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# Becoming a Lich Any wizard of 17th level or higher can become a lich by casting this spell. Your DM can simply add this wizard spell to your adventure, perhaps printed on an ancient spell scroll or in an acolyte's tome. Like many works of necromancy, it's likely this spell is written in Abyssal. #### Rite of Lichdom *9th-level necromancy (ritual)* ___ - **Casting Time:** 7 days - **Range:** Self - **Components:** V, S, M (gemstones worth 8000 gp and a mixture of rare bloods and poisons worth 8000gp, which you must consume) - **Duration:** Instantaneous - **Classes:** Wizard ___ This spell has no effect if you aren't at least a 17th level wizard or if you're undead. As part of the casting of this spell, you create a phylactery out of the gemstones and brew the rare bloods and poisons into a lethal potion. To complete the spell, you must drink the potion and die by it, after which you will raise as undead. The undead tag is added to your original nature, and you are treated as undead for the purpose of spells and effects. After reviving, you become a lich, and your soul is stored in your phylactery, ready to be stowed away. \columnbreak If you die as a lich, you will resurrect after 1d10 days, appearing in the unoccupied space closest to your phylactery. If your phylactery is destroyed while you are still alive, you can spend a week and gems worth 8000 gp to create another. If you are ever dead while your phylactery is destroyed, you can't be revived without a *wish* spell. If your phylactery is ever in danger, you will know of it through divination magic. As a lich, you gain the following benefits * You don't age or need to breath, eat, sleep, or drink, though you still can. You also automatically succeed on Constitution saving throws against extreme cold and heat between -50 and 140 degrees Fahrenheit. * While you have 0 hit points and are dying, you are vulnerable to radiant damage and are stunned instead of unconscious. * You can read, write, speak, and understand Abyssal. * While you are not wearing armor or a shield, your base AC is 14 + your Dexterity modifier. * You are resistant to cold, lightning, and necrotic damage . * You are immune to poison damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. * You have advantage on saving throws against any effect that turns undead. * You can't be charmed, exhausted, frightened, paralyzed, or poisoned. * You gain truesight with a range of 120 feet. * You gain Legendary Resistance; if you fail a saving throw, you can choose to succeed instead. You can do this three times. You regain all uses after you complete a long rest. * With unlimited range, you can cast the *clairvoyance* spell on your phylactery as an action without material components or spending a spell slot. * All necromancy wizard spells are added to your spellbook, and they don't count against your list of prepared spells. For each necromancy spell already in your spellbook, you can add a spell from any other school instead. Additionally, you can perform any of the following abilities as an action. **Frightening Gaze.** You focus your gaze into a creature you can see within 30 feet. The target must succeed a Wisdom saving throw or be affected as though by the *fear* spell. After an creature successfully saves or this effect ends for it, it cannot be affected by this for 24 hours. **Paralyzing Touch.** You make a melee spell attack against a creature you can see within 5 feet of you. On hit, the target takes 2d6 cold damage. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
> An addition to the [Necronomicon](https://www.gmbinder.com/share/-Lc5SkDtAIdzq38JkPvY) > > Homebrewed by [blueisherp](https://www.gmbinder.com/profile/blueisherp) > > ##### Art by [Cristi Balanescu](https://www.artstation.com/artwork/qA4GgD)