BETA — This site is under active development. Data may be incomplete or incorrect.
Pale Master
Wizard Class Enhancement Tree

Pale Master

Necrotic Touch 0/3
Necrotic Touch
Ranks: 3 Cost: 1 AP Requires: 1 AP
Spell Like Ability: You sheathe your hand in crackling black flames, dealing 2 to 7 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+1 negative energy damage per caster level.
Negative Energy Conduit 0/3
Negative Energy Conduit
Ranks: 3 Cost: 1 AP Requires: 1 AP
+6 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
Spell Critical: Negative 0/1
Spell Critical: Negative
Ranks: 1 Cost: 2 AP Requires: 1 AP
Your Negative Energy damage spells have an additional 2% chance to critically hit.
Skeletal Knight 0/3
Skeletal Knight
Ranks: 3 Cost: 1 AP Requires: 1 AP
Summon the reanimated body of an ancient knight to do your bidding.

The Skeletal Knight has strong melee attacks, and is difficult to destroy. This powerful ally is a Fighter with a level equal to your current level in the Wizard class plus any Epic levels you may have.

Additional ranks in this enhancement increase your Knight's Damage, Attack Speed, Movement Speed, and Fortification.

If your Skeleton Knight is destroyed, you cannot summon a new one until you have rested.
Deathless Vigor 0/3
Deathless Vigor
Ranks: 3 Cost: 2 AP Requires: 1 AP
The power of undeath has toughened your flesh, providing you with an additional +10 Hit Points.
Cloak of Night 0/1
Cloak of Night
Ranks: 1 Cost: 1 AP Requires: 5 AP
While blocking in an Undead Shroud, you gain Invisibility, Displacement, and do not take extra damage from Light. Passive: +5 Hide.
Spell Critical: Negative 0/1
Spell Critical: Negative
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your Negative Energy damage spells have an additional 2% chance to critically hit.
Corpsecrafter 0/3
Corpsecrafter
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your Skeletal Knight gains a +2 Profane Bonus to Strength, Dexterity, and Constitution.
Efficient Metamagic 0/3
Efficient Metamagic
Ranks: 3 Cost: 2 AP Requires: 5 AP
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.

Cost: 2 AP
Necrotic Bolt 0/3
Necrotic Bolt
Ranks: 3 Cost: 1 AP Requires: 10 AP
Spell Like Ability: You fire a black bolt of energy from your finger that deals 4 to 10 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.
Negative Energy Adept 0/3
Negative Energy Adept
Ranks: 3 Cost: 1 AP Requires: 10 AP
+10 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
Spell Critical: Negative 0/1
Spell Critical: Negative
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your Negative Energy damage spells have an additional 2% chance to critically hit.
Eternal Furor 0/3
Eternal Furor
Ranks: 3 Cost: 1 AP Requires: 10 AP
You and your Skeletal Knight gain a +5 Profane bonus to Physical Resistance Rating. Your Skeletal Knight gains +3 to Hit and Damage, +2 Profane bonus to Armor Class, and its attacks bypass 10% of enemy Fortification.

This only applies to you if you are in an Undead Shroud.
Constitution or Intelligence 0/1
Constitution or Intelligence
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Constitution or Intelligence

Cost: 2 AP
Unholy Avatar 0/1
Unholy Avatar
Ranks: 1 Cost: 1 AP Requires: 20 AP
You are cloaked in the darkness itself, and can reach out with your Negative Energy Spells to taint the Undead with mortality. When you strike an Undead with a damage-dealing Negative Energy Spell, it leaves a lingering weakness to Negative Energy that bypasses an Undead's natural resistance to Negative Energy.
Spell Critical: Negative 0/1
Spell Critical: Negative
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Negative Energy damage spells have an additional 2% chance to critically hit.
Pale Shroud 0/1
Pale Shroud
Ranks: 1 Cost: 1 AP Requires: 20 AP
Choose an Undead Shroud.
Constitution or Intelligence 0/1
Constitution or Intelligence
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Constitution or Intelligence

Cost: 2 AP
Necrotic Blast 0/3
Necrotic Blast
Ranks: 3 Cost: 1 AP Requires: 30 AP
Spell Like Ability: Using a small amount of your life force, you fire a black ball of energy from your hand that explodes on contact with its target, dealing 6 to 11 hit points of negative energy damage per caster level to all creatures within its radius. A successful Fortitude save reduces the damage by half. This ability counts as a level 5 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+5 negative energy damage per caster level.
Animate Ally 0/1
Animate Ally
Ranks: 1 Cost: 2 AP Requires: 30 AP
5 Minute Cooldown: Activate to Animate a dead ally, restoring 100% of the target's hit points.

