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[✗] ARCHLICH ADDITION/AMENDMENT

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LichinCrocs

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Reasoning:

Before this ADDITION, Archliches were honestly kind of sad. They were supposed to be the endgame pinnacle of necromancy, but in practice they had no unique spells, no real danger, and were mechanically the weakest endgame CA compared to other dark magics. You went through all that effort just to become a spooky necromancer with a fancier title and worse survivability.

 

They still wont solo a raid or punch through plate armor like its paper, but now they feel like the spooky undead bosses theyre supposed to be. They mess with the living, chill the undead, and make their presence known basically the skeleton you dont want to run into.

First  AMENDMENT

Spoiler

OLD:

Physical Characteristics

The shrewd Archlich can take many shapes, ranging from fleshy half-skeletons draped in ceremonial shrouds, walking corpses covered in linen as mummified demons, or the rotted, gaunt image they held in life.  Pinnacles of unliving flesh and bone, an Archlich can choose to even fleshsmith their body so long as it is within average human or elven proportions.  

 

The Archlich, at the price of retaining their necromancy and affinity to study other arcane techniques, is a being much more physically weaker than other undead and that of their once-living state.  Capable of lifting a sword and not much more, they are regarded not for their martial prowess but their arcane mastery.  

 

General Redlines

  • Archliches exist as undead creatures of necromancy with capabilities to study other magic.

  • Archliches regain the modification they had as a necromancer, if they had one.

  • As undead, archliches are unable to sire living children.

  • An Archlich possesses the physical strength of an elderly old person, completely unable to adorn metal-plated armor.

  • Striking an Archlich in the skull instantly kills their current vessel. 

    • Being touched by sunlight is painful, and eventually feels like fire on living skin if unshrouded.

    • Archliches are just as vulnerable to mundane weaponry, and are not any more adverse to gold or silver compared to living beings.

 

NEW:

Physical Characteristics

 

The shrewd Archlich can take many shapes, ranging from fleshy half-skeletons draped in ceremonial shrouds, walking corpses covered in linen as mummified demons, or the rotted, gaunt image they held in life. Pinnacles of unliving flesh and bone, an Archlich can choose to even fleshsmith their body so long as it is within average human or elven proportions. The Archlich, at the price of retaining their necromancy and affinity to study other arcane arts, is a being whose physical form is sustained by dark magic rather than mortality. Their strength is comparable to that of a living necromancer, allowing them to wield one-handed weapons and arming swords, and to adorn armor of bone-forged plate, though not much more. This Stregth persists unless they practice certain magics, such as voidal magics, which reduce it to that of a frail voidal mage

 

General Redlines

 

  • Archliches exist as undead creatures of necromancy with capabilities to study other magic.

  • Archliches regain the modification they had as a necromancer, if they had one.

  • As undead, archliches are unable to sire living children.

  • An Archlich possesses the physical strength of a Tier 5 necromancer, capable of wearing bone plate and wielding one-handed arms, but this strength falters if they practice magic like voidal evocation.

  • The skull of an Archlich is its weak point. A single solid blunt-force hit or a slash/stab to an unhelmeted skull destroys it.

  • A boneforged helmet grants the skull the durability to survive a bit more, requiring two bladed blows to the same area to penetrate and destroy the head.

  • The limbs and torso follow the same rules as a humanoid skeleton reinforced with tough leather and bone, capable of surviving up to two bladed blows. A single blunt hit is enough to break a limb. Dismemberment or destruction of the central torso (spine/ribcage) will incapacitate the body, requiring a new vessel (see The Infallible Curse).

  • Being touched by sunlight is painful, and eventually feels like fire on living skin if unshrouded.

  • Archliches, like all undead, are vulnerable to gold, which burns their unnatural flesh as true fire. Slayersteel causes a similar but more muted pain but lacks the purifying effect of pure gold. Other mundane metals, including steel, bear no special effect on them.

  • When clad in boneforged armor, a limbs durability against bladed attacks increases by one, allowing it to tank light slashes (such as voidal mage strength blows or daggers) entirely, though a direct strike from a greatsword or heavy blunt weapon will shatter the armor and the limb (also applies to unarmored archliches) beneath it in a single hit, and the torso armor follows the same principle,  requiring a second blow to the revealed chest for total destruction.

