Friday, October 23, 2015

Lich Analogs for All Schools of Magic

From Here

Abjuration - Freeze your body in a bubble of crystalized space-time, interacting telekinetically with everything. You're obviously going to need servants or adventurers to help move your bubble around, since telekinesis won't work on yourself. You could also permanently push your body a few seconds into the future, making yourself physically inaccessible and granting some extra fourth-dimensional perspective.

Conjuration - Bind soul to a demiplane, becoming a sentient structure. Congrats, now the dungeon is you! If you're really good, you could make the entire planet into your very own soul gem.

Divination - Body refuses to age by manipulating random chance, or you divined the location of a fountain of immortality that you must drink from each day. Fits most old sage archetypes, and due to your precarious immortality you may have to send others to get your work done for you. If you're really ambitious, turn yourself into an infectious meme, a demigod of intellect that survives as long as a particular fact, story, or song is known to sentient minds.

Enchantment - Body hop into a nice, young corpse whenever you get tired of your current one, and all their memories and skills are available to peruse at your leisure. The spell for it is bound to a magical tattoo that is always on your current body, but that's easy to replicate if it's damaged or destroyed. You could also split your soul into copies as long as you're not worried about getting in arguments with yourself.

Evocation - Who needs flesh? Turn yourself into an elemental. Just make sure you don't accidentally become indebted to a genie lord for the help they gave you. Get big enough and you could become a permanent lord (or landmark) of an Inner Plane.

Illusion - Swap your body with your reflection, which will let you bend or ignore most of the laws of physics in favor of the laws of perspective. Just don't let anyone break any glass near you, and definitely don't let anyone find the mirror you stashed your body in. Do it right and you might be able to convert your body into light energy at will.

Necromancy - Ghost, skeleton, mummy, whatever you want. There are even some positive energy things you could do.

Transmutation - Turn yourself into a phasm. Make sure that each piece of your body can regrow and maintain all your memories, and leave a few blobs stashed away in safe places just in case. You could also become single-celular and infect an entire species, so that if your body is completely destroyed you can re-grow as a tumor and then eat your host.


Transmutation: The Expleter - through the Philosopher's Stone the Expleter achieves physical immortality (ageless, can use the Elixir of Life to heal from wounds) and begins the great work of transmuting their soul into something other, something divine or profane, or perhaps something incomprehensible. The spiritual alchemy is achieved through the deciphering of symbols and sigils, by delving deep into one's own mind and into the mysteries of Natural Philosophy.

The Demi-Expleter would be one that has transubstantiated the flesh into spirit, no longer requiring a physical form. Such a being is purely astral.

Enchantment: The Maumet - by binding their soul to a physical object of masterful construction and deep personal significance (or having it bound to one by a powerful Enchanter), usually a likeness called an Effigy, the Maumet persist in much the same way as Dorian Grey. The object suffers the slings and arrows of time while the Maumet remain unblemished and unharmed, perhaps even in the prime of their existence. Being soul-less, they are also immune to Enchantments and other forces that would impose on their will, but anyone who seizes control of the Effigy will hold power over the Maumet completely.

The Demi-Maumet would be one who has transcended the need for a body. Such a being has become as a living enchantment bound to an object, or perhaps a place - a house, a castle, a cave in the wilderness, and in this place the Demi-Maumet is nearly all powerful and all knowing. The Demi-Maumet can manifest as a physical being in this place or near the object, or can disperse into the object, walls and ground at will.

Abjuration: The Arkheon - Wards and protective workings have been woven into the Arkheon's flesh and written into their bones, ancient words that hold even death at bay. The Arkheon exists in perpetual life, but time continues to ravage their body. Once an Arkheon reaches about 100 years old or so, physical age itself becomes meaningless. Sickness and injury cannot quell the fire of life inside the Akrheon's breast unless the sorceries holding her spirit to the flesh are extinguished.

Demi-Arkheon is like a mummified monk, seated as if in prayer or meditation, shriveled like a skeleton with flesh pulled tight over the bone. But such a being is still alive and sentient. While the Demi-Arhkeon is essentially immobile, requiring acolytes and apprentices for movement, it is in and of itself an artifact of incredible power, offering a zone of magical protection large enough to protect a vast complex.

Divination: The Oracle - There are places in the world where the division between the planes is thin. A grand Diviner can seek out one of these places and, perhaps defeating the great guardians that dwell therein, cloister themselves near the strange and invigorating phenomena that lend these places their power: fumes that rise from cracks in the earth, sweet waters that turn back the march of time, luminescent salts that sparkle like the stars... the Oracle communes with the Genus Loci of such a place and becomes the mouthpiece of it's prophecy.

The Demi-Oracle is, in fact, the source of the strange phenomenon that lends power to the locus where an Oracle resides. Over time, the Oracle can shed their flesh and infuse their spirit into the locus itself, adding their voice to the great cacophony.

Illusion: The Touwaha - The physical world exists as a thin veil of illusion super-imposed over the planes. The great Illusionist who learns to see past this veil can, through the application of painted glyphs to their flesh and the chanting of ancient verse, step into a mirror and become an image in that mirror, existing in the strange land beyond the glass. Anything reflected in the mirror can be manipulated by the Touwaha, and the Touwaha can move from one mirror to the next by "jumping reflections" - a Touwaha could, if seeing it's reflection in a hand mirror, a pane of glass, or a person's eye, travel from their mirror to another.

The Touwaha day Sgath steps out of the physical world and the mirror land alike as if awakening from a dream. A Touwaha remains in physical reality only as a shadow and a phantom voice, no longer bound to the world of reflections. This shadow can interact with the physical world by manipulating the shadows of objects and people.

Conjuration: The Poeirthræl - The Poeirthræl makes a pact with some ancient and primal entity to forestall death. In so doing, the Conjurer becomes an agent of that force in the material world, but gains power and conditional immortality in return.

The Wærleogan has cast off the bonds of his servitude to his master and thus wrested immortality through guile, cunning and trickery from that otherworldly power.

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