Your ally is considered an Undead Zombie (gaining the benefits and drawbacks of Shroud of the Zombie) and will remain Undead indefinitely until they rest or die.
Necromancy Focus 0/1
Necromancy Focus
Ranks: 1 Cost: 2 AP Requires: 30 AP
You benefit from dark knowledge, granting you a +1 DC to spells from the Necromancy school.
Swarm of Bats 0/1
Swarm of Bats
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select your Bat Form!
Improved Shrouding 0/1
Improved Shrouding
Ranks: 1 Cost: 2 AP Requires: 30 AP
Your Undead Shrouds gain the following additional benefits:

While in Shroud of the Zombie, you gain an additional +30 Melee Power and +10 Physical Resistance Rating, and your attacks deal +10% more damage. You also benefit from a 10% Profane Bonus to Maximum Hit Points.

While in Shroud of the Vampire, you gain +1 Enchantment DC. Your melee attacks have a chance of Dominating your adversaries. On Hit: Chance for Paralysis (Will Save vs DC 20 + INT Mod + Enchantment Spell Bonus). On Save: -10% Movement and Attack Speed.

While in Shroud of the Wraith, you gain +2 Sneak Attack Dice, +5% Incorporeality, +3% Dodge and Dodge Cap, +10 Hide and Move Silently.

While in Shroud of the Lich, you gain +15 Magical Resistance Rating Cap, +10 Negative Spell Power, +10 Cold and Electric Resistance, and your spells cost 5% less to cast.
Core Enhancements
Dark Reaping 0/1
Dark Reaping
Ranks: 1 Cost: 1 AP
For each Core Ability you have in this tree, including this one, you gain +5 Negative Spell Power, 5 Universal Spell Power, and +3 Negative Healing Amplification.
Pale Shroud 0/1
Pale Shroud
Ranks: 1 Cost: 1 AP Requires: 5 AP
Choose an Undead Shroud.
Undead Augmentation I 0/1
Undead Augmentation I
Ranks: 1 Cost: 1 AP Requires: 10 AP
Enhance your Undead Forms
Undead Augmentation II 0/1
Undead Augmentation II
Ranks: 1 Cost: 1 AP Requires: 20 AP
Enhance your Undead Forms
Undead Augmentation III 0/1
Undead Augmentation III
Ranks: 1 Cost: 1 AP Requires: 30 AP
Enhance your Undead Forms
Master of Death 0/1
Master of Death
Ranks: 1 Cost: 1 AP Requires: 40 AP
Active: You may cast Greater Death Aura as a Spell-Like Ability.

Greater Death Aura: Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3 to 12 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can affect up to one target per caster level.

D&D Dice: Deals 3d4 negative energy damage plus 1 per caster level every two seconds.

Passive:
+4 Intelligence
+10 Negative Healing Amplification
+2 Spell Penetration
You have Deathblock, warding against magical abilities that would cause instant death
Core Enhancements
Enhancement Description
Dark Reaping Dark Reaping
For each Core Ability you have in this tree, including this one, you gain +5 Negative Spell Power, 5 Universal Spell Power, and +3 Negative Healing Amplification.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Wizard Level 1
Pale Shroud Pale Shroud
Choose an Undead Shroud.
Shroud of the ZombieShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Zombie.

While in this form, you hunger for brains and gain +4 Constitution, +10 Melee Power, +3 Physical and Magical Resistance Rating, and attack 10% slower.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
Shroud of the VampireShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Vampire.

While in this form, you gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a chance to heal you for 1d3 with Negative Energy per Wizard level.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
Shroud of the WraithShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Wraith.

While in this form, you gain +2 Dexterity and +2 Intelligence, enemy attacks have a 10% chance to miss you due to your incorporeality, you float as if affected by featherfall, and you gain +1 Sneak Attack Dice.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
Shroud of the LichShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Lich.

