From Compendium of Worldly Lore
Requirements
Alignment: Any non-evil.
Feats: Craft Wondrous Item, Eschew Materials.
Spells: Must be able to cast 4th level arcane spells.
Special: The character must discover the ritual to create a magic receptacle for his life-force; this receptacle requires 9th caster level or higher, the Craft Wondrous Item feat, 80,000 gp in materials and 3,200 XP to create
Summary
The idea of immortality is tantalizing but what if you want to achieve that not through necromancy and the sacrifice of other's souls and other morally heinous actions but simply achieving it through your work. Not even a "You will always live on through this book you wrote" like we have with Shakespeare in our world. Simply have raw arcane energy fuel you to immortality. Use it to have known spells become spell like abilities, like an undead lich, as your progress your body also grows more hearty and closer to the immortal status that you so will apotheose to.
Role: Spell
Characteristics: Spellcasters that seek immortality through pure arcane magic
Source: Quintessential Wizard 2
Game Rule Information
The Arcane Lich has the following game statistics.
Abilities: Your casting stat is very much needed for this, be that Charisma or Intelligence
Alignment: Any Nonevil
Hit Die: d4 (Varies, see below)
Starting Gold: N/A
Class Skills
The Arcane Lich's class skills are Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Arcane Lich.
Weapon and Armor Proficiency: A Arcane Lich is proficient with whatever they were already proficient with prior to taking levels in this class.
Spells: The arcane lich continues to gain spell power, albeit more slowly than other wizards do. At every other level (i.e. not 2nd, 4th, 6th, 8th or 10th levels) the arcane lich gains new spells as though he had also gained a level in the wizard class. He does not, however, gain any other benefit a character of that class would have gained. This means that he adds his arcane lich levels (except 2nd, 4th, 6th, 8th or 10th) to his wizard levels to determine both how many spells he can cast and how powerful those spells are.
Life Warding Su: At 1st level, the arcane lich begins to infuse his body in magic energies, which begin to supplant its own life-force. At this point, the receptacle is finished and begins operating. The receptacle is a medallion that must always hang from the arcane lich’s neck. If they ever become separated, the character gains one negative level for each day of separation The character makes a Fortitude check (DC 15) at the end of each day to remove this negative level, or lose an effective level. The first levels to be lost due to this effect are arcane lich levels.
Aura of Power Su: The arcane lich exudes the power that sustains his life. All creatures with fewer Hit Dice or levels than the arcane lich’s character level standing within 30 feet of the arcane lich must make a Will save (DC 10 + one half the character’s level + Cha modifier). Those who fail are affected by the character’s mere presence, becoming shaken and susceptible to a conscious use of this power; those who succeed the save cannot be affected again by the same character’s aura for 24 hours. The arcane lich can direct his full attention to any target shaken by his presence as a standard action; the victim must make a second Will save at the same DC (counting the penalty for his shaken condition) or become dazed for one round; succeeding at this save does not remove the shaken condition, nor does it protect the target from further uses of this power.
Magical Immortality I Su: The arcane power sustaining the arcane lich’s life shows its effects on body, which begins to take on a leathery appearance. Upon reaching 2nd level, he starts rolling d6 for his hit points. In addition, he adds 30 years to each of his remaining age categories.
Immortal Magic I Sp: The character selects one of the 1st or 0 level spells contained in his spellbook or list of known spells. That spell is now considered a spell-like ability that the character can use three times per day + his Intelligence bonus. The new spell-like ability has the same DC as its original spell form, but does not require a spell slot to be cast.
Magical Immortality II Su: The effects of the character’s receptacle are more pronounced, giving the arcane lich a stony appearance. Upon reaching 4th level, he starts rolling d8 for his hit points. He can now harness part of the arcane power coursing within him, gaining a touch attack that deals 1d6 points of electricity damage plus his Intelligence bonus due to a discharge of arcane energy; victims can make a Fortitude save (DC 10 + half arcane lich level + Int bonus) for half damage. In addition, he adds a further 30 years to each of his remaining age categories.
Immortal Magic II Sp: As magical immortality I, but the character can select a spell of 2nd level or lower.
Magical Immortality III Su: The character is halfway to becoming a true immortal thanks to infusing his body with still greater portions of magic. The arcane lich’s appearance is disquieting and reveals that he is not truly alive anymore. Upon reaching 6th level, he starts rolling d10 for his hit points. As magic has replaced blood and the trappings of true life, the character now has no Constitution score, gaining immunity to non-magical poisons and diseases, critical hits, nonlethal damage, death from massive damage, fatigue, exhaustion, effects that require a Fortitude save. In addition, he adds a further 30 years to each of his remaining age categories.
Immortal Magic III Sp: As magical immortality I, but the character can select a spell of 3rd level or lower.
Magical Immortality IV Su: The arcane lich is a being like, but still unlike an undead creature, with magic being his lifeblood and only sustenance. Upon reaching 8th level, he starts rolling d12s for his hit points. The character gains cold and electricity resistance 15 and becomes immune to polymorph (unless cast by the arcane lich itself). In addition, he adds a further 30 years to each of his remaining age categories.
Immortal Magic IV Sp: As magical immortality I, but the character can select a spell of 4th level or lower.
Immortal Apotheosis Su: The arcane lich becomes a true immortal through infusing his body with magic. He gains damage reduction 10/magic or bludgeoning, his lifespan is now unlimited and his life-force is completely bound to his receptacle. When reduced to 0 hit points, the arcane lich turns to dust, leaving only his belongings – but, unless the receptacle is purposefully destroyed, he will reform in 1d10 days at full hit points.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Life warding, aura of power | |
2nd | +1 | +0 | +0 | +3 | Magical immortality I | +1 level of existing class |
3rd | +1 | +1 | +1 | +3 | Immortal magic I | |
4th | +2 | +1 | +1 | +4 | Magical immortality II | +1 level of existing class |
5th | +2 | +1 | +1 | +4 | Immortal magic II | |
6th | +3 | +2 | +2 | +5 | Magical immortality III | +1 level of existing class |
7th | +3 | +2 | +2 | +5 | Immortal magic III | |
8th | +4 | +2 | +2 | +6 | Magical immortality IV | +1 level of existing class |
9th | +4 | +3 | +3 | +6 | Immortal magic IV | |
10th | +5 | +3 | +3 | +7 | Immortal apotheosis | +1 level of existing class |