Zardnaar
Legend
Ironically enough, 3.0's Harm (while certainly a very badly balanced spell in the context of the game it was in) was arguably less powerful than the reversed form of AD&D's Heal spell, because it had exactly the same effect (target loses all but 1d4 hp) but without offering a saving throw. Of course because hp totals were higher in 3e and because there was the option of metamagic etc to increase the spells' reach, and I think 3e clerics could cast it at lower level than then the line becomes a bit more blurry, but it's always struck me as a bit ironic that one of the big poster children for how broken 3.0 was, was basically exactly the same as it had been for many years in AD&D, during which time (apparently) it wasn't such a big deal.
3.0's 'nutty' harm only copped it because it was one of the few sore points in a system that otherwise was balanced beyond the dreams of what had gone before.
Difference was casting time.
AD&D priest casting time was slow and harm took a whole round to cast. Priest THACO as well.
3E standard action plus touch spell.
Metamagic as well harm plus quickened inflict wounds. Saw that combo used
3.0 buff spells as well. Plus metamagic.