While in this form, you gain +2 Constitution and +2 Intelligence, +10 Negative Healing Amplification, +10 Negative Spell Power, and +15 Magical Resistance Rating.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Dark Reaping, Wizard Level 3, Wizard Level 3, Wizard Level 3, Wizard Level 3
Undead Augmentation I Undead Augmentation I
Enhance your Undead Forms
Deathly ToughWhile in any Undead Shroud: +25 Hit Points, +5 Physical Resistance Rating

Passive: +1 Spell Penetration.
Deathly ResistanceWhile in any Undead Shroud: +15 Magical Resistance Rating, +2 to all Saving Throws

Passive: +1 Spell Penetration.
Inflict WearinessWhile in any Undead Shroud: Your attacks inflict 2-9 points of Negative Energy damage to living targets, scaling with 100% Spellpower. Your Vorpal Melee Hits cause Energy Drain, inflicting 1 Negative Level on victims.

Passive: +1 Spell Penetration.
Haunting in the DarkWhile in any Undead Shroud: +2 Assassinate DCs, +1 Sneak Attack Dice

Passive: +1 Spell Penetration.
Ghost in the WindWhile in any Undead Shroud: +10% Incorporeal Miss Chance (if you are in Wraith Form, this increases your total to 20%)

Passive: +1 Spell Penetration.
Deathly PowerWhile in any Undead Shroud: +10 Negative Energy Spell Power

Passive: +1 Spell Penetration.
Beacon of NecromancyWhile in any Undead Shroud: +2 Necromancy DCs

Passive: +1 Spell Penetration.
Beacon of EnchantmentWhile in any Undead Shroud: +2 Enchantment DCs

Passive: +1 Spell Penetration.
Undead ChillWhile in any Undead Shroud: +15% bonus to Cold Absorption, and you no longer take extra damage from Light

Passive: +1 Spell Penetration.
Undead ShockWhile in any Undead Shroud: +15% bonus to Electric Absorption, and you no longer take extra damage from Light

Passive: +1 Spell Penetration.
Unhallowed TouchWhile in any Undead Shroud: You gain Ghost Touch on all attacks, +5 Hide and Move Silently

Passive: +1 Spell Penetration.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Pale Shroud, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6, Wizard Level 6
Undead Augmentation II Undead Augmentation II
Enhance your Undead Forms
Deathly ToughWhile in any Undead Shroud: +25 Hit Points, +5 Physical Resistance Rating

Passive: +1 Spell Penetration
Deathly ResistanceWhile in any Undead Shroud: +15 Magical Resistance Rating, +2 to all Saving Throws

Passive: +1 Spell Penetration
Inflict WearinessWhile in any Undead Shroud: Your attacks inflict 2-9 points of Negative Energy damage to living targets, scaling with 100% Spellpower. Your Vorpal Melee Hits cause Energy Drain, inflicting 1 Negative Level on victims.

Passive: +1 Spell Penetration
Haunting in the DarkWhile in any Undead Shroud: +2 Assassinate DCs, +1 Sneak Attack Dice

Passive: +1 Spell Penetration
Ghost in the WindWhile in any Undead Shroud: +10% Incorporeal Miss Chance (if you are in Wraith Form, this increases your total to 20%)

Passive: +1 Spell Penetration
Deathly PowerWhile in any Undead Shroud: +10 Negative Energy Spell Power

Passive: +1 Spell Penetration
Beacon of NecromancyWhile in any Undead Shroud: +2 Necromancy DCs

Passive: +1 Spell Penetration
Beacon of EnchantmentWhile in any Undead Shroud: +2 Enchantment DCs

Passive: +1 Spell Penetration
Undead ChillWhile in any Undead Shroud: +15% bonus to Cold Absorption, and you no longer take extra damage from Light

Passive: +1 Spell Penetration
Undead ShockWhile in any Undead Shroud: +15% bonus to Electric Absorption, and you no longer take extra damage from Light

Passive: +1 Spell Penetration
Unhallowed TouchWhile in any Undead Shroud: You gain Ghost Touch on all attacks, +5 Hide and Move Silently

Passive: +1 Spell Penetration
AP Cost
1
Ranks
1
Progression
20
Prereqs
Undead Augmentation I, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12, Wizard Level 12
Undead Augmentation III Undead Augmentation III
Enhance your Undead Forms
Deathly ToughWhile in any Undead Shroud: +25 Hit Points, +5 Physical Resistance Rating

Passive: +50 Spell Points
+1 Spell Penetration
Deathly ResistanceWhile in any Undead Shroud: +15 Magical Resistance Rating, +2 to all Saving Throws

Passive: +50 Spell Points
+1 Spell Penetration
Inflict WearinessWhile in any Undead Shroud: Your attacks inflict 2-9 points of Negative Energy damage to living targets, scaling with 100% Spellpower. Your Vorpal Melee Hits cause Energy Drain, inflicting 1 Negative Level on victims.