  • Due to the Archlichs strength, boneforged armor slows them down akin to heavy plate (6 Block Movement).

OLD:

Abilities

Arcane Affinity

Capable of capitalizing on the arcane brilliance of their newfound dragonflesh, an Archlich is able to expand their studies to other fields beyond that of their necromantic pursuits.  Their dark, corrupted souls prevent practices and delvings into magics that may otherwise conflict with their ability to utilize lifeforce, nor can their soul tolerate the tampering of deities.  Woe be to those who would underestimate the power of undeath.

 

Redlines:

  • Archliches exist as undead creatures of necromancy with capabilities to study other magic.

  • Archliches cannot learn deific magic, magic unable to be used by undead, or any otherwise soul-altering magic.

  • For the archlich, Necromancy becomes a 4-slot magic, and they are allowed to learn a single-slot magic of their choosing, provided it does not conflict with their undead bodies or dark souls.

    • If a magic that summons entities such as Conjuration is chosen, reanimations cannot be commanded in tangent with voidal conjured creatures.

 

NEW:

 

Abilities

Arcane Affinity

Capable of capitalizing on the arcane brilliance of their newfound dragonflesh, an Archlich is able to expand their studies to other fields beyond that of their necromantic pursuits.  Their dark, corrupted souls prevent practices and delvings into magics that may otherwise conflict with their ability to utilize lifeforce, nor can their soul tolerate the tampering of deities.  Woe be to those who would underestimate the power of undeath.

 

Redlines:

  • Archliches exist as undead creatures of necromancy with capabilities to study other magic.

  • Archliches cannot learn deific magic, magic unable to be used by undead, or any otherwise soul-altering magic.

  • For the archlich, Necromancy becomes a 3-slot magic, and they are allowed to learn any magic of their choosing, provided it does not conflict with their undead bodies or dark souls.

    • If a magic that summons entities such as Conjuration is chosen, reanimations cannot be commanded in tangent with voidal conjured creatures.

 

 

 

 

 

ADDITION

 

Spoiler

Archlich Spells

The spells and powers of an Archlich are an extension of their mastery over death itself, a manifestation of their blackened soul and mastery of necromantic essence. Each of the Archlichs spells is not merely a tool but the very manipulation of life and undeath. Through their arcane might, an Archlich can reshape flesh, bone, and life force, bending the natural order to their will.

 

AURA OF THE BLACK BANKS

The Archlichs very presence is a blight upon the living world. They act as a permanent, walking scar of  the Heith-Hedran, their form anchored to the Black Banks. This constant connection leaks death-energy into their surroundings, creating a zone of palpable dread where the veil between life and death is unnaturally thin.

MECHANICS:
This is a passive, always-active aura that requires no concentration or emotes to maintain. It extends in a 3-block (approximately 5-meter) radius from the Archlich at all times.

Effect on the Living
All living, mortal creatures within the aura experience an intense horror. This manifests as a deep, cold sensation in the chest, shortness of breath, a feeling of being watched by something unseen, and a primal urge to flee. The air feels thick, cold, and smells faintly of damp soil and decay. This does not cause direct physical harm or impede movement.

Effect on the Undead
Undead (Ghouls, Darkstalkers, etc.) within the aura become unnaturally calm, steady, and focused. They are less likely to be disrupted by distractions or panic.

Visual/Sensory Tell
A faint, shimmering black or dark grey mist clings to the Archlich and permeates the affected area. The temperature within the radius is noticeably colder akin to a tomb or a deep cellar regardless of the outside weather. Sounds are slightly muffled, and light seems dimmer, as if being absorbed.

REDLINES:

  • The auras effects are purely atmospheric and roleplay-based for all creatures it does not cause damage, slow movement, unless combined with another ability (like Plague Cloud).

  • The visual and sensory tells must be roleplayed and acknowledged when the Archlich is present. It may be hidden through Black Alchemy (See - Black Alchemy - Draught of Incite).

 

 

KINGS SUMMON

Where a common necromancer must prepare a corpse, the Archlich commands the very residue of death itself. By focusing their will, they can tear a temporary, minor rift in the fabric of the Heith-Hedran, calling forth the bones and lingering animus that float within the Black Banks to assemble into service.

