Death`Knell:

This class is an advanced Necromancer.

Prerequisites: You must know all necromancer spells and abilities in order to train in this class.

 

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Animated Dead 1:

 

     Animate a Dead class creature to serve you.

 

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Blackened Gaze:

 

     Causes a dead class creature to do your bidding for 1-D6 +1 turns (+1 D6 +1 turns per scroll memorized after learning this spell).

 

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Bloodbane:

 

     After casting this spell on self, any creature that strikes the Death Knell will be drained of 1-D6 blood-points if it fails to pit its constitution vs. the constitution of the caster (or the one who the caster has cast Bloodbane upon).

 

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Deathweave:

 

     Weave a lengthy spell that gathers the substance of death into a container capable of harboring such dreadful essence. Then use the death essence for certain tasks.

     It is a dangerous thing, meddling in the affairs of death.

 

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Devour Youth:

 

     Drains the years from a targeted creature. Each year drained, the Death`Knell gains 1-D6 +1 spell-points.  If spell-points are refilled to maximum, Devour Youth will temporarily store 2 spell-points per year drained from a creature to be used before actual spell-point are used.

     Duration of stored spell-points: 24 hours per 7 levels advanced.

 

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Grim Reaper:

 

     Temporarily enslave an Undead Reaper to do your bidding for 24 hours (+ 24 hours per scroll memorized after learning this spell).

 

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Tainted Blood:

 

     Prerequisites: The caster must have the Divine Favor, "Tainted Blessing" to learn this spell.

 

     Vampire, or any blood-feeding creature, that drinks the blood of the targeted of this spell will be randomly effected as follows:

 

     %Roll: Tainted Blood effects:

     01-10:   Coma

     11-30:   Confusion / Dazed

     31-35:   Death

     36-55:   Dreamstate

     56-75:   Dreamwalk

     76-90:   Euphoria

     91-00:   Sleep

 

Note:

For every 10 times this spell is cast upon a blood-feeding creature, successfully effecting it, the caster will gain the ability to control the outcome of the spell to his or her will. The caster can add +1 or subtract -1 from the "Tainted Blood effects" roll (the maximum chance to sway the outcome of this spell will be +45 or -45).

 

Example:

For every 10 times I have successfully effected a blood-feeding creature, by the power of this spell, I will gain a -1/+1 to sway the outcome of the random roll when rolling on the above chart. If I have effected a blood-feeding creature 225 times, I would have a -22/+22 sway on the "Tainted Blood effects" chart when rolling on it (I could use -1, or +13, or whatever I desired, up to a -22 or +22 -- this would be up to me, the caster (not the G.M.).  In using this spell, and being successfully bitten by a blood-feeding creature, I would master the outcome of its effects to some degree.

 

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Vampiric Oath:

 

     This ability is only given by living mortals who wish to become a vampire. Once this oath is taken, the mortal will begin to change into a lesser vampire, under the control of the one who leads this transformation.

 

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Vampiric Strike:

 

     This spell will drain the blood-points from a creature that does not successfully pit its constitution against the Death Knell and win.

 

     Damage: 1-D6 blood-loss (+ 1-D6 per 7 levels advanced).

 

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Vampiric Weapon:

 

     After casting this spell upon a weapon, the weapon will drain the blood-points from a creature that does not successfully pit its constitution against the wielder when a maximum-strike occurs.

 

     Damage: 1-D6 blood-loss (+ 1-D6 per 7 levels the caster has advanced).