Nathan of the FoS wrote:What? No love for
power word kill?

Oh, I love Power Word: Kill! I love it a lot!

The only problem is it's not in the list of spells that Azalin officially knows, so I wanted to keep it off the analysis - at least to begin with. (Azalin's official selection of spells is not exactly optimal, but I wanted to challenge myself to come up with tactics for using them.)
Very nice thoughts, HMB. So, what spell list would you choose for Azalin on a day he's slated to repel/capture/kill the latest band of adventurers?
The actual spells themselves would depend largely on what the PCs had prepared. I know, it's a cliche, and every single source says "Liches prepare spells according to need" and leave it at that.
But here's the main point:
Azalin doesn't need spells!
Yes! It's true! Azalin has a whole castle full of magical items, and as many scrolls as he needs. Cost is hardly an issue to him, and he can easily gain back any XP he needs (though he can't go above 170,000).
Even a high level wizard only has 6 or 7 or so 1st level spells. Selecting them ahead of time is a major hassle, and wizards are seriously curtailed in their power by this limitation.
Hence, the need for scrolls. A wizard with XP and gold and time to spare can craft a buttload of scrolls for use at any time, and then carry the lot with him into battle.
Personally, I envision Azalin staying way out of battle, commanding a large number of mixed servitors (undead, constructs, and maybe even a few living allies with class levels, e.g. doppelgangers) and casting a load of spells to aid them.
Most dramatically, I like the idea of Azalin having a ring with
Mage Hand permanently enchanted in it. We know his fingers are no longer dexterous or flexible, so maybe he'll find it easier to cast spells with a ring to ease his joints. Also, there's something pretty cool about a lich making a single gesture with a beringed forefinger, and having a scroll leap out of the case and unfurl itself in midair for the lich to read!
As far as magical items go, one thing I think Azalin would definitely have would be some sort of
Bag of Holding or
Quiver of Ehlonna type effect scroll case, so he can retrieve all the spells he needs from it without too much hassle.
So we've asserted that most of the spellcasting per se will be done by scroll work. Azalin's memorized spells are strictly fallback use only.
The actual spells Azalin memorizes by himself should be geared as much as possible for the emergency "Oh, holy
crap!" situations where his scrolls can't help him. Perhaps a PC is lucky with a
Scorching Ray and hits Azalin's scroll case. Or perhaps a PC with a melee weapon gets through and starts hacking at him.
Azalin should memorize
Time Stop (I assume that's what the designers meant when they said he has "Temporal Stasis" in his ninth level spell list... the real Temporal Stasis is an eighth level spell) - so he can either buff his allies or put evasive magicks on himself, or even just get out of the whole combat if it goes poorly. He may even want to prepare this more than once, it's so darn useful - and that's in addition to the several copies he should have by scroll.
Time Stop "Crowd Azalin's Foes" tactics:
Cast Time Stop, position a Crushing Hand in front of the enemy wizard, cleric, or charging fighter. Position Walls of Ice or Stone among or around enemies to slow them from collaborating effectively. As late as he dares, Azalin should put down Black Tentacles in the middle of foes just before the Time Stop runs out, to activate when the Time Stop ends. Put down a Prismatic Wall right behind or between the enemies so they either can't escape or can't link up effectively against Azalin's allies.
For true maliciousness, position one wall around the PCs, trapping them, and position the Black Tentacles inside the circular enclosure.
Time Stop "Help Azalin's Friends" tactics:
Cast Time Stop, cast Spectral Hand, send it to cast touch buffs on allies, especially the weakest ones. (If Azalin can buff a lowly skeleton with Mage Armor, the amount of time it takes the enemy to kill that skeleton is increased somewhat. If Azalin has enough scrolls of Stoneskin to cast on his skeletal servitors, the time it takes the enemy to kill that skeleton is increased very drastically.) The Spell Compendium has several spells that also strongly increase the AC of undead, e.g. Stone Bones or Iron Bones. Magic Circle Against Good is useful. Near the end of Time Stop, cast Haste on Azalin's melee allies so they can get to your enemies before the enemies close with Azalin.
Time Stop "Where's Azalin?" tactics:
Azalin casts Project Image on himself and sends it behind the PCs, ready to cast spells at them from a different angle. He casts Permanent Image to create an illusion of himself exactly where he currently is, and commands that image to stand there and imitate casting buffs on his allies. He casts Silent Image of himself and puts it quite far in the distance so the silence won't give it away. He casts Minor Image of himself at a tangent so it appears they're all casting spells at the PCs. Then he casts Mirror Image on himself (and Dimension Door if he wants to really confuse them).
This particular trick works especially well if Azalin has several quasimancers or vassaliches hanging around dressed like himself, all ready to cast (non illusory and highly painful) spells at the PCs. PCs may be able to collapse the illusory Azalins by hitting them, but they have no such easy way out in differentiating between the real Azalin, or his Projected Image, or a lowly quasimancer hitting them with Magic Missiles. (Note: The PCs will probably completely fail to appreciate the humor of the situation, though.)
Most wizards need some summoning to help keep the enemies at bay, but Azalin doesn't need much of that. He can raise weak undead constantly as a free action. It can be useful if the PCs are blowing through his undead with many turning or other anti-undead spells and items. Azalin likely would not waste time memorizing summoning spells, though - the effects are so brief that they're best committed to scrolls.
If Azalin can scry on enemy spellcasters to find out what spells they've memorized, he can prepare his own spells to counterspell theirs, or bring along magical items that neutralize the effects. In general, Azalin's spells (as I've noted above) are very good at knocking down Will save modifiers by reducing abilities and levels.