MECHANICS:
 The Spell requires 5 consecutive, uninterrupted emotes.

[Connect to Heith-Hedran] The Archlichs eyes flare with pale light as they root their consciousness into the currents of the Black Banks.

[Channel - First Emote] The air around their hands crackles with black-grey energy/mist. A low, grinding sound begins to ring out, as of distant stones shifting.

[Channel - Second Emote] The energy coalesces into a swirling vortex of darkness in front of them. The grinding sound grows louder, localized to the vortex.

[Channel - Third Emote] The vortex stabilizes, and glimpses of bleached, floating bones can be seen within its depths.

[Open Rift & Summon] The Archlich makes a sharp pulling gesture. The vortex rips open with a sound of tearing paper, and two humanoid skeletons step forth from the rift, which then snaps shut. The skeletons are armed with basic weapons and shields of bone.

REDLINES:

  • The summoned skeletons remain for 10 consecutive emotes before the animating energy dissipates, causing them to collapse into piles of inert, dusty bones.

  • The skeletons are identical to those created via the Treat Skeleton. They possess the strength of a Serf. They are mindless and obey simple, direct verbal commands from the Archlich (e.g., "Attack," "Defend," "Stop").

  • This ability cannot be used if the Archlich is currently using an Oculus to control other reanimations. The mental focus required is incompatible.

  • The summoning process is loud and visually obvious, making it unsuitable for stealth.

  • If the Archlichs concentration is broken (by taking a significant wound, being knocked down, etc.) at any point during the 5-emote channel, the ability fails and the energy dissipates harmlessly.

  • The skeletons cannot be given complex commands (e.g., "Disarm the knight," "Fetch the key from upstairs"). They are limited to basic attacks, defense, and movement.

  • The skeletons are vulnerable to being shattered by heavy blows. One solid hit from a greatsword or warhammer can destroy a skeleton.

  • This ability can only be used once per combat encounter.

 

BONE SPEAR

The Archlich condenses the latent life force from the environment and their own form, forging it into a sharp projectile.

MECHANICS:
The Spell requires 3 consecutive emotes.

[Gather & Condense] The Archlich extends their hand. Flecks of pale dust and splinters of bone swirl from the ground, their armor, or even the air itself, coalescing into a spinning, jagged mass of white in their palm.

[Forge & Shape] The mass elongates and sharpens with a sickening crack, forming a 3-foot long, barbed spear of pure, dense bone.

[Hurl] With a flick of the wrist, the Archlich launches the spear at their target with surprising force and accuracy, akin to that of a shortbow.

REDLINES:

  • The Bone Spear strikes with the blunt force of a powerful punch.

  • Against Plate Armor the spear shatters on impact, delivering at most a bruising blow that may stagger the target but does not penetrate.

  • Against Chainmail, Leather, or Unarmored Flesh the spears tip can punch through. It causes a piercing wound equivalent to a dagger or shortsword stab.

  • This ability can be used three (3) times within a single combat encounter.

  • The Archlich must have one free hand to gesture and form the spear.

  • The spear has an effective range of approximately 12 blocks.                    

 

ORB OF PLAGUE

The Archlich reaches into the well of pestilence within themself, drawing forth a concentrated mist of disease and decay. This orb is a physical manifestation of every fever, rot, and sickness, held in unstable equilibrium.

MECHANICS:
The Spell requires 4 consecutive emotes.

[Connect] The Archlich cups their hands together. A sickly green and black vapor begins to weep from their fingertips and pores, pooling in their palms.

[Condense - First Emote] The vapor churns and thickens, forming a pulsating sphere of plague.

[Condense - Second Emote] The sphere expands to the size of a volleyball, its surface bubbling and becoming cloudy. A low, droning hum emits from it.

[Hurl & Detonate] The Archlich lobs the orb at a target area. Upon striking a surface or person, it ruptures with a pop of ruptured disease. The orb detonates, covering a 3x3 block area in a thick, clinging mist of vibrant green and yellow vapors. The mist persists for 2 full emotes before dissipating.

REDLINES:

  • Any living creature that begins its turn within the mist, or is caught in the initial blast, is exposed.

