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The necromancer can cause his or her hands to glow with a blue, flickering aura. This frigid radiance can both drain and paralyze the wizard's victims. First, any living creature touched by the icy hands suffers the effect of a modified chill touch spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage and (temporarily) drains 1 point of both Strength and Constitution. If the saving throw is successful, though, the victim only loses 1d4 points of damage and just 1 point of Strength. Second, if the necromancer is at least 16th level, the victim must make a second save or be paralyzed for 3–12 rounds.
The necromancer can activate or deactivate this power at will. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by).