diff --git a/spells/death1.tex b/spells/death1.tex
index d9b4abf6f9f70469e407ff22d4b39ba969907fc9..f7226f0ed2b09a8832fa5a0df03308618a62c866 100644
--- a/spells/death1.tex
+++ b/spells/death1.tex
@@ -1,12 +1,12 @@
-\spell{Choke}% Name
+\spell{Boke}% Name
   {\mFate, \mAir}% Spheres
   {Wax}% Action
   {}% Enhancements
   {Medicine}% Skill
   {target gains 1 \glsentrytext{fatigue}}% Description
   {
-    The target feels sickly and possibly retches, but the effects are limited.
-    They lose only 1 \gls{fatigue}.
+    The caster makes uncomfortable statements about the target's organs, who thne feels sickly and possibly retches.
+    The effects are limited, and they lose only 1 \gls{fatigue}.
   }
 
 \spell{Sloth}% Name
@@ -30,6 +30,7 @@
   {
     The spell places a target in a state of semi-undeath.
     They gain \gls{dr} 1 (or +1 \gls{dr} if they already have armour), as a result of not bleeding, and feeling detatched from their own body.
+    \exRef{core}{Core Rules}{stackingarmour}
 
     The spell wears off after \pgls{interval}.
   }
diff --git a/spells/death2.tex b/spells/death2.tex
new file mode 100644
index 0000000000000000000000000000000000000000..85380dc469afc73034670ae592009ebe96396d0f
--- /dev/null
+++ b/spells/death2.tex
@@ -0,0 +1,61 @@
+\spell{Choke}% Name
+  {\mFate, \mAir}% Spheres
+  {Wax}% Action
+  {\detailed}% Enhancements
+  {Medicine}% Skill
+  {target loses \arabic{spelllevel} \glspl{hp}}% Description
+  {
+    The caster insists the target has taken a wound and they begin to feel it as internal bleeding accompanies a headache.
+    The target takes \dmg{spelllevel} Damage.
+  }
+
+\spell{Infectious Migraine}% Name
+  {\mFate, \mAir}% Spheres
+  {Wax}% Action
+  {\duplicated}% Enhancements
+  {Medicine}% Skill
+  {\spellArea\ targets lose \arabic{spelllevel} \glspl{fatigue}}% Description
+  {
+    All around begin feeling sick, and the farthest \spellArea\ targets within \spellRange\ each take \arabic{spelllevel} \glspl{fatigue}.
+  }
+
+\spell{Corpse Stench}% Name
+  {\mFate, \mAir}% Spheres
+  {Witness}% Action
+  {\distant}% Enhancements
+  {Medicine}% Skill
+  {Detect any close corpses}% Description
+  {
+    Sniffing at the wind, the caster identifies any corpses within \spellRange.
+    Casters typically use this trick to double-check if an immobile and wounded person might still have a chance of life.
+  }
+
+\spell{Preservation}% Name
+  {\mFate, \mAir}% Spheres
+  {Wane}% Action
+  {\detailed}% Enhancements
+  {Medicine}% Skill
+  {Stop \glspl{fatigue}, poisons, venom or rot}% Description
+  {
+    The caster removes one type of death from the target -- \glspl{fatigue}, poison, venom, rot, or anything else they can think of.
+
+    Corpses in this state no longer decay\ldots or at least delay any decay for \arabic{spelllevel} \glspl{interval}. 
+    Time spent completely motionless does not count against this time, so any corpse can remain indefinitely fresh, and any poison can remain indefinitely at bay, as long as the subject does not move an inch.
+  }
+
+\spell{Soul Specks}% Name
+  {\mFate, \mAir}% Spheres
+  {Warp}% Action
+  {\detailed}% Enhancements
+  {Vigilance}% Skill
+  {Gain \gls{dr} 2, ignore up to \arabic{spelllevel}~\gls{fatigue} penalties, and see as the dead see}% Description
+  {
+    The caster stares into a middle distance continuously, until they find a special state of de-focussing their eyes which lets them (or a target) see as the dead see.
+    They no longer see normal light, but instead see only the light of souls.
+
+    All sentient creatures -- elves, gnomes, woodspies -- light up the world like a small sun.
+    However, the vision becomes indistinct beyond \spellRange -- the target understands nothing more than `something might live over there', and any life around them quickly distorts that limited vision.
+
+    For as long as the spell remains active, the target cannot regenerate \glspl{fatigue}, \glspl{mp}, or \glspl{hp}.
+  }
+
diff --git a/spells/death3.tex b/spells/death3.tex
new file mode 100644
index 0000000000000000000000000000000000000000..e170fb8426e7d4d30d8db820f93b5bf442ba4d1e
--- /dev/null
+++ b/spells/death3.tex
@@ -0,0 +1,25 @@
+\spell{Stench Sort}% Name
+  {\mFate, \mAir}% Spheres
+  {Witness}% Action
+  {\distant, \detailed}% Enhancements
+  {Medicine}% Skill
+  {Detect the corpse of a named species within \spellRange}% Description
+  {
+    Sniffing at the wind, the caster identifies any corpses from a particular species within \spellRange.
+    Possible types include `elves', `woodspies', or `bats'.
+  }
+
+\spell{Death Sight}% Name
+  {\mFate, \mAir}% Spheres
+  {Warp}% Action
+  {\distant, \detailed}% Enhancements
+  {Vigilance}% Skill
+  {Gain \gls{dr} 2, ignore up to \arabic{spelllevel}~\gls{fatigue} penalties, and see as the dead see}% Description
+  {
+    The target no longer sees normal light, but instead only the light of souls.
+
+    Vision remains detailed up to \spellRange.
+
+    For as long as the spell remains active, the target cannot regenerate \glspl{fatigue}, \glspl{mp}, or \glspl{hp}.
+  }
+