I've never liked that harm did flat damage instead of determining damage through dice rolling. What do people think this variant? Are there any pitfalls to switching to damage dice instead of fixed values that I'm overlooking?
Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
You charge the subject with negative energy, dealing 3d6 points of damage per caster level (maximum 45d6). If the target saves, it takes half damage and you cannot reduce the target's hit points to less than 1.
If used on an undead creature, harm acts like heal.