Pale Master enhancements



(info on enhancement tree here)

Core abilities
Dark Reaping (Requires Wiz 1, 0 AP) - For each point spent in this tree you gain +0.75 Universal Spell Power and +0.75 Negative Energy Spell Power (for a total of 1.5 Negative Energy Spell Power per point spent).

Shroud of the Zombie (Requires Wiz 3, 5 Points Spent in Tree, 1 AP) - Activation Cost: 25 SP Cooldown: 30 seconds Shroud 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 +2 Strength, +2 Constitution, -2 Intelligence, -4 Charisma, and Damage Reduction 5/Slashing. Your unarmed damage is increased by 1[W], but you attack 20% slower than normal. You have 100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your originale type for the purpose of most effects.

Shroud of the Vampire (Requires Wiz 6, 10 points spent in tree, 1 AP) - Activation Cost: 50 SP Cooldown: 30 seconds Shroud Toggle: You shroud yourself with negative energy and assume many of the traits of a vampire. While in this form, you gain +2 Strength, +2 Charisma, +2 to the DC's of your Enchantment spells, and generate 25% less threat from spells and attacks. On Vorpal Melee Hit: Your attack causes Energy Drain, inflictin 1 Negative Level on your victim. You have 100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your originale type for the purpose of most effects.

Shroud of the Wraith (Requires Wiz 12, 20 points spent in tree, 1 AP) - Activation Cost: 75 SP Cooldown: 30 seconds Shroud Toggle: You shroud yourself with negative energy and assume many of the traits of a wraith. While in this form, enemy attacks have a 25% chance to miss you due to your incorporeality, you float as if affected by featherfall, have a +20 bonus to the Move Silently and Balance skills, and your attacks funciont as if they had Ghost Touch. On Critical Hit: Your attack deals 1d6 Constitution damage to the victim. You have 100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your originale type for the purpose of most effects.

Shroud of the Lich (Requires Wiz 18, 30 points spent in tree, 1 AP) - Activation Cost: 100 SP Cooldown: 30 seconds Shroud Toggle: You shroud yourself with negative energy and assume many of the traits of a lich. While in this form, you gain +4 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma, +1 to DCs of your Necromancy spells, and occasionally gain temporary hit points when damaged. On Melee Hit: Your attack inflicts 2-9 points of Negative Energy damage to a living target. You have 100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take double damage from light effects. You are considered undead rather than your originale type for the purpose of most effects.

Master of Death (Requires Wiz 20, 40 points spent in tree, 1 AP) - You gain +2 intelligence and, when you have a Shroud toggle active, receive 5% more healing from Negative Energy.

Tier 1
Necrotic Touch (0/1, 2 AP) - Activation Cost: 2 HP Cooldown: 12/8/4 seconds Spell Like Ability: Using a small amout of your life force, you sheath your hand in crackling black flames, dealing 1 to 6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. D&D Dice: Deals 1d6 negative damage per caster level.

Deathless Vigor (0/3, 2 AP per rank) - The power of undeath has toughened your flesh, providing you with an additional +5/10/15 Hit Points and +0/1/2 to Fortitude Saves.

Spell Critical: Negative Energy I (0/1, 2 AP) - Your Negative Energy damage spells have an additional 2% chance to critically hit.

Skeletal Knight (3/3, 2 AP per rank) - Rank 1: Activation Cost: 10 HP, 10 SP. Cooldown: 5 minutes. 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.

Negative Energy Conduit (0/3, 1 AP per rank) - Rank 1: Your vulnerability to Negative Energy is increased by 3/6/10%. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.

Tier 2
Efficient Metamagic (0/3, 2 AP per rank) - Choose between Empower Spell (2/4/6), Maximize Spell (3/6/9), Enlarge Spell (1/2/4), or Quicken Spell (1/2/4). Reduce the Spell Point cost of using that Metamagic.

