Deathwalk
(Enchantment/Charm)(Charm)

Range:  0
Components:  V, S, M
Duration:  Permanent
Casting Time:  3 rounds
Area of Effect:  Creature touched
Saving Throw:  None

A very potent and deadly spell, deathwalk should be used only when a long-term damaging effect is desired. The creature affected is, quite simply, no longer able to fall into a normal unconscious sleep. If sleep is cast upon the affected creature or the creature is otherwise affected in such a way that unconsciousness would result, the creature falls into a restless unconscious gaining no benefits from it. For every 3 consecutive days the creature is unable to sleep, all abilities temporarily drop by 1 point and 1d4 HP are temporarily lost, however no abilities can drop below 2 and hit points cannot be reduced to 0. The incoherentness and sluggishness eventually gets to the point where the creature is must keep bed, and can barely move. In this way, deathwalk releases its true powers because if the creature cannot eat or perform other necessary bodily functions especially that of proper health care, death ensues. After eight consecutive days without sleep, the creature must make a successful saving throw versus paralysation each day or fall into a restless coma. The material components for this spell are a black shroud, which burns while the spell is in effect, and a small crystal sphere that essentially traps the spirit and essence of the affected creature within it.

