Necromancy is usually a poor choice for arcane spellcasters - those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.
Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of "pale lore" and clerical abilities to sway, create, command, and destroy undead can be a potent one.
Efficient Metamagic (Empower/Maximize/Enlarge/Quicken)
Bone Armor
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- While casting a Negative Energy Damage Spell:
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| 1 | 2 | 5 |
- Spell Critical: Negative Energy I
- Wizard 2
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| Rank 1:
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- Summoned Skeletal Knight gains:
- +2 Profane Bonus to Strength
- +2 Profane Bonus to Dexterity
- +2 Profane Bonus to Constitution
| Rank 2:
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- Summoned Skeletal Knight gains:
- +4 Profane Bonus to Strength
- +4 Profane Bonus to Dexterity
- +4 Profane Bonus to Constitution
| Rank 3:
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- Summoned Skeletal Knight gains:
- +5 Profane Bonus to Strength
- +5 Profane Bonus to Dexterity
- +5 Profane Bonus to Constitution
- Gain:
- +1 Strength
- +1 Dexterity
- +1 Constitution
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| 3 | 1 | 5 |
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Eternal Servitude
Increase Ability (Constitution/Intelligence)
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 | Spell-Like Ability: Necrotic Bolt Metamagic: Empower, Enlarge, Maximize, Quicken
You fire a dart of black energy from your hand that deals 4 to 9 hit points of negative energy damage per caster level. A successful Fortitude save reduces the damage by half. Players cannot be targeted with this effect. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 10 Spell Points
- Cooldown: 15 Seconds
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| Rank 2: - Activation Cost: 8 Spell Points
- Cooldown: 10 Seconds
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| Rank 3: - Activation Cost: 5 Spell Points
- Cooldown: 5 Seconds
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| 3 | 1 | 10 |
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While blocking in an Undead Shroud, gain:
- Invisibility
- Displacement
- Immunity to Light damage
Passive:
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| 1 | 1 | 5 |
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- While Casting a Negative Energy Damage Spell:
- +2% Critically Hit Chance
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| 1 | 2 | 10 |
- Spell Critical: Negative Energy II
- Wizard 3
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Dark Furor
Increase Ability (Constitution/Intelligence)
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- When Casting a Negative Energy Damage Spell:
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| 1 | 2 | 20 |
- Spell Critical: Negative Energy III
- Wizard 4
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