You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Harm, a level 6 spell available to Clerics, is a powerful Necromancy spell that targets a creature within 60 feet. Instantaneous in nature, it requires a single action to cast and utilizes only verbal and somatic components.
Opinions on the Harm spell vary, with some deeming it a useful tool in the right hands. Its ability to deal a substantial amount of damage to a single target can be useful in combat scenarios, particularly against powerful foes or when trying to quickly finish off an opponent. However, others argue that the nature of the Necromancy school is inherently unethical and view the use of such spells as harmful and potentially dangerous. Some even believe that casting spells that deal harm to others can have negative karmic consequences for the caster themselves.
Ultimately, the decision to use Harm or other Necromancy spells lies with individual players and DMs. It is important to consider the ethical implications of using such spells and to use them mindfully in the context of the game. As with any powerful spell, it is essential to consider the potential consequences of its use and to weigh those against the potential benefits.
Harm is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Harm Pathfinder edition. Want to use Harm in a VTT (virtual tabletop)? Try out SendingStone for free today!
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