First, thanks for a great Mod 6! Loving it so far. But looking foward a little, I’d like to see additional enhancements come out for Wizards now that we’ve seen some for Rangers, Rogues, Bards, Clerics, and know Paladins are getting some soon. Just throwing out ideas here, and not sure all of this can be implemented but worth looking at. My Wizard is one that RP wise has always been pointed in the direction and I’d love it if he could truly become a lich. This may be well overpowered, but also has drawbacks such as losing the assistance of Clerical healing.
Path of the Lich I
Requires: Spell Focus Necromancy, Caster Level 3
AP: 1 AP
Gives: +10 Spell Points, 5 Resistance to Cold and Electricity, +1 Natural Armor. Reduces Positive Energy Healing by 10%
Path of Lich II
Requires: Path of Lich I, Caster Level 5
AP: 2 AP
Gives: +1 DC to Necromancy spells. +20 Spell Points, 10 Resistance to Cold and Electricity, +2 Natural Armor. Reduces Positive Energy Healing by 20%
Path of Lich III
Requires: Path of Lich II, Caster Level 7
AP: 4 AP
Gives: +30 Spell Points, 20 Resistance to Cold and Electricity, 3/day use of Fear Aura, +3 Natural Armor. Reducing Positive Energy healing by 30%
Path of Lich IV:
Requires: Path of Lich III, Caster Level 9
AP: 6 AP
Gives: Character becomes a Lich. Gains 20+1 per level HP. Immune to cold and electricity. +4 Natural Armor. Takes damage from Positive Energy spells, takes healing from Negative Energy spells. DR 15/magic/bludgeoning (Party healing negated?) Phylactery is stored somewhere safe (outside quests essentially) and while can be ‘raised’ can otherwise not be healed except by inflict or other negative energy spells. Appearance changed to lich skin like the Wizard King Rayium or other art.