living creature that makes eye
contact with the lich suffers 2dl0 points
of damage from severe pain unless a
successful save vs. spell is made.
Regeneration: The lich regenerates
5 hit points per round, regardless of
circumstances or surroundings. The
lich's body can even regenerate after
being reduced to ashes; however, if its
ashes are scattered, it takes the lich
one month to regenerate completely for every 10-foot area over which the
ashes are scattered. If the lich's
phylactery is found and destroyed
before the body can re-form, the ability
to regenerate is neutralized and the lich
is destroyed forever.
Skull Scry: The lich can see and
hear activity through any skull. The
skull must not be part of a living being
or attached to a skeletal spine, nor can
the skull be animated. The lich is able
to see through skulls that are up to 10
times the lich's Intelligence score in
miles away.
Voice of Maleficence: The lich can
wear down the willpower of anyone to
whom it speaks for a duration of one
turn or more. Nonpsionic liches
sometimes take prisoners to gain
information from them using this
power. The voice of maleficence puts
the victim into a hypnotic trance,
granting complete cooperation from
the prisoner. A victim can resist the
uoice of maleficence by making a
saving throw vs. spell after one turn of
interrogation. Failure results in a
sleepy trance wherein the victim
reveals any secret known. The saving
throw may be rerolled every hour. For
every hour the lich talks to a victim, a
-1 penalty is applied to subsequent
saving rolls, making it more difficult
for the victim to resist as time passes.
Vortex of Evil: The lich is able,
once a week, to summon any and all
evil creatures and living persons of
evil alignment to its side. This
summons isn't overriding, but rather
instills a sense of greed and curiosity
that is difficult to ignore. The range of
the vortex of evil is equal to the lich's
Intelligence score in miles. Those
within this radius are drawn to the
same location of the lich, though they
are not sure why. They cannot state
the reason for the attraction, but if
asked, they will respond with a
statement similar to: "I feel a great
opportunity waiting for me". The
summons can be ignored if the hero
makes a saving throw vs. spell.