The warlocks will be a pseudo-priesthood that worships Murtavo in much the same way that the PW's worship Rodenon. Warlocks, do, however, have a much higher level of faith-based magic to their credit, and are much more able to channel clerical spells from the other gods than a regular mage is. Currently planned dark spells are not impressive: - animate dead - dark ball/blast/etc... - mana drain - terror They need prayers to Murtavo and spells granted by him as well as the standard fare of ebil magics. defile - 20 dark drain mana from a tree or corpse. Trees take significant amounts of growth damage from this blood golem - 1000 blood, 200 dark mana Blood golems have mana and can cast terror and dark blast, they should also be able to heal themselves and drain mana from their enemies. They are made from a black/red mist and are incredibly resilient to physical damage. Need a command or spell that allows them to extract blood from corpses, and their own bodies, and put it into a liquid container. 'let blood' spell does this, 0 mana cost, 1 hp per ml blood Allow 'let blood' to be used on corpses, but it produces unsuitable liquid. Turn this blood into usable liquid via a 'purify blood' prayer to Murtavo. But, better yet, it can be used on an unwilling target - so long as combat has not been initiated and the victim has been restrained via a 'hold' spell or the like. blood heal - 10 blood, 5 dark mana heal the target for up to 200 hp of damage, potential for healing up to 125% of maximum health. 1000 readiness cost (regular heal requires 1500). blood strike - 5 blood, 20 dark mana animate a pool of blood to attack the target, burns for acid damage dark ritual - 100 hp, 50 dark Sort of an instamatic power boost version of 'let blood', this spell heals the caster for 250 mana - up to 2x their normal maximum. Any mana in excess of the maximum decays at a rate of one point per hb. As long as the char is overmax, they will flicker with dark energy. So, the general pattern is that a warlock can cut themself to pieces, use 'blood heal' to recharge hp, hammer themselves a few times with 'dark ritual', and wind up with a cup of blood, 125% hp, and 200% mana. Blood magic will be training con like there's no tomorrow, so we have to impose penalties somehow if we want to keep the frail warlock image going. I think it is definately disfiguring, so we're looking at a charisma penalty? This is nice because I want a lot of their stuff to be cha-dependant. Every blood spell you cast takes points away from charisma, blood letting and dark ritual even more so than normal. Prayers to and spells invoking Murtavo should cost points against constitution. severance - 100 hp, 300 mana Cut at the link between the caster's body and spirit, causing the spirit to roam free for a while. If the body is attacked, death is pretty much immediate. The ghost has substantial combat potential, but if slain, will also result in a death for the caster. mists of