  • The victim must immediately begin roleplaying the onset of a single, specific Major Symptom of the Archlichs choice (chosen from the Necromantic Pestilence list Leprosy, Hyperpyrexia, Darkbite, Fleshtwist, Benign Tumors, Vomiting, Hemoptysis, Joint Inflammation).

  • The symptom manifests rapidly over the next few emotes (e.g., skin blackening at the point of contact for Darkbite, a wracking cough for Hemoptysis).

  • This ability can be used twice per encounter.

  • The mist does not go through walls or doors.

  • Holding ones breath can delay it by 1 Emote, but not prevent, the effect, as the plague can also be absorbed through the eyes and skin.

  • The chosen plague symptom, while potent and debilitating, is not instantly fatal. It begins to fade after combat.

  • The creation and throwing of the orb is highly conspicuous, marked by foul odors and visible, swirling vapors.

 

 

WALL OF BONES

The Archlich channels power directly into the earth, awakening and commanding any remains buried below. This is not creation but forcing the bones of the long-dead to rise and form a grotesque barrier.

MECHANICS:
The Spell requires 4 consecutive, uninterrupted emotes.

[Connect & Channel into Earth] The Archlich stamps a foot or plunges a hand onto the ground. The earth within a line in front of them darkens and cracks. A deep rumbling is heard.

[Charge - First Emote] Dozens of yellowed bones ribs, femurs, skulls, vertebrae erupt from the cracked earth in a chaotic jumble, rising to waist height. The sound of snapping bone fills the air.

[Charge - Second Emote] The tangle of bones interlaces, knots, and weaves itself together with terrifying speed, forming a solid network of interlocking bones. The wall reaches its full height, just over 2  meters tall.

Completion
The wall stands complete, a 3-block long (3 meters), 2.5 block high (2-5 meters) barrier of densely packed, interlocked skeletal remains. It is opaque and provides full cover.  It can withstand three (3) heavy, focused blows from a large weapon (greataxe, warhammer, warpick) or equivalent force before collapsing into a pile of shattered bone. It is highly flammable due to its necrotic origin. Sustained fire (a torch held against it, a flamethrower) will cause it to burn and weaken, reducing its durability by one hit per emote of continuous flame and destroying it after 3 emotes.

REDLINES:

  • This ability can be used once per day.

  • It requires the Archlich to be in contact with the ground (earth, stone, etc.). It cannot be cast on wooden floors, in water, or while airborne.

  • The wall must be created on a relatively flat surface. It cannot be summoned hanging in mid-air or on a severe slope.

  • The summoning is loud, violent, and impossible to hide. It is a blatant use of power.

  • Once created, the wall is a static, immobile object. It cannot be moved or commanded.

  • It lasts until destroyed or until the Archlich willingly dismisses it (which takes 1 emote of concentration).

 

 

DEATHS GRASP

The Archlich projects their malice through the Heith-Hedran, forming insubstantial yet vicious claws of necrotic energy that seize a victims life force from afar. This is not a physical attack, but an assault on the very life force of a person itself, delivered through the medium of death that permeates all things.

MECHANICS:
The Spell requires 4 consecutive, uninterrupted emotes.

[Focus] The Archlich goes unnaturally still. The light around their eye sockets dims as if swallowed. They lift a hand, palm facing the target, fingers tensed like a puppeteer preparing to pull strings. A faint, inverted shimmer a darkness that seems deeper than the surrounding shadows wreathes their fingertips.

[Charge] They make a slow, pulling gesture. The air in a direct line between their hand and the target writhes subtly, as if seen through old, flawed glass. No projectile flies, but a wave of profound silence, and the scent of death rushes forth.

[Manifest] The targets shadow at their feet suddenly deepens and stretches momentarily towards the Archlich. Two semi-translucent, skeletal hands, woven from black smoke and a faint green necrotic glow, solidify around the victims torso and throat. They make no sound, but their grip is visible and chilling.

[Activate] The Archlichs hand clenches into a fist. The spectral hands mimic the action, compressing violently.

