By means of this spell, the caster or any other willing person can be put into a cataleptic state that is impossible to distinguish from actual death. Although the person affected can smell, hear, and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body is not felt, no reaction occurs, and damage is only one-half normal. In addition, paralysis, poison, or energy level drain does not affect a person under the influence of this spell, but poison injected or otherwise introduced into the body becomes effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. However, the spell offers no protection from causes of certain death—being crushed under a landslide, etc. Only a willing individual can be affected by a feign death spell. The priest is able to end the spell effect at any time, but it requires a full round for bodily functions to begin again.
Note that, unlike the wizard version of this spell, only people can be affected, and that those of any level can be affected by the priest casting this spell.
Notes: Common for clerics (PHB).
Dragon Magazine 230:
Q. Would you please clarify the use of the feign death spell, particularly with regard to its casting time of ½? Does this mean that the caster uses it just prior to an opponents' attack? Is it so quick that the attacker does not realize that the spell was cast? If the spell is cast prior to an attack does the attack now hit automatically? Won't the attacker become suspicious if the caster "drops dead" after a missed attack?
A. Technically, a spell's casting time is added to the caster's initiative roll to determine exactly when the spell takes effect. Since the initiative system uses only whole numbers, the casting time of ½ is problematical. In this case, I think the intent is to allow the caster to cast the spell pretty much instantaneously. I recommend treating feign death like an innate ability, but with no initiative modifier. An opponent can beat the caster to the punch, but he can't disrupt the spell. The caster can time the spell so that it takes effect right after an opponents attack if he wishes.
The spell has a verbal component, so an alert opponent might notice the casting. An opponent successfully using the spellcraft proficiency while watching the spellcaster would know the caster used a necromantic spell. Other witnesses might be allowed a slim chance, no better than a check vs. one half Intelligence, and then only if they had some reason to suspect a spell. (Feign death has no somatic or material component, so its not easy to catch.)
In any case, combat in the AD&D game always works in the abstract; "misses" might very well actually strike the target (albeit ineffectually), and some "hits" might not make contact at all. (Maybe the target pulled a hamstring while avoiding the blow.) Any attack that causes the target to drop dead is likely to be interpreted as a hit. If a PC made the attack, simply note the attack roll's result and announce that the blow connected and slew the target. Let the player puzzle out what happened. If an NPC made the attack, consider how alert the character might be to tricks. Someone very sure of himself might very well believe he made a killing blow, while someone familiar with the caster's reputation might become suspicious if a famous character goes down too easily. Some monstrous foes might try to drag the "slain" character back to their lairs for snacks.