Lich (VH)
Enchantment
This spell lets the caster become a lich, a wizard preserved into undeath with powerful magic and alchemy. He retains his personality, knowledge, IQ, skills, and spells, and all his mental advantages and disadvantages (including Magery (M, Sup)), but gains the physical and supernatural traits of a lich, as determined by the GM. The more powerful that package, the higher the energy cost.
After the GM determines the lich template (and hence, the energy cost), the mage casts this spell as with any other enchantment, but with himself as the subject. At the end of the enchanting, he rolls against skill. Any failure does 6d damage to the caster. A success prepares the wizard’s body for the next step.
To complete the transformation, the would-be lich must drink an alchemical elixir of Lichdom. The elixir of Lichdom is prepared like any other alchemical elixir (see p. 210); it requires $13,500 in materials and 50 weeks of brewing. It defaults to AlchemyTL-7. Anyone not currently under the effects of a Lich spell who imbibes an elixir of Lichdom is affected as if he had drunk an elixir of Death (p. 215). However, an elixir of Lichdom cannot be counteracted, even with an alchemical Antidote. The elixir of Lichdom is forbidden everywhere, and formularies for it are almost impossible to find; most liches are compelled to reinvent it from scratch.
When a wizard under the Lich spell drinks a potion of Lichdom, he must roll vs. HT. If he succeeds, he dies, rising as a lich in 2d days. If he fails, he just dies. Luck (M), as well as the Bless and Wish (VH) spells, can influence this HT roll.
This is also an Enchantment spell.
Energy Cost to Cast: Equal to the lich’s point total in his undead form, including his personal abilities and those on the lich template. It costs more for a more powerful subject because there are more abilities to preserve. Minimum cost is 100.
Prerequisites: Magery 3, IQ 13 or higher, Enchant (VH), Soul Jar (VH), and Zombie.