Life Draining Effects of Greater UndeadFrom the DragonQuest rules:
[74.2] Greater Undead
"Greater undead include all those undead who have the ability to drain life force from the living of this plane."The life-draining effects of the Greater Undead make them some of the more deadly foes in DQ. A GM that throws a handful of these at even a mid-level group may get to see a full party wipe. The reason for this is that not only do you take damage from the touch of a greater undead - damage that isn't reduced by armor - but you also take the damage when you hit the undead with a weapon. Essentially the undead foe gets two chances to hurt you each melee pulse: once when you attack and once when it attacks. Not long after DQ was released I was able to talk with one of the designers, Chris Klug, at an Origins convention and he confirmed that this was the intent.
On the Yahoo! group a member asked about the chilling touch effects of the greater undead and whether or not a magic weapon or one with Weapon of Flames cast upon might protect the wielder from the effect when striking the undead.
My first thought on this was that while it is very common to describe these life-draining attacks as being cold or chilling in various movies, books and RPGs in DragonQuest itself the attacks aren't characterized that way except for the attacks of Spectres. My take is that the cold of it isn't from physical cold; it's from having your very life force drained out. The cold feeling is a symptom of this but it is not actual cold damage. So no protection from using a magic or wooden hafted weapon or non-metallic armors. Having Weapon of Flames cast on your weapon would provide no benefit either (but see below). Also no protection from spells like Resistance to Cold. Greater Undead are deadly. Trying to kill them with melee weapons is a good way to lose a character. Use missile weapons and magic or run away.
It should be noted also that fire in DragonQuest doesn't do any extra or special damage to undead whether lesser or greater. Generally only silvered weapons or magic and sometimes only one or the other of those.
In my campaigns there have been artifacts and weapons that did grant protection from the drain effects of undead. I suspect that had SPI & DQ lasted longer that some form of protection from undead would have been seen in priest rules or one of the colleges.
No one has ever tried it in one of my campaigns but if someone were to use S-9 Shadowed Weapon from Necromantic Conjurations at Rank 6+ (so that the weapon was purely magic) I would probably rule that this would protect the wielder from taking damage when striking a Greater Undead. I would explain this as a natural effect of using a spell that is tied, in some way, to the negative energies of the undead and being a purely magical construct would not conduct the life-draining forces of the undead.
I would probably extend this to S-7 Weapon of Flames if cast at R6+ to create a purely magical sword. Might only grant partial protection reducing damage to half. Not because it was a flaming weapon but because it would be a purely magic construct.
An argument could made I suppose to allow a resistance check much like that for magic using 20% + WP to only take half-damage. In a campaign centered around undead this could be badly needed.