Pyrex said:
In essence I like the idea; but the problem is that it just makes spells/effects that grant Fast Healing (*glares at the Dragon Shaman*) that much more powerful.
I'd probably also add a note that said effect renders them Unconscious for SpellLevel minutes or until they recieve a healing spell (Cure spells, Heal, Regenerate, whatever) of SpellLevel or higher.
If you fail a save-or-die it should at least knock you out of combat...
About fast healing: Just houserule that Fast Healing doesn't kick in, until the character is healed by magic or rest (since we're already in houseruling territory, it won't hurt).
The unconsciousness part: If you're in the negative hit points, you're already dying... or not *glares at some feats*, but yeah, it should also knock them unconscious, but no need for spells, just the regular Heal check. Why? Because even if they're conscious again, they'll first need to heal themselves... and then use exactly the same spell and it keeps the houserule neat and simple.
Perhaps you could add the rule that the Heal check to stabilize is DC 20 instead of DC 15, due to the ravages of the death magic, or DC 15 (the normal DC) + spell level.
mmadsen said:
Escalating saves sidestep those issues.
You mean like
Phantasmal Killer? Sounds nice, but I don't have any particular ideas 'bout it... perhaps Something like this (for finger of death):
1st save: Success: 3d6 damage; Fail: Next save
2nd save: Success: 3d6 Con damage; Fail: Next save
3rd save: Success: Death; Fail: Complete obliteration
Or something entirely different... BTW, why the obsession with 3d6 base damage for these kill spells (Phantasmal Killer, Slay Living, Finger of Death)?