The invasive death-energy disrupts the flow of life force to the muscles and clouds the mind with whispers of death. For the next 1 emote, the victim is Slowed and Winded. They cannot sprint, charge, or perform complex actions such as using an bow or casting magic. Their movement is reduced to a staggered walk or labored jog as they fight a sudden, crushing fatigue and shortness of breath.

REDLINES:

  • Effective up to 12 blocks. Requires clear line of sight. The target must be within the Archlichs direct field of view at the start of the cast.

  • Can be employed twice per combat encounter.

  • If the Archlich takes significant damage (a solid weapon strike, a stunning blow) or loses line of sight during the 4-emote cast, the spell fizzles, and the energy dissipates.

  • A target can attempt to dodge or break line of sight during the first two emotes [Focus] and [Charge]. Once the [Manifest] emote begins, the necrotic connection is established and the effect is unavoidable without anti-magic such as Thanium or Auric oil.

  • The spell is not subtle. The writhing air, the rushing cold, and the fully visible spectral hands provide clear telegraphs of the attacks origin and target.

  • The Archlich cannot move or cast other spells while casting this.

 

 

 

 

 

RITE ADDITION:

Spoiler

SACRAMENT OF  THE SOULLESS KING

An Archlich can perform a personal ritual to saturate an area with their own unique vision of death. This process overlays their essence onto an existing Heith-Hedran or creates a lesser, personal version in a place they have claimed. The result is a Deathhold, an area where the Archlichs will is law and a semblance of peace is granted to their undead allies.

MECHANICS

This is a lengthy, non combat ritual.

Prerequisites:

A large, permanent object of deep personal significance to the Archlich (e.g., a throne, a monument, their original coffin). This object, the Anchor, must be at least 2 blocks in size.

Three (3) units of Liquid Lifeforce.

A chosen maximum 25x25 block area with prior PRO and Story Team permission.

The Ritual:

  1. The Archlich walks the boundary of the area. At each corner, they spend time in meditation or simply in thought as they impose their will upon the land to mark the future borders of their domain.

  2. The Archlich places their Anchor at the center of the area. They pour all three units of Liquid Lifeforce over it, soaking it in the life force. Using any dagger of sorts, they inscribe their true name or a mantra of death into the earth before the Anchor. They then kneel, placing their hands upon the inscription.

  3. The Archlich enters a deep trance, spending atleast 5 emotes of roleplay channeling into it. They push every ounce of their mana and lifeforce into the Anchor and the inscribed text beneath them, leaving themselves magically barren. During this Rite, the environment changes: shadows deepen, temperatures drop to an numbing cold, and the Archlichs personal aesthetic manifests (e.g., ghostly fungi, echoing heartbeats, creeping frost patterns).

  4. At the rituals end, the Archlich performs the act of tearing a fragment of their own black soul and forcing it into the waiting Anchor. This is an act of agony. As the soul fragment anchors, a visible pulse of the Archlichs unique life force (pale blue, sickly green, blood red) expands from them, washing over the entire area and sinking into the ground. Thus The Deathhold is established.

EFFECTS OF THE DEATHHOLD

 

The area is permanently transformed to reflect the Archlichs personal vision of death. This aesthetic change is permanent.

 

The Archlichs Aura of the Black Banks is strengthened and its radius doubled while they are within their Hold.

 

All sentient undead (Darkstalkers, Ghouls, Necromancers, Moroi, Paleknights) within the Hold feel a suppression of their torments. Hunger, rage, madness, and craving are muted, replaced by deep sense of calm...

 

Ghouls and Mindless Undead lose their instinctive fear of open flame. They will still burn but will not panic or flee.

 

A Darkstalkers hunger or a Necromancers craving is staved off temporarily (though it does not replace true feeding).

 

It provides no direct combat buffs. It is primarily a roleplay area.

REDLINES

  • An Archlich may only have one (1) active Deathhold at a time.

  • For 3 OOC days following the ritual, the Archlich is magically crippled. They cannot use any Archlich abilities (Kings Summon, Bone Spear, etc.). They are limited to basic Darkening and can only assist in rituals led by others.

  • This ritual may only be performed once per OOC month.

  • The Deathholds size is fixed at 25x25 blocks and cannot be expanded.

  • Requires PRO and Story Team permission and signature for the location and Anchor concept.