Passive: +50 Spell Points
+1 Spell Penetration
Haunting in the DarkWhile in any Undead Shroud: +2 Assassinate DCs, +1 Sneak Attack Dice

Passive: +50 Spell Points
+1 Spell Penetration
Ghost in the WindWhile in any Undead Shroud: +10% Incorporeal Miss Chance (if you are in Wraith Form, this increases your total to 20%)

Passive: +50 Spell Points
+1 Spell Penetration
Deathly PowerWhile in any Undead Shroud: +10 Negative Energy Spell Power

Passive: +50 Spell Points
+1 Spell Penetration
Beacon of NecromancyWhile in any Undead Shroud: +2 Necromancy DCs

Passive: +50 Spell Points
+1 Spell Penetration
Beacon of EnchantmentWhile in any Undead Shroud: +2 Enchantment DCs

Passive: +50 Spell Points
+1 Spell Penetration
Undead ChillWhile in any Undead Shroud: +15% bonus to Cold Absorption, and you no longer take extra damage from Light

Passive: +50 Spell Points
+1 Spell Penetration
Undead ShockWhile in any Undead Shroud: +15% bonus to Electric Absorption, and you no longer take extra damage from Light

Passive: +50 Spell Points
+1 Spell Penetration
Unhallowed TouchWhile in any Undead Shroud: You gain Ghost Touch on all attacks, +5 Hide and Move Silently

Passive: +50 Spell Points
+1 Spell Penetration
AP Cost
1
Ranks
1
Progression
30
Prereqs
Undead Augmentation II, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18, Wizard Level 18
Master of Death Master of Death
Active: You may cast Greater Death Aura as a Spell-Like Ability.

Greater Death Aura: Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3 to 12 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can affect up to one target per caster level.

D&D Dice: Deals 3d4 negative energy damage plus 1 per caster level every two seconds.

Passive:
+4 Intelligence
+10 Negative Healing Amplification
+2 Spell Penetration
You have Deathblock, warding against magical abilities that would cause instant death
AP Cost
1
Ranks
1
Progression
40
Prereqs
Undead Augmentation III, Wizard Level 20
Tier 1
Enhancement Description
Necrotic Touch Necrotic Touch
Rank 1
Spell Like Ability: You sheathe your hand in crackling black flames, dealing 2 to 7 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+1 negative energy damage per caster level.
Rank 2
Spell Like Ability: You sheathe your hand in crackling black flames, dealing 2 to 7 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+1 negative energy damage per caster level.
Rank 3
Spell Like Ability: You sheathe your hand in crackling black flames, dealing 2 to 7 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+1 negative energy damage per caster level.
AP Cost
1
Ranks
3
Progression
1
Negative Energy Conduit Negative Energy Conduit
Rank 1
+6 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
Rank 2
+12 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
Rank 3
+20 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
AP Cost
1
Ranks
3
Progression
1
Spell Critical: Negative Spell Critical: Negative
Your Negative Energy damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
1
Skeletal Knight Skeletal Knight
Rank 1
Summon the reanimated body of an ancient knight to do your bidding.

The Skeletal Knight has strong melee attacks, and is difficult to destroy. This powerful ally is a Fighter with a level equal to your current level in the Wizard class plus any Epic levels you may have.

Additional ranks in this enhancement increase your Knight's Damage, Attack Speed, Movement Speed, and Fortification.

If your Skeleton Knight is destroyed, you cannot summon a new one until you have rested.
Rank 2
Summon the reanimated body of an ancient knight to do your bidding.

The Skeletal Knight has strong melee attacks, and is difficult to destroy. This powerful ally is a Fighter with a level equal to your current level in the Wizard class plus any Epic levels you may have.

Additional ranks in this enhancement increase your Knight's Damage, Attack Speed, Movement Speed, and Fortification.

If your Skeleton Knight is destroyed, you cannot summon a new one until you have rested.
Rank 3
Summon the reanimated body of an ancient knight to do your bidding.

The Skeletal Knight has strong melee attacks, and is difficult to destroy. This powerful ally is a Fighter with a level equal to your current level in the Wizard class plus any Epic levels you may have.

Additional ranks in this enhancement increase your Knight's Damage, Attack Speed, Movement Speed, and Fortification.

