I was trying to find the Lamannia thread(s) which likely were full of suggestions on how to rescue this PrE but failed to find them, so I figured I'd ask fellow wizards for their thoughts. Here are mine:
Necro touch:
Dmg: 1d6/level
Range: touch,
Meta: Maximize, Empower, Enlarge, Heighten
Base Cost: 10 hitpoints in non undead form, 10 mana in undead form. Cost goes up with meta magics on.
I'm aiming at around 40 health or mana per use, dealing around 250 to 500 damage depending on whether the creature makes it save or not, but at range touch, this is not done without a risk. (On average, about half as effective as polar ray, but cheaper, specially if you don't heighten it and just live with the fact the creature will save for half)
(Cost may need lowering OR casting time drastically reduced to make it near instant, with a lowish cooldown)
Lich Form:
Lich fluff as per current implementation, as well as:
+2 to Necro DCs in general, +4 extra DC vs non death necro spells. (Ie, stuff like blindness, symbols of this and that, curse, disease, etc - might make that stuff worth casting) - Might want to include necro touch in the +4 DC equation if you want the caster to be able to hit for full damage. Leave it out if half damage is preferred.
I would also probably give the lich a touch attack (spell) that used mana and created a hold-like effect, except it should last at least 30 seconds, and have a longish cooldown. Say 15-20 seconds. (PnP liches, once per day, can do such an attack that permanently paralyzes the victim, to the point it looks as if the victim were dead)
At any rate, the lich form would be the "DC casting" form of the pale master. He would use his higher DCs to cripple enemies, and if he needed to do damage would rely on the heightened DC of his necro touch.
Wraith Form:
In wraith form, you manage to infuse negative energy into certain spells. You don't get any bonuses to DCs, but instead some of your existing spells have additional, interesting effects:
- Wail of the banshee: Enhanced by the wailing of the wraith, it's radius increases. (some)
- Horrid Wilting: Corrupting this spell, it now deals negative energy instead of untyped. (Alternatively, it could be made to deal 50/50.. balance would dictate the mixture) (why? to have a mass negative energy attack, and the spell is not that far off thematically...)
- Finger of Death: 1D6/level negative damage on a successful save, enhanced by the pale master enhancements and such.
- Disease: Becomes an area of effect spell
Anyway, these were my thoughts on what I'd have liked to see on this PrE. I don't think the abilities above are over powered vs extra mana and much faster casting, but if they are they can be toned down a bit. My goals were:
- Make necro CC and debuff spells worth casting by making them much easier to land than the insta kills and such
- Provide some negative energy attacks to add variety to a casters' abilities.
- Make some spells which are frankly of extremely limited use (disease, horrid wilting) into useful spells.
- Increase overall power of the wizard class, to catch up a bit to sorcerers.