Anaemia
(Alteration, Necromancy)

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  7
Area of Effect:  Creature touched (up to 1 HD per level)
Saving Throw:  Negates

By means of this spell a wizard can cause the target creature to lose the majority of its blood, putting on the borderline of having bled to death. The creature immediately begins to feel incredibly cold and, if warm-blooded, lose three points of Dexterity due to shivering and general lack of energy. If cold-blooded, it will go catatonic as its body temperature sinks to room temperature (60?F or 16?C or less); the time this takes should be logically assigned by the DM given the prevailing conditions (windy, underground, etc.).
In addition, the long term effects are that the target creature will suffer the loss of one point of Strength and Constitution for up to a full week after recovery (any Strength 18 score will drop to 17). Recovery will begin with the commencement of eating high iron, high protein foods. Recovery itself will take at least a week. Thus the effects of the blood loss will hang on for at least two weeks.
Other immediate effects will be that all piercing and slashing damage taken will be at 11/2 times the value, this being due to the fact that these attacks cause the victim to lose more of what they don't have, blood.
There is a minor difference between the necromantic and transmuter versions of this spell. Transmuters require a vampire tooth that they must touch to the spell's target. This tooth will only work for as many tries (not necessarily successful castings or attacks) as the level of the wizard when he acquired the tooth. Necromancers do not need a material component for this spell. Only necromancer specialists can learn the necromancer version.

