Bleeding Wounds
(Necromancy)

Range:  30 yards
Components:  V, S, M
Duration:  1 round per level
Casting Time:  2
Area of Effect:  One creature
Saving Throw:  Negates

This spell causes any existing wounds (as in painful wounds) to start to bleed badly. Wizards do not need to strike their intended foe. If the victim fails a saving throw versus death magic, he will suffer 1 point of damage per round, not including any damage he may take in combat. The DM may choose to have the blood get in his eyes, make it difficult to keep a hold on a weapon, or possibly make the ground slippery, if he so chooses. The material component for this spell is a 10 or more gold pieces worth diamond.

