These are my versions of the spells, but i assume official ones would be better.
Kelemvorite Spells
2nd Level
Chilling Scythe
Necromancy
Level: Clr 2 (Kelemvor only)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One scythe
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell creates an oversized but weightless scythe that can be wielded by any living creature either as a tool or as a weapon. The scythe appears in the hands of the spellcaster, but may be given to another to be wielded. The scythe is a two-handed, 7-foot-long device that is as a +2 enchanted weapon, dealing 2d4+2 points of piercing and slashing (Type P/S) physical damage (1d8+2 vs. L-sized or larger creatures) plus chilling for a further 1d4 points of damage (no saving throw). This chilling damage is caused by draining of life force, not by cold; however, the damage is not permanent as most types of life-force drain are, and it can be healed as normal. Its dweomer enables its wielder to use it with no nonproficiency penalties.
If a chilling scythe even touches an undead creature it deals the undead being 4d6 points of damage and hurls it helplessly 20 feet away from the scythe. The undead creature cannot advance again until the next round even if this repulsion is brought up short by the creature impacting a barrier before the full distance is traversed.
The material component for this spell is a fragment of bone.
4th Level
Dead March
Necromancy
Level: Clr 4 (Kelemvor only)
Components: V, S, M
Casting Time: 1 standard action
Range: 15 feet/level
Targets: 10 corpses or body parts
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell animates multiple corpses or body parts without making them undead. Up to 10 once-living objects per level of the caster can be raised up from 1 to 14 feet above the ground and sent in a single direction so that they drift along in a straight line on the indicated route at fly 15 ft. (average). The caster can redirect them at any time by concentrating, so as to allow them to follow a winding road or simply to change direction. The spell is not ended, nor contact lost, if the caster engages in other spellcasting. The spell works underwater, so that the animated army of the dead can march down into a river, across its bed, and up the far bank. The magic is not broken by long falls; an animated band that marches over a cliff continues on its way at the bottom.
The animated corpses can be dressed in uniforms to deceive observers or be used as light transport by strapping pouches or weapons to them, but the spell cannot keep single items that weigh even a trifle over 200 lbs. aloft, so pack trains of the animated dead are impractical. The spell can be ended before it expires if the caster so wills. At the spell's end the dead fall abruptly to the ground or sink gently down, as the caster desires. The animated dead have no sentience or hostile intent and cannot be affected by magic intended to affect or control undead, neither can they be turned.
The material components for this pell are a miniature or full-size drum stick or a chicken leg bone and a thread.
5th Level
Deny Death
Necromancy
Level: Clr 5 (Kelemvor only)
Components: V, S
Casting Time: 1 standard action
Range: 90 feet
Targets: 1 creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell places willing or senseless beings who have suffered injury within the previous turn into a sort of suspended animation. It does not work on hostile beings who are still conscious or who are under the effects of a magical or psionic charm or sleep effect. This suspended sleep prevents further loss of blood, vital fluids, and hit points and prevents foreign substances and poisons that are propelled through the body by the natural actions of breathing, blood pumping, or digestion from dispersing any further in the body. It can therefore serve to keep poisoned or sorely wounded beings alive for the spell duration.
Deny death also protects its recipient against additional damage from nonmagical attacks or handling. This allows, for example, the caster to drag a sorely injured companion over rough ground without causing further harm. The caster can end the effect instantly at will regardless of how much distance separates him or her from the affected being. Recipients of deny death cannot rouse themselves, nor are they awakened by attacks upon them.