Year of the Dragon: Through April 23rd, claim the adventure pack Slice of Life for free! Speak to Xatheral in the Hall of Heroes.

Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Pale Master enhancements (history)

From DDO wiki
Jump to navigation Jump to search
History shield-book-sword.png
History
History shield-book-sword.png
This page is about a subject that no longer exists in-game.
If you can verify that the subject still exists, please edit this page and remove this template.
Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar HeMNiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK AMEKPM AotS1ES2SETS

Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Overview[edit]

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.


Pale Master.png

Wizard Pale Master I[edit]

  • Usage: Passive
  • Cost: 4 action points
  • Progression: 16 action points
  • Requires All of: Wizard Energy of the Scholar I, Wizard Intelligence I, Spell Focus: Necromancy
  • Available to Wizard class level 6
  • You are a devoted student of the necromantic arts. You gain 5 hit points as your flesh toughens, gain 50 Spellpower when casting negative energy spells, and have a 3% chance for negative energy spells to generate a critical result for 1.5 times the normal damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.) You can produce a touch-ranged negative energy effect at will, and can animate skeletons for a small cost. All summoned undead creatures can be healed by negative energy spells such as Necrotic Touch, Death Aura, or Negative Energy Burst from any source.
  • This enhancement automatically grants the following:


Pale Master Necrotic Touch.png

Necrotic Touch[edit]

  • Usage: Active
  • Cost: 2 Hit Points
  • Using a small amount of your life force, you sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature or undead minion. (Players are immune to this ability) A successful Fortitude save reduces the damage by half. This ability costs 2 hit points to use and counts as a level 1 Wizard spell for determining DC and damage amplification.


Pale Master Summon Skeleton.png

Summon Skeleton[edit]

Skeleton
  • Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. (CR 3) You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Note: All skeletal minions are exclusive; you may only have one summoned at a time. You may however, have one skeleton and one Summoned Monster simultaneously, as well as an Artificer's Iron Defender.




Pale Master Summon Knight.png

Summon Skeleton Knight[edit]

Skeleton Knight
  • Usage: Active
  • Cost: 1 action points
  • Progression: 19 action points
  • Requires All of: Wizard Pale Master I
  • Available to Wizard level 6
  • Creates a skeleton knight to attack your enemies. (CR6) This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Note: Skeleton Knights are quite durable, use Sunder and Trip, and deal about 10 damage with melee.


Pale Master Summon Archer.png

Summon Skeleton Archer[edit]

Skeleton Archer
  • Usage: Active
  • Cost: 1 action points
  • Progression: 19 action points
  • Requires All of: Summon Skeleton Knight
  • Available to Wizard level 6
  • Creates a skeleton archer to attack your enemies. (CR6) This ability costs 10 hit points and 5 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.


Pale Master Summon Mage.png

Summon Skeleton Mage[edit]

Skeleton Mage
  • Usage: Active
  • Cost: 1 action points
  • Progression: 19 action points
  • Requires All of: Summon Skeleton Archer
  • Available to Wizard level 6
  • Creates a skeleton Mage to attack your enemies. (CR6) This ability costs 10 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Note: Skeleton Mages cast Magic Missile, Snowball Swarm, Hold Person, Melf's Acid Arrow, Electric Loop and Scorching Ray.


Palemaster zombieform.png

Shroud of the Zombie[edit]

  • Usage: Active
  • Cost: 1 action point
  • Progression: 19 points
  • Requires All of: Wizard Palemaster I
  • Available to Wizard level 6
  • You shroud yourself with negative energy and assume many 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 two die steps, 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 original type for the purposes of most effects. This ability costs 25 spell points to activate.
  • Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.



Pale Master.png

Wizard Pale Master II[edit]

  • Usage: Passive
  • Cost: 2 action points
  • Progression: 42 action points
  • Requires All of: Wizard Energy of the Scholar II, Wizard Intelligence II, Greater Spell Focus: Necromancy, Wizard Pale Master I
  • Available to Wizard class level 12
  • You are adept at the necromantic arts. You gain 5 additional hit points as your flesh toughens (for a total of +10 hit points), gain 20 additional Spellpower when casting negative energy spells (for a total of +70), and increase your chance to generate a critical result with negative energy spells by 3%. (Your base spell critical chance is now 6% and base critical damage multiplier is 1.5.) You can expend 5 Hit Points to fire a black bolt of negative energy from your finger (Ranged Touch), or expend hit points and spell points to create an Undead. You can also assume many traits of an Undead. All summoned undead creatures can be healed by negative energy spells such as Necrotic Touch, Death Aura, or Negative Energy Burst from any source.
  • This enhancement automatically grants the following:


Icon Necrotic Bolt.png

Necrotic Bolt[edit]

  • Usage: Active
  • Cost: 5 hit points
  • Using a small amount of life force, you fire a black bolt of energy from your finger that deals 1d6 of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. This ability costs 5 hit points to use and counts as a level 3 Wizard spell for determining DC and damage amplification.




Pale Master Summon Knight.png

Summon Blackbone Knight[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: 43 action points
  • Requires All of: Flame Manipulation III, Summon Skeleton Knight, Wizard Pale Master II
  • Available to Wizard level 12
  • Creates a blackbone knight to attack your enemies. (CR 12) This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Immune to fire and cold.