If your Skeleton Knight is destroyed, you cannot summon a new one until you have rested.
AP Cost
1
Ranks
3
Progression
1
Deathless Vigor Deathless Vigor
Rank 1
The power of undeath has toughened your flesh, providing you with an additional +10 Hit Points.
Rank 2
The power of undeath has toughened your flesh, providing you with an additional +20 Hit Points.
Rank 3
The power of undeath has toughened your flesh, providing you with an additional +30 Hit Points.
AP Cost
2
Ranks
3
Progression
1
Tier 2
Enhancement Description
Cloak of Night Cloak of Night
While blocking in an Undead Shroud, you gain Invisibility, Displacement, and do not take extra damage from Light. Passive: +5 Hide.
AP Cost
1
Ranks
1
Progression
5
Spell Critical: Negative Spell Critical: Negative
Your Negative Energy damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical: Negative
Corpsecrafter Corpsecrafter
Rank 1
Your Skeletal Knight gains a +2 Profane Bonus to Strength, Dexterity, and Constitution.
Rank 2
Your Skeletal Knight gains a +4 Profane Bonus to Strength, Dexterity, and Constitution.
Rank 3
Your Skeletal Knight gains a +6 Profane Bonus to Strength, Dexterity, and Constitution. You also gain +1 Strength, Dexterity, and Constitution.
AP Cost
1
Ranks
3
Progression
5
Efficient Metamagic Efficient Metamagic
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic.

Cost: 2 AP
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 3 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 1 fewer Spell Point.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 1 fewer Spell Point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 2 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 2 fewer Spell Points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell Metamagic costs you 6 fewer Spell Points.
Efficient Metamagic: MaximizeUsing the Maximize Spell Metamagic costs you 9 fewer Spell Points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell Metamagic costs you 4 fewer Spell Points.
Efficient Metamagic: QuickenUsing the Quicken Spell Metamagic costs you 4 fewer Spell Points.
AP Cost
2
Ranks
3
Progression
5
Tier 3
Enhancement Description
Necrotic Bolt Necrotic Bolt
Rank 1
Spell Like Ability: You fire a black bolt of energy from your finger that deals 4 to 10 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.
Rank 2
Spell Like Ability: You fire a black bolt of energy from your finger that deals 4 to 10 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.
Rank 3
Spell Like Ability: You fire a black bolt of energy from your finger that deals 4 to 10 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+3 negative energy damage per caster level.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Necrotic Touch
Negative Energy Adept Negative Energy Adept
Rank 1
+10 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
Rank 2
+20 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
Rank 3
+30 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
AP Cost
1
Ranks
3
Progression
10
Spell Critical: Negative Spell Critical: Negative
Your Negative Energy damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical: Negative
Eternal Furor Eternal Furor
Rank 1
You and your Skeletal Knight gain a +5 Profane bonus to Physical Resistance Rating. Your Skeletal Knight gains +3 to Hit and Damage, +2 Profane bonus to Armor Class, and its attacks bypass 10% of enemy Fortification.

This only applies to you if you are in an Undead Shroud.
Rank 2
You and your Skeletal Knight gain a +10 Profane bonus to Physical Resistance Rating. Your Skeletal Knight gains +6 to Hit and Damage, +4 Profane bonus to Armor Class, and its attacks bypass 20% of enemy Fortification.

This only applies to you if you are in an Undead Shroud.
Rank 3
You and your Skeletal Knight gain a +15 Profane bonus to Physical Resistance Rating. Your Skeletal Knight gains +9 to Hit and Damage, +6 Profane bonus to Armor Class, and its attacks bypass 50% of enemy Fortification.

This only applies to you if you are in an Undead Shroud.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Corpsecrafter
Constitution or Intelligence Constitution or Intelligence
+1 Constitution or Intelligence

Cost: 2 AP
Constitution+1 Constitution
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Unholy Avatar Unholy Avatar
You are cloaked in the darkness itself, and can reach out with your Negative Energy Spells to taint the Undead with mortality. When you strike an Undead with a damage-dealing Negative Energy Spell, it leaves a lingering weakness to Negative Energy that bypasses an Undead's natural resistance to Negative Energy.
AP Cost
1
Ranks
1
Progression
20
Spell Critical: Negative Spell Critical: Negative
Your Negative Energy damage spells have an additional 2% chance to critically hit.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical: Negative
Pale Shroud Pale Shroud
Choose an Undead Shroud.
Shroud of the ZombieShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Zombie.

