RPG Design – Feat Friday: Deathless

You can become so tough that it’s difficult to knit your flesh back together.
Prerequisite: Endurance, Diehard, Unstoppable*
Benefit: When you are below 0 hp, you can choose to gain DR 5/- until you have 1 hp or more again. However, if you use this feat, you cannot be healed by any cure spells or effects while you have the benefit.

*a Gamingmage feat.


A kiss/curse mechanic that can turn you into a monster. Great for parties without a healer, or warriors who need to fight on their own.


-Max Porter-Zasada


Sunday Spell: Death’s Breath

Death’s Breath

School Necromancy [death]; Level sor/wiz 5, witch 5
Casting Time 1 standard action
Range close (25 ft +5 ft. / 2 levels)
Components V, S, M (a bit of fog in a vial)
Target 1 creaturet
Duration 1 round/2 levels
Saving throw: none or Fortitude negates; Spell Resistance: yes

You curse a creature with weakness to death, causing an eerie greenish mist to hover around them and granting that creature concealment (20% miss chance). However, each round that the creature remains in the mist it must make a Fortitude save or have its spirit weakened, taking 1d8 damage/4 levels, and gaining a -4 penalty on saves against spells with the death descriptor and negative energy effects for one round.


I love combining spells to powerful effect. It’s a bit less cool when spells are specifically designed to work together (like this spell and finger of death), but I still think that makes me feel smart and powerful as a spellcaster. This is a very nasty spell for a necromancer player or villain!

Don’t forget the alternate use of this spell, which is a buff for undead minions! Enjoy overthrowing your enemies with the power of death.

Also: Yes David, you can add this to the Dread Necromancer spell list.

-Max Porter-Zasada