Pale Master Summon Archer.png

Summon Blackbone Archer[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: 43 action points
  • Requires All of: Combustive Spellcasting I, Summon Skeleton Archer, Summon Blackbone Knight
  • Available to Wizard level 12
  • Creates a blackbone archer to attack your enemies. (CR 12) This ability costs 20 hit points and 10 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Immune to fire and cold.


Pale Master Summon Mage.png

Summon Blackbone Mage[edit]


Palemaster lichform.png

Shroud of the Vampire[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: 43 action points
  • Requires All of: Toughness, Wizard Pale Master II
  • Available to Wizard level 12
  • You shroud yourself with negative energy and assume many traits of a vampire. While in this form, you gain +2 Strength, +2 Charisma, and using your dominating powers generate 25% less threat from spells and attacks, and +2 to the DCs of your Enchantment spells. You deal 1d6 Constitution damage from blood drain on critical hits, and your unarmed and melee attacks heal you for 1 point of negative energy damage. You have +100% critical hit resistance, are healed by negative energy, and are unaffected by positive energy or repair effects, but take quadruple damage from light effects. You are considered undead rather than your original type for the purposes of most effects. This ability costs 100 spell points to activate.
  • Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.


Pale Master Shroud of the Wraith.png

Shroud of the Wraith[edit]

  • Usage: Active
  • Cost: 1 action point
  • Progression: 43 action points
  • Requires All of: Mental Toughness, Wizard Pale Master II
  • Available to Wizard level 12
  • You shroud yourself with negative energy and assume many traits of a wraith. While in this form you gain 25% incorporeal miss chance (and ignore incorporeal miss chance), float as if affected by featherfall, have bonus +20 to move silently and balance (unlisted), and deal constitution damage on unarmed critical hits. 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 original type for the purposes of most effects. This ability costs 100 spell points to activate.
  • Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.



Pale Master.png

Wizard Pale Master III[edit]

  • Usage: Passive
  • Cost: 2 action points
  • Progression: 66 action points
  • Requires All of: Wizard Energy of the Scholar III, Wizard Intelligence III, Wizard Pale Master II
  • Available to Wizard class level 18
  • You are a master of the necromantic arts. You gain 10 additional hit points as your flesh toughens (for a total of +20 hit points), gain 20 additional Spellpower when casting negative energy spells (for a total of +90), and increase your chance to generate a critical result with negative energy spells by 3%. (Your base spell critical chance is now 9% and base critical damage multiplier is 1.5.) You can expend 10 Hit Points to fire a black ball of negative energy from your hand, or expend hit points and spell points to create an Undead. All summoned undead creatures can be healed by negative energy spells such as Necrotic Touch, Death Aura, or Negative Energy Burst from any source.
  • This enhancement automatically grants the following:


Palemaster NecroticBlast.png

Necrotic Blast[edit]

  • Usage: Active
  • Cost: 8 hit points
  • 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 1d6 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 costs 8 hit points to use and counts as a level 5 Wizard spell for determining DC and damage amplification.




Pale Master Summon Knight.png

Summon Frostmarrow Knight[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: 67 action points
  • Requires All of: Frost Manipulation V, Summon Blackbone Knight, Wizard Pale Master III
  • Available to Wizard level 18
  • Creates a frostmarrow knight to attack your enemies. (CR 18) This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Healed by cold, weak to fire.


Pale Master Summon Archer.png

Summon Frostmarrow Archer[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: 67 action points
  • Requires All of: Glacial Spellcasting II, Summon Blackbone Archer, Summon Frostmarrow Knight
  • Available to Wizard level 18
  • Creates a frostmarrow archer to attack your enemies. (CR 18) This ability costs 30 hit points and 15 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Healed by cold, weak to fire.


Pale Master Summon Mage.png

Summon Frostmarrow Mage[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: 67 action points
  • Requires All of: Deadly Ice II, Summon Blackbone Mage, Summon Frostmarrow Archer
  • Available to Wizard level 18
  • Creates a frostmarrow mage to attack your enemies. (CR 18) This ability costs 30 hit points and 30 spell points to activate. You can have only one skeletal minion active at one time, creating another will destroy your old pet.
  • Note: Frostmarrow Mages cast Snowball Swarm, Hold Monster, Ice Storm, Niac's Cold Ray, Force Missiles, Frost Lance and Cone of Cold .
  • Healed by cold, weak to fire.


Pale Master Shroud of the Lich.png

Shroud of the Lich[edit]

  • Usage: Active
  • Cost: 2 action points
  • Progression: 66 action points
  • Requires All of: Toughness, Wizard Pale Master III
  • Available to Wizard level 18
  • You shroud yourself with negative energy and assume many traits of a lich. While in this form, you gain +4 Constitution, +2 Intelligence, Wisdom, and Charisma, and +1 to DCs on your necromantic spells, inflict wounds with your unarmed attack, and occasionally gain temporary hit points when damaged. 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 original type for the purposes of most effects. This ability costs 100 spell points to activate.
  • Note: You may cast Death Aura, Lesser Death Aura, and Negative Energy Burst to self heal. You don't make saving throws against helpful negative energy spells for half healing, and spells beneficial to Undead will no longer trigger spell resistance when cast on you by a Party member.

Enhancement changes Alpha Testing on Lamannia[edit]