I just thought I'd fool around with Death Magic a little bit and see if anybody agrees. Changes are in bold.
Animate Bone Minions:
Spell. Exploit nearest corpse to animate two level 0...10 bone minions. Bone Minions move 33% faster. (Oh, and give them their own model for the love of GOD.)
Animate Vampiric Horror
Spell. Exploit nearest corpse to animate a level 3...16...20 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you and any Vampiric Horrors in your control gain the same amount of Health. You can only have three Vampiric Horrors at a time. (Maybe the split heath gainning is a little much; but this sure would make Verata's Sacrifice worth useing.)
Well of Suffering
Well Spell. Exploit nearest corpse to create a Well of Suffering at its location. For 10...26 seconds, foes in that area suffer -1...5 Health degeneration, and animated creatures in that area gain +1...5 Health regeneration.
Vile Touch
Skill. Touch target foe to deal 20...56 damage. All nearby animated creatures are healed 20...56 points. (Otherwise, make this skill useful occationally. I mean, it's awsome on mobs, but it's kind of a useless player skill.)
Taste of Pain
Spell. If target foe is below 25% Health, you gain 10...60 Health. If target foe is below 50% Health, you gain 10...60 Health. If target foe is below 75% Health, you gain 10...60 Health. (And maybe, just maybe, it can be used as a self heal.)
Verata's Gaze
Spell. If target hostile summoned creature has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.) (Yeah, I know. That's freaking evil.)
Infuse Condition
Enchantment Spell. For the next 15...51 seconds, whenever you receive a Condition, that Condition is transferred to your closest minion instead and that minion gains 30...90 Health. (I doubt it'd be used even then.)
That's all for now.
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