One of my characters has been working on death magic for about a month now, so I thought it was time for some feedback. The pros: - it's a very fun school of magic. - It gives good defense and is a good complement to my (leather) armour. - Death shield has a good duration The cons (I'm afraid this list is getting a bit longer...): - It's extremely hard to train death magic. - All skills have a very long casting time when used statically and very high fizzle chance when in leather armour. For instance, my death shield is in the 90's now and I still only have 58% chance of success. Using cloth armour is not an option, because the life steal skills have a short(ish) range, well within melee range. - I would like to specialize in death magic, but I still haven't been able to reach the requirement (80 in undead mastery). It seems to me this is a weird requirement anyway, since it assumes you use summoned pets and thus gives no freedom in how you use death magic. A requirement of 80 in death mastery would be more fitting, I think. - I don't use summons. Summon skeleton has the same problem as the other skills: it takes too long to cast them and the fizzle chance is too high. Also they don't last very long. I haven't been able to get the summon lich skill yet. I have the requirements, but haven't asked around for volunteers to help me yet (can't do it alone). - The life drain skills are fun, but suffer from a identity crisis: they're neither attack nor heal skills. The main problem as an attack skill is, that they can't hit for more damage than the amount your health bar is down. So at full health, they don't do any damage at all. But because of the long casting time and high fizzle chance, I have to put them in my dynamic attacks slot. That means I can't choose when to cast them but in stead I use up a lot of focus on ineffective life drains. Putting in fewer life drains in my dynamic slot isn't really an option: they aren't that good. Against a ferocious timber wolf, they only do an average 30 damage/30 heal (60 critical) at GM-level, so after a critical attack from the wolf it takes a few life drains to get my health back up again. - Corpse explosion is not very useful, because it robs you of the opportunity to loot/skin the corpse. I'm still persevering, because, like I said, death magic is rather fun, But I would like to give a few suggestions to sweeten it a bit: - chance the requirement for death specialization to 80 in death mastery - either remove the fizzle penalty for leather armour, or reduce the casting time for the skills a lot. - make it so that the life drain skills can do damage when at (near) full health. That would mean changing the points healed = damage done property of the life drain skills. - Change Corpse explosion to something else, perhaps Animate Corpse? This should be a short duration effect, and the corpse should be lootable/skinnable after is used up. Thanks, Ysold.