Spell Critical: Negative Energy II (Prereq: Spell Critical: Negative Energy I, 0/1, 2 AP) - Your Negative Energy damage spells have an additional 2% chance to critically hit.

Corpsecrafter (Pre-req: Skeletal Knight, 0/3, 1 AP per rank) - Your Skeletal Knight gains a +2/4/6 Profane Bonus to Strength, Dexterity, and Constitution

Bone Armor (0/3, 1 AP per rank) - While under the effect of Shroud of the Zombie, Vampire, or Lich, you gain 3/6/10 Physical Resistance. While under the effect of Shroud of the Wraith, you gain 1/2/3 Dodge.

Tier 3
Necrotic Bolt (Pre-req: Necrotic Touch, 0/1, 2 AP) - Activation Cost: 5 HP Cooldown: 15 seconds Spell Like Ability: Using a small amout of your life force, you fire a black bolt of energy from your finger that deals 1 to 6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. D&D Dice: Deals 1d6 negative damage per caster level.

Cloak of Night (0/3, 1 AP per rank) - Activation Cost: 25 SP. Cooldown: 1 second. Toggle: While active, Cloak of Night reduces the effectiveness of Positive Energy, Negative Energy, Repair, and Light damage on you by 20/35/50%.

Spell Critical: Negative Energy III (Prereq: Spell Critical: Negative Energy II, 0/1, 2 AP) - Your Negative Energy damage spells have an additional 2% chance to critically hit.

Eternal Servitude (Pre-req: Corpsecrafter, 0/3, 1 AP per rank) - Your Skeletal Knight gains +2/4/6 Profane Bonus to AC, and a +5/10/15 Profane Bonus to Physical Resistance.

Constitution or Intelligence (0/1, 2 AP) - +1 to Con or Int

Tier 4
Spell Critical: Negative Energy IV (Pre-req: Spell Critical: Negative Energy III, 0/1, 2 AP) - Your Negative Energy damage spells have an additional 2% chance to critically hit.

Dark Furor (Pre-req: Eternal Servitude, 0/3, 1 AP per rank) - Your Skeletal Knight gains 15/30/45% Doublestrike, and its attacks bypass 5/10/15% of enemy Fortification.

Constitution or Intelligence (Pre-req: Cons or Int from Tier 3, 0/1, 2 AP) - +1 to Con or Int (can be same or different from previous tier)

Tier 5
Necrotic Blast (Pre-req: Necrotic Bolt, 0/1, 2 AP per rank) - Activation Cost: 10 HP Cooldown: 18 seconds Spell Like Ability: Using a small amout of your life force, you fire a black ball of energy from your hand that explodes on contact with its target, dealing 1 to 6 hit points of negative energy damage per caster level to all living creatures within its radius. A successful Fortitude save reduces the damage by half. This ability counts as a level 5 Wizard spell. D&D Dice: Deals 1d6 negative damage per caster level.

Animate Ally (0/1, 2 AP) - Cooldown: 5 minutes. Metamagics: Quicken, Enlarge. Spell Resistance: No. Activate to Animate a dead ally, restoring 50% 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 steadily take damage until death reclaims it. Your ally is unable to change forms while under this effect.

Necromantic Focus (0/1, 2 AP) - You benefit from dark knowledge, granting you a +1 DC to spells from the Necromancy school.

Improved Shrouding (0/1, 2 AP) - Your Undead Shrouds gain the following additional benefits:
 * While in Shroud of the Zombie, you gain +2 Constitution, 15 Physical Resistance Rating, and your Damage Reduction increases to 10/Slashing.
 * While in Shroud of the Vampire, you gain +2 Dexterity, your vulnerability to Light damage is reduced by 50%, and your melee and unarmed attacks heal you for 1 point of Negative Energy damage.
 * While in Shroud of the Wraith, you gain +2 Dexterity and your Incorporeal Miss Chance increases from 25% to 35%.
 * While in Shroud of the Lich, you gain an additional +2 Intelligence and +10 to Negative Energy Spellpower.