Player Race Proposal: Phantasm
Phantasms are an undead race without a physical body. They are spirits trapped in between the physical realm and that of death, without a concrete form. Ghosts with a mission to attend to so that they can finally rest and be at peace with the world. Essentially they are meant to be a race similar to the phantasmal warrior and basic phantasm enemies and general ghosts, unlike the existing bodily undead.
{rN-, rPois+++, rRot+++, rSticky, rConstict, rDrown, no Hunger, no Potions, rTorm, Permanent Flight (Cannot stop flying, effectively an Air Weakness)}
[Unlike Bodily undead, they are weak to draining as they are pure lifeforce, they are still immune to pain and torment, however.]
Aptitudes:
Fighting: -3
Short Blades: +1
Long Blades: 0
Axes: -3
Maces & Flails: -3
Polearms: -3
Staves : -2
UC: 0
Throwing: -1
Slings: -1
Bows: -3
Crossbows: -3
Armour: -4
Dodging: 3
Stealth: 4
Shields: -3
Spellcasting: -1
Fire Magic: 0
Ice Magic: 1
Air Magic: 2
Earth Magic: -1
Poison Magic: -2
Conjurations: 0
Hexes: 2
Charms: 1
Summonings: 1
Necromancy: 2
Translocations: 4
Transmutations: 4
Invocations: -1
Evocations: -2
Experience: -1
HP: -2
MP: 2
Racial abilities: They have very high natural evasion, gaining more as they level. They gain evocable invisibility at level 12. As it's a natural ability it does not generate glow, the length of time Phantasms can remain invisible increases with level.
Weirdness:
Because they have a hard time manipulating physical objects and have a weightless form; they are treated as very small in terms of equipment they can weld, armors they can wear, stealth and dodging multipliers. {Same as Spriggans.}
Their physical attacks gain a unique branded effect phantasmal, they only check against half the target's armor value, but their base damage is lowered. {target AC/2; Weapon (including UC's and enchantment values) damage *0.7}
Because their form is non-physical it's shape varies randomly, causing them to gain and lose several mutations at random; this acts like a permanent Evolution 2 Mut, but selects from fewer mutations and is more likely to remove muts or give negative ones. {Claws, Talons/Hooves, Antennae/Horns, Fangs/Beak, Tough Skin/Translucent Skin, Blink/Teleportitus, Clarity/Berserkitus, Silence*/Shoutitus, Fast Movement/Slow Movement, Wild Magic, Robust/Frail, High MP/Low MP, Regen/Slow Healing}. Mutations change with experience, not time to prevent waitscumming.
*Silence turns the Silence spell into an evocable. Only level 3 has the size of a Silence spell cast; level one only silences yourself. Effect is a permanent aura until cancelled (similar to Silent Ghosts).
Gods:
Cannot Worship Good Gods. Unsure about Fedhas as they are not violating corpses/natural rot.
Jiyva cannot cure their mutations (sorry that would be overpowered).