Any good ways to counter harm?


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There have been some bad rules references posted in this thread...

For example...

Spell Turning, Ring of Counterspells, and Sword of Spell Immunity: These don't work against harm. The text of spell turning specifically says touch spells are not affected, and the sword of spell immunity only works against "targeted" spells, same reason as spell turning does not affect harm.

Negative energy protection: does not stop harm either.

Spell Immunity: Works only for spells of 4th level or lower.


Spell resistance and not standing next to said cleric are two of your best options... I've house ruled harm to allow a will save for "half current hp damage" to keep it inline with the inflict series of spells.

Later.
 

A ring of counter spells WILL counterspell harm as long as there is a heal or harm spell cast into it.

It WILL counter any spell of 6th level or less....
 

He does have burn damage for people attacking him with melee weapons. Would that burn damage force the Cleric to make a concentration check to keep his spell or would the spell have already gone off. Burn damage is like 2d8, lets figure he rolls a 14 since I'd smudge a bit to not let him get off Harm in the first round (maybe in the 2nd or 3rd round). I don't have access to the SRD from work, so what would the con check be on taking 14pts of damage while trying to hold onto a touch spell?
 

Cloudgatherer said:
There have been some bad rules references posted in this thread...

For example...

Spell Turning, Ring of Counterspells, and Sword of Spell Immunity: These don't work against harm. The text of spell turning specifically says touch spells are not affected, and the sword of spell immunity only works against "targeted" spells, same reason as spell turning does not affect harm.

Oh, that sword only works against targeted spells? Doh! Then it doesn't work, too bad!

Well, just cast Harm yourself and have a better Initiative! ;)

Antimagic Field would be another option, maybe?

Let the wizard cast it on his familiar and stash that into the fighter's backpack! :)

Bye
Thanee
 

Use more than one boss. Small groups are vulnerable to larger ones. Any single foe can be taken out by spells like Harm, or a single failed save. Having redudant villains helps, and gives a broader mix of threats than a single more powerful creature. Similarly, illusions and decoys can even the odds by absorbing spells and causing people to waste actions against them.

Kill the Cleric. My DM never quite got the hang of this one. A cleric is not only formidable in his/her own right, but also because he can throw enough healing spells in combat to greatly reduce the effective damage you deal. Finally, a cleric who escapes with the bodies of his friends is going to come after you again once they're raised. Spellcasters are usually going to be the first targets anyway, and a good cleric should probably be the first target - the same goes for characters.

If Imix had a Spell storing Ioun stone with Antimagic Field in it, he could kick some but - if he's not too big.
 

You can give him a Brilliant energy weapon. Makes his attacks bypass armor giveing AoO a better chance of conecting. Make the weapon evil (only evil characters can use it) and your set. The PC cant use the weapon and will have a hard time selling it as its evil. Or make it so they ahve to quest to destroy it after defeating the Boss guy.
 

Actually, the Sage has ruled that Negative Energy Protection does protect against Inflict X Wounds spells and Harm.

Positive Energy Protection, from Manual of the Planes, specifically says that it helps protect against Heal and Cure spells, and the Sage stated that Negative Energy Protection should work the same way with regards to Harm and Inflict X Wounds.

Of course, it is a Sage ruling, after all. It's not like he's never been wrong before... :rolleyes:
 
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