While in this form, you hunger for brains and gain +4 Constitution, deal +20% damage with your attacks, and attack 20% slower.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
Shroud of the VampireShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Vampire.

While in this form, you gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a chance to heal you for 1d3 with Negative Energy per Wizard level.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
Shroud of the WraithShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Wraith.

While in this form, you gain +2 Dexterity and +2 Intelligence, enemy attacks have a 10% chance to miss you due to your incorporeality, you float as if affected by featherfall, and you gain +1 Sneak Attack Dice.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
Shroud of the LichShroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Lich.

While in this form, you gain +2 Constitution and +2 Intelligence, +10 Negative Healing Amplification, +10 Negative Spell Power, and +15 Magical Resistance Rating.

You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light.
You are considered Undead rather than your original type for the purposes of most effects.
AP Cost
1
Ranks
1
Progression
20
Constitution or Intelligence Constitution or Intelligence
+1 Constitution or Intelligence

Cost: 2 AP
Constitution+1 Constitution
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Constitution or Intelligence
Tier 5
Enhancement Description
Necrotic Blast Necrotic Blast
Rank 1
Spell Like Ability: Using a small amount of your life force, you fire a black ball of energy from your hand that explodes on contact with its target, dealing 6 to 11 hit points of negative energy damage per caster level to all creatures within its radius. A successful Fortitude save reduces the damage by half. This ability counts as a level 5 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+5 negative energy damage per caster level.
Rank 2
Spell Like Ability: Using a small amount of your life force, you fire a black ball of energy from your hand that explodes on contact with its target, dealing 6 to 11 hit points of negative energy damage per caster level to all creatures within its radius. A successful Fortitude save reduces the damage by half. This ability counts as a level 5 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+5 negative energy damage per caster level.
Rank 3
Spell Like Ability: Using a small amount of your life force, you fire a black ball of energy from your hand that explodes on contact with its target, dealing 6 to 11 hit points of negative energy damage per caster level to all creatures within its radius. A successful Fortitude save reduces the damage by half. This ability counts as a level 5 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

D&D Dice: Deals 1d6+5 negative energy damage per caster level.
AP Cost
1
Ranks
3
Progression
30
Prereqs
Necrotic Bolt
Animate Ally Animate Ally
5 Minute Cooldown: Activate to Animate a dead ally, restoring 100% of the target's hit points.

Your ally is considered an Undead Zombie (gaining the benefits and drawbacks of Shroud of the Zombie) and will remain Undead indefinitely until they rest or die.
AP Cost
2
Ranks
1
Progression
30
Necromancy Focus Necromancy Focus
You benefit from dark knowledge, granting you a +1 DC to spells from the Necromancy school.
AP Cost
2
Ranks
1
Progression
30
Swarm of Bats Swarm of Bats
Select your Bat Form!
Dark DiscorporationYou turn into a swarm of batlike shadows. In this form, you gain Invisibility, 25% Incorporeality, and damage from all sources (except for Untyped/Bane damage) is reduced by 50%. Attacking enemies or interacting with objects will revert you to normal form.
Reactive DiscorporationWhen your Hit Points drop below 50% of your maximum, you automatically cast Dark Discorporation on yourself, turning into a swarm of dark fluttering bats for 20 seconds. This spell will still end if you attack, as per the original version of the spell. This may only trigger once every 60 seconds.
AP Cost
1
Ranks
1
Progression
30
Improved Shrouding Improved Shrouding
Your Undead Shrouds gain the following additional benefits:

While in Shroud of the Zombie, you gain an additional +30 Melee Power and +10 Physical Resistance Rating, and your attacks deal +10% more damage. You also benefit from a 10% Profane Bonus to Maximum Hit Points.

While in Shroud of the Vampire, you gain +1 Enchantment DC. Your melee attacks have a chance of Dominating your adversaries. On Hit: Chance for Paralysis (Will Save vs DC 20 + INT Mod + Enchantment Spell Bonus). On Save: -10% Movement and Attack Speed.

While in Shroud of the Wraith, you gain +2 Sneak Attack Dice, +5% Incorporeality, +3% Dodge and Dodge Cap, +10 Hide and Move Silently.

While in Shroud of the Lich, you gain +15 Magical Resistance Rating Cap, +10 Negative Spell Power, +10 Cold and Electric Resistance, and your spells cost 5% less to cast.
AP Cost
2
Ranks
1
Progression
30