| Enhancement | Description |
|---|---|
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. |
Pale Shroud
|
Choose an Undead Shroud. 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. 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. 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. 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. |
Undead Augmentation I
|
Enhance your Undead Forms Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. Passive: +1 Spell Penetration. |
Undead Augmentation II
|
Enhance your Undead Forms Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration Passive: +1 Spell Penetration |
Undead Augmentation III
|
Enhance your Undead Forms Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration Passive: +50 Spell Points +1 Spell Penetration |
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 |
| Enhancement | Description |
|---|---|
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. |
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. |
Spell Critical: Negative
|
Your Negative Energy damage spells have an additional 2% chance to critically hit. |
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. |
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. |
| Enhancement | Description |
|---|---|
Cloak of Night
|
While blocking in an Undead Shroud, you gain Invisibility, Displacement, and do not take extra damage from Light. Passive: +5 Hide. |
Spell Critical: Negative
|
Your Negative Energy damage spells have an additional 2% chance to critically hit. |
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. |
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 Rank 2 Rank 3 |
| Enhancement | Description |
|---|---|
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. |
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. |
Spell Critical: Negative
|
Your Negative Energy damage spells have an additional 2% chance to critically hit. |
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. |
Constitution or Intelligence
|
+1 Constitution or Intelligence Cost: 2 AP |
| Enhancement | Description |
|---|---|
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. |
Spell Critical: Negative
|
Your Negative Energy damage spells have an additional 2% chance to critically hit. |
Pale Shroud
|
Choose an Undead Shroud. 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. 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. 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. 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. |
Constitution or Intelligence
|
+1 Constitution or Intelligence Cost: 2 AP |
| Enhancement | Description |
|---|---|
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. |
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. |
Necromancy Focus
|
You benefit from dark knowledge, granting you a +1 DC to spells from the Necromancy school. |
Swarm of Bats
|
Select your Bat Form! |
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. |