The lich's skull is the skull of a once powerful necromancer that tried to become a lich but he had done the ritual incorrectly and somehow survived the process. The item can be unequipped at will but its stays attuned unless remove curse spell is casted. The items magically appear again in your inventory after 100ft of distance
Soul sacrifice. By sacrificing 1 hit dice of health you can cast an extra spell in the same turn but the health cannot be healed unless you take a long rest. You have advantage against charmed you can see and casts spells trough the skull even if it not in your inventory. If the skull is not in your inventory you receive disadvantage in your spellcasting.
Curse. Semilich. If you die while attuned to this item you revive in 2 days as a skeleton (you retain your races traits) and the skull unfuses from the phylactery. In this form you no longer need to eat, drink, air and sleep, you got darkvision 60ft and if you die you can recover your body in 1d20 days but you become evil (if already evil then chaotic), You become Undead can’t speak anymore (you ignore the verbal components of spells). You have advantage gainst frightening and charme. Comunication via Telepathic.
Necrotic being. Now the necrotic magic as fused with it being the source of your new life. You gain advantage on necromancy spells, resistance against necrotic and immunity on against poison, poisoned and exhaustion. Minus 3str, 3con and 4persuacion vulnerable to radiant and bludgeoning damage, healing spells no longer heal you
Notes: Touching the Head barehanded
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