Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.
Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.

Cast on the corpse of a slain monster, this raises a skeleton mage that fights for you.
Raise Skeletal Mage is a level 12 Necromancer spell (Summoning tree, requires Raise Skeleton; it unlocks Revive). Cast on a corpse, it raises a necromage pet that stands back and fires an elemental missile (sumskill1 "NecromageMissile"), fire, lightning, cold or poison, chosen at random when the mage rises. The count follows the same rule as Raise Skeleton, 1 at level 1, 8 at level 20 and 12 at level 30, and the mage's life grows +10% a level from level 4. What the mage actually shoots is set by its missile level, which is Skeleton Mastery's level plus half the skill's level past 2. Mana is 8 at level 1 and 27 at level 20.
| Level | Mana | Skeletal Mages | Defense |
|---|---|---|---|
| 1 | 8 | 1 | 10 |
| 2 | 9 | 2 | 20 |
| 3 | 10 | 3 | 30 |
| 4 | 11 | 3 | 40 |
| 5 | 12 | 3 | 50 |
| 6 | 13 | 4 | 60 |
| 7 | 14 | 4 | 70 |
| 8 | 15 | 4 | 80 |
| 9 | 16 | 5 | 90 |
| 10 | 17 | 5 | 100 |
| 11 | 18 | 5 | 110 |
| 12 | 19 | 6 | 120 |
| 13 | 20 | 6 | 130 |
| 14 | 21 | 6 | 140 |
| 15 | 22 | 7 | 150 |
| 16 | 23 | 7 | 160 |
| 17 | 24 | 7 | 170 |
| 18 | 25 | 8 | 180 |
| 19 | 26 | 8 | 190 |
| 20 | 27 | 8 | 200 |
| 21 | 28 | 9 | 210 |
| 22 | 29 | 9 | 220 |
| 23 | 30 | 9 | 230 |
| 24 | 31 | 10 | 240 |
| 25 | 32 | 10 | 250 |
| 26 | 33 | 10 | 260 |
| 27 | 34 | 11 | 270 |
| 28 | 35 | 11 | 280 |
| 29 | 36 | 11 | 290 |
| 30 | 37 | 12 | 300 |
Defense is read at 0 points in Skeleton Mastery.
(lvl < 4) ? lvl : (2 + lvl/3): one a level to 3, then one more for every three levels, rounded down. 5 at level 9, 8 at level 18 through 20, 12 at level 30.max(Skeleton Mastery level + ((lvl < 4) ? 0 : (lvl − 2) ÷ 2), 1): nothing from the skill below level 4, then half a level per level, so 9 at level 20 and 14 at level 30 from the skill alone, plus the whole of Skeleton Mastery's level. At Raise Skeletal Mage 20 and Skeleton Mastery 20 the missile is level 29.Every line reads lvl, including the Skeleton Mastery term, so +skills from items count in full everywhere.
Raise Skeletal Mage needs a corpse and rolls nothing itself; the mage is a skeletonmage pet that fires its missile from range. The Basin's rules:
The missile's damage by missile level is in the Basin's tables; the current game's missile table is not in the repo's bank. At missile level 9 (skill 20, no mastery) the Basin gives fire 19–23, lightning 9–33, cold 10–13 with a 9-second chill, and a poison bit rate of 15 over 100 seconds. At missile level 29 (skill 20, mastery 20): fire 121–125, lightning 29–196, cold 71–74 over 29 seconds, poison bit rate 97 over 300 seconds. The cold length is the missile level in seconds and the poison length 10 + 10 × missile level seconds.
Twenty points in the skill move the missile only nine and a half levels; twenty points in Skeleton Mastery move it twenty. The mages' damage lives in the mastery, the skill buys bodies and life.
No synergy lines: Raise Skeletal Mage has no dsc3 synergy and feeds none. Skeleton Mastery is read at full level by the mage's life, defense and missile level, so +skills to either skill count. The Basin lists Arm of King Leoric at +2 and the +1–3 affix on wands and shrunken heads of item level 12 and above.
The Necromancer casts nothing on a player with this skill. The mages' missiles on a player are elemental hits cut to 17% by the player-versus-player rule and then read against the player's resistance; see Player versus Player.
Written from the game's tables (build 3.3.93847) and the cited pages; a per-level table is computed from skills.txt and skilldesc.txt by the same evaluator the skill pages use. A “legacy rule” is a published engine rule no table proves; a “game table” is read from the table named. · Report incorrect data