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Death Domain
You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Primus - Channel Blood (Su)
Your attacks become vicious and deadly. You may spend 2 MP as part of making any melee attack to inflict 1d6 points of bleed damage to your target, in addition to the attack's normal effects. You may spend MP in this manner to apply the bleed multiple times - every time you do, your target begins to take an additional 1d6 of bleed on your turn. You may have a number of bleed dice on any target up to your Caster Level. This bleed effect persists until the creature dies, or until stopped with a DC 15 Heal check, or by any spell or effect which heals damage.
If a creature suffering from this bleed dies within 10 feet of you, you may Death Knell them as an Immediate Action by paying 2 additional MP, even if you lack a sufficient Initiation Grade.
Enlightenment - Wither (Sp)
You may hasten a creature's demise by channeling negative energy directly into them, decaying their body in the process. As a Half Action, spend 3 MP and select a target in Close (25 ft. + 5 ft./2 CL) range. The target must make a Fortitude save - on failure, they are Stunned and Hindered for 1 round per CL. Upon a successful save, they are Staggered and Hindered instead, though a second cast of this effect may forcibly increase this condition to Stunned.
Zenith - Limbrot (Su)
Your touch further destroys living things with ease. As a Half Action, you may spend 5 MP to make a melee touch attack against a creature. Choose one of the creature's limbs to target - you inflict 1d6 Unholy damage for every three Caster Levels you possess directly to the creature's chosen limb. Limbs brought to zero Wound Points by this Talent decay to dust.
Favored Spells
You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner):