  • Can be stacked with an existing Heith-Hedran, combining their effects.

  • The Deathhold is permanently destroyed if its Anchor is physically destroyed AND the site is cleansed in a holy ritual. This causes severe mental trauma to the Archlich yet is not an phylactery it would not kill the Archlich.

 

  •  
Edited by LichinCrocs
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Summon slop spell. Clear miss understanding of what a Hieth Hedran is and using it for Voidstalkers wither rebranded. Not to mention that frankly base necromancy should have more spells, not the Arch Lich. The new rite is 100% pointless and frankly I think the ONLY issue with Arch Lich is creation. The CA, if one was to fix it, would need a complete rewrite; not a patchwork of amendments that frankly are an eye sore.

 

I shall content myself in waiting for the Abyssal Necromancy rewrite to introduce Wraiths (the true peak end game necromancy deserves).

 

-1, CRP slop post for a CA that no one even likes or plays anymore. Just wait for new necro to pass and be content that it will come

 

Edit: a few of these spells are basically copies FROM abyssal Necro write after it has been pointed out to me. (See wraith execution ability and Plauge Spray spell), including bootleg Dominion over here! I was unimpressed before but NOW?! OOOH MY GAWD.

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@King_Kunuk Deaths Grasp does not give someone voidal stregth(i t may appear similar id agree) and an heith is an tear is the life banks id assume but yea abyssal necromancy will take atleast another year to be approved so i thought i could add something to current necromancy while we all wait on that. thats why i seperated the spells and that rite im trying to add and quite frankly archliches are just worse necromancers so i thought of adding some spells onto it and clarifying some lore and giving archliches basic necromancer stregth instead of that vague old man stregth.  but yea im waiting on abyssal too this is just some writing i have done incase it gets accepeted i plan to readd cursing and flesh mods should it  get accepeted as abyssal necromancy is very lacking in that department.

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1 hour ago, LichinCrocs said:

they had no unique spells, no real danger, and were mechanically the weakest endgame

oh okay, won't drop bones

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6 hours ago, LichinCrocs said:

Holding ones breath can delay, but not prevent, the effect, as the plague can also be absorbed through the eyes and skin.

 

Delay but not prevent? how long does it delay?

 

6 hours ago, LichinCrocs said:

An Archlich possesses the physical strength of a Tier 5 necromancer, capable of wearing bone plate and wielding one-handed arms, but this strength falters if they practice magic like voidal evocation.

 

I think these new spells are pretty powerful, and honestly I'd consider choosing between physical strength and arcane strength. 

 

6 hours ago, LichinCrocs said:

The chosen plague symptom, while potent and debilitating, is not instantly fatal. It follows the natural progression and rules for Necromantic Plagues after combat.

 

I think this seems a bit overpowered, I'd say that it's a lesser form of plague, and it fades after the encounter, or even after 2-3 emotes. Else it seems like a way easier for necros to plague people, and it's already pretty easy. 

 

6 hours ago, LichinCrocs said:

  It can withstand three (3) heavy, focused blows from a large weapon (greataxe, warhammer, warpick) or equivalent force before collapsing into a pile of shattered bone. It is highly flammable due to its necrotic origin. Sustained fire (a torch held against it, a flamethrower) will cause it to burn and weaken, reducing its durability by one hit per emote of continuous flame.

 

Doesn't that mean that it would still take 3 emotes to break down the wall? 3 emotes of fire, or 3 emotes of force? Might want to clarify that. Maybe look at the druid lore for their vine barrier spell? 

 

6 hours ago, LichinCrocs said:

DEATHS GRASP

 

This spell doesn't really seem on theme to me. It's a warhammer hit, but like- how is that happening you know? Also, spectral seems way more mystic than necromancy. At least, I've always associated mystics with the unseen/untouchable, and necros with physical undead. 

 

OTHER THOUGHTS: 

 

I do think you are right, Liches are supposed to be end game CAs, but I think a lot of these additions out-balances it in the other direction. I do think some of these spells are pretty cool, just make adjustments? 

Anyway I don't play a necro so 🤷‍♂️

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Also! Maybe if all of these changes ARE implemented, it would be wise to limit the number of liches able to exist at one time. I dunno how many, but it would balance it out well. 

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