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Harm

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Harm
  • Level: 6
  • School: Necromancy
  • Class: Cleric
  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.

Tactical Usage

Harm delivers devastating single-target damage with the added threat of hit point maximum reduction, making it exceptional against high-hit-point enemies. The 14d6 necrotic damage averages 49 damage, while the hit point maximum reduction creates lasting consequences even on successful saves.

Use Harm against powerful single enemies, particularly those with regeneration or high hit point totals. The maximum hit point reduction cannot be healed through normal means, requiring greater restoration or similar magic. This makes Harm excellent for weakening powerful foes before extended encounters.

Resource management requires careful target selection due to the 6th-level spell slot cost. Reserve Harm for critical moments against major threats. The 60-foot range allows safe casting distance while the Constitution save targets a commonly strong ability score.

Spell Combinations

Harm synergizes powerfully with effects that impose disadvantage on Constitution saves. Bestow Curse, Contagion, or environmental effects that weaken constitution make Harm more reliable. Heightened Spell metamagic can also improve landing chances.

Layer Harm with other necrotic effects for devastating damage combinations. Vampiric Touch, Blight, or Circle of Death can soften targets before Harm application. Inflict Wounds provides similar single-target necrotic damage at lower levels.

For enhanced battlefield control, combine with movement restriction effects. Hold Person, Slow, or Web prevent targets from escaping Harm's range. Counterspell protects against enemy healing attempts that might negate the spell's lasting effects.

Material Component Details

Harm requires only verbal and somatic components, making it exceptionally reliable for high-level offensive spellcasting. The lack of material components means the spell cannot be disrupted through component destruction or environmental interference, providing consistent accessibility in combat.

The purely divine component requirements align with the spell's nature as channeled negative energy or divine wrath. No rare materials or expensive focuses are needed, making Harm economical for repeated use when spell slots are available.

However, the somatic component requires free hands for effective casting. Consider this limitation when planning spell usage in situations where weapon readiness or environmental constraints might interfere with gestures.

Creator Notes

Harm provides clerics with serious single-target damage options that rival arcane offensive spells. The hit point maximum reduction adds strategic depth beyond simple damage, creating lasting consequences that influence extended encounters.

When designing encounters featuring Harm, remember that the hit point maximum reduction persists until removed through specific magic. This creates opportunities for enemies to be progressively weakened across multiple encounters if they cannot access restoration magic.

The spell's save-or-suck nature with significant partial effects makes it reliable while still providing meaningful resistance options. Design encounters that account for both full and partial Harm effects on important enemies.

Environmental Interactions

Harm functions independently of environmental conditions, though certain locations might enhance its effectiveness. Areas of negative energy, desecrated ground, or locations associated with death and decay might amplify the spell's power.

Conversely, areas of positive energy, consecrated ground, or locations blessed by life-giving deities might reduce Harm's effectiveness or require higher-level casting to achieve full power. Some sacred locations might completely prevent such negative magic.

The spell's divine nature means it might interact with religious or spiritual environments in campaign-specific ways. Areas where the casting cleric's deity holds particular power might enhance effects, while opposing divine influences could hinder them.

Common Rulings & Clarifications

Hit Point Maximum Reduction: The reduction equals the necrotic damage taken, not the damage rolled. On successful saves, targets take half damage but also reduce their maximum hit points by that reduced amount.

Minimum Hit Points: The spell cannot reduce a target's hit point maximum below 1, preventing instant death through maximum reduction. However, targets at 1 maximum hit point become extremely vulnerable to any additional damage.

Healing Limitations: Normal healing cannot restore reduced hit point maximums. Only spells like Greater Restoration, Heal, or Wish can remove this effect, making it a serious long-term consequence.

Death Conditions: If the hit point maximum reduction would reduce a creature to 0 maximum hit points, it instead remains at 1. However, the creature dies if it takes any damage while at 0 current hit points.

Alternative Applications

Harm finds utility in interrogation and intimidation scenarios where the threat of permanent injury provides leverage. The visible effects of hit point maximum reduction - weakening, pallor, or obvious physical decline - create dramatic negotiation tools.

For campaign-level threats, Harm can create lasting consequences for important NPCs or enemies. Villains affected by Harm must seek powerful restoration magic, creating subplot opportunities as they pursue healing or revenge.

Medical applications might involve using Harm's effects to study necrotic magic or train healers in restoration techniques. The controlled application allows educational opportunities for characters studying divine magic.

Necrotic Damage: Inflict Wounds provides similar single-target necrotic damage at lower levels. Blight offers area necrotic damage. Vampiric Touch provides sustained necrotic damage with healing benefits.

Debuffing Effects: Bestow Curse provides various ongoing penalties. Contagion creates disease effects with different mechanical impacts. Blindness/Deafness offers permanent conditions at lower levels.

Healing Counters: Heal provides massive healing and condition removal. Greater Restoration removes hit point maximum reductions. Mass Cure Wounds offers group healing for Harm's aftermath.

Scaling Analysis

As a 6th-level spell, Harm provides substantial single-target damage that remains relevant throughout high-level play. The average 49 damage with lasting consequences justifies the spell slot investment against appropriate targets.

The spell's effectiveness scales with enemy hit point totals and access to restoration magic. Against enemies without restoration options, Harm creates permanent tactical advantages. Against well-prepared foes, it still provides significant immediate damage.

Cost-effectiveness improves against high-value targets with substantial hit point totals. The lasting effects make Harm particularly valuable in extended campaigns where enemies might return for multiple encounters.

Narrative Flavor

Harm manifestation should emphasize the sudden onset of severe necromantic damage and visible weakening. Describe the target's obvious physical decline - rapid aging, withering, or spiritual drain that leaves lasting marks.

The spell should feel like a serious curse or divine punishment rather than simple damage. The hit point maximum reduction represents fundamental life force drain that affects the target's very essence, not just physical injuries.

Different divine traditions might produce varying Harm effects. Death domain clerics could cause visible decay, while war domain clerics might inflict spiritual wounds that reflect divine wrath. The effect should match the caster's divine patron and religious philosophy.