A Mind Fog and Confusion two-step would be quite dangerous for the PCs. Energy Drain is rightly feared by any player, but here its effect is to tenderize and further lower the save. Power Word, Stun can take an advancing Barbarian or Monk out of the equation long enough for Azalin to use other sequestration magicks.
For troublesome characters he wants alive, scrolled TK Sphere, Forcecage, Maze, and Power Word, Stun are useful.
Bear in mind that most wizards have a sticky problem with these spells, in that they eventually run out and the victim comes back angry. Azalin can get around this by Dimension Door (he can do this by burning a suitable spell slot) next to the stunned enemy and applying his paralyzing touch until the enemy fails his save. The paralysis from a lich's touch is
permanent until dispelled.
Basically, the only time Azalin would have to actually memorize spells with a tactical bent is if he is for some reason without his scrolls and magical items, AND he does not want to go back to get them.
This is rare in the extreme, although the end confrontation in "From the Shadows" qualified as such an extreme case.
In that case, if he's genuinely wanting to kill all opposition without relying on any scroll or magic item backup (like he was at the end of From the Shadows) I would have him memorize:
9th (2): Crushing Hand x2 (no save, ideal for controlling the field or putting two enemies out of commission - preferably spellcasters with wimpy Strength)
8th (3): Prismatic Wall (Azalin doesn't want them escaping, so he'll smack this down right behind them), Maze x2 (no save, ideal for trapping fighter types with lower Intelligence).
7th (4): Forcecage x2 (no save! Against melee enemies, in the "barred cage" format so Azalin can cast area effect spells inside to keep them company; against missile enemies, in the "solid box" format so they can't do anything to Azalin), Spell Turning (only if it looks likely that the PCs are itching to cast
Disintegrate against him early), Power Word Stun (stun them with no save, and Dimension Door close by and use touch attack till they stop kicking). If Spell Turning doesn't seem useful, switch to Limited Wish so he can wish for an enemy to take a -7 on a save, preferably against a Flesh to Stone spell.
6th (5): True Seeing, Forceful Hand (no save, good vs. spellcasters), Flesh to Stone x2 (if mixed with a Limited Wish to apply a -7 penalty to the save, the DC for this is effectively 30), Project Image (good for giving Azalin himself some defenses and also for allowing him to cast spells at the PCs from more than one direction). If the enemies are not likely to use illusory magic, Azalin swaps out the True Seeing for another Flesh to Stone or and Acid Fog.
5th (5): Mind Fog x2 (to allow low level Will based spells to work against them, preferably when they're in the barred cage Forcecage), Wall of Stone (quick battlefield control with no effect to save against - and if used with Project Image or Fly, this imposes on the PCs a mobility disadvantage that Azalin can bypass), Feeblemind (for use against arcane spellcasters, who take a further -4 to their Will save - if coupled with Mind Fog, the effective DC for this is 36), Dominate Person (for use against non-spellcasters - if coupled with Mind Fog, the effective DC for this is 32).
If Azalin needs to, he can substitute out any 5th level spell for
Telekinesis which he would probably use on a Mind Fog victim to move them around the battlefield as a sustained force (including dropping them from a great height or into dangerous terrain), or which he could use with concentration to disarm enemies of important magical weapons (no save, use Azalin's Int modifier in lieu of BAB).
4th (5): Black Tentacles x2 (gives a grapple check modifier of +26 - ideal if used against Forcecaged enemies), Confusion x2 (best if used against Forcecaged enemies, especially if they have Mind Fog, giving effective DC of 31), Ice Storm (against tentacled or Forcecaged enemy).
Azalin can swap out any 4th level spell for
Dimension Door, which he would use either to deliver his paralyzing lich touch, or use to escape.
3rd (6, 10 with ring of Wizardry III): Wind Wall x2 (guarantees safety against missile weapons), Dispel Magic x2 (in case the enemy gets a lucky spell through), Suggestion x3 (used in conjunction with Mind Fog, this has effective DC of 30), Fireball x2 (used against those in the Forcecages, Tentacles, or Web), Fly.
2nd (6): Darkness x4 (to addle enemies in the Forcecages and at the spot where the Maze spells took effect), Web x2 (for the same purpose).
1st (6, 10 with ring of Wizardry I): Charm Person x4 (use against anybody hit by Mind Fog for total DC 28), Magic Missile x2 (generally to inflict between 10-25 hp guaranteed damage), Ray of Enfeeblement x4 (no save, ray essentially paralyzes heavily armored foes - follow up with lich touch to make the paralysis permanent).
And there you have it! Azalin's spells for a "blast and bash" style confrontation! Some warnings apply: Azalin apparently keeps a
Contingency active, although exactly what it is isn't clear. In 2nd ed., the contingency was that if he was successfully hit with a backstab, the perpetrator is hit with
Flesh to Stone. I would suggest changing this to be that anybody causing him injury within 280 feet is hit by Flesh to Stone. Also, most sources agree he has
Stoneskin active at all times, although how you'd interpret this is open.
A few notes and quirks:
Azalin's touch attack deals negative damage. In theory this means he should be able to use a standard action per turn to inflict negative damage to himself and heal himself. This could be 1d8+5 hp damage, or if you like, it could be the standardized "5 hp per exposure to negative energy" rule found in Libris Mortis.
Azalin's touch attack is not technically a spell, but if the DM wishes, he might be able to extend its range through a Spectral Hand spell. This goes even more if the DM allows the old 2nd ed. L6 Wiz spell "Lich Touch" in his campaign. If so, this makes Azalin's Spectral Hand very important for finishing off disadvantaged foes by applying his permanent paralysis to them.
If you extend Azalin's spellbook to include the Spell Matrix (2nd ed: spell sequencer) series of spells, this opens up dramatic triggers. Many of the tactics I described above of using complementary spells now becomes very quick and correspondingly deadlier.