DMG solution for the Harm spell

Alcamtar

Explorer
I just noticed the "Damage Cap for Spell" table in the DMG (p.95), and in reading through it, realized that there are no exceptions listed: "For spells that deal damage, use [table 3-23] to determine approximately how much damage a spell should deal." (maybe some of you have been down this path before, but it's new to me :))

Table 3-23 says that a 6th level divine spell should deal approximately 15 dice of damage to a single creature. For a clerical spell, that means 15d6 (or 8d8, since 2d8 counts as one die for clerical spells). 15d6 is roughly 50 points of damage, or an absolute maximum of 90 hp.

Harm is a damage-dealing spell, not a "death attack" like Slay Living. Therefore, it seems reasonable to cap the damage of Harm at 90-100 hp. This seems to compare reasonably well to spells like Circle of Doom and Fire Storm, considering that Harm is nearly "guaranteed" -- you can keep trying until you score a hit, and there is no save.

With a 100 hp cap it is pretty much unchanged against most NPCs and smaller monsters; against larger monsters (like dragons) it still deals an very effective attack without being an insta-kill.

Since this is in a section devoted to adjudication and variants I wouldn't consider it a hard-and-fast rule (so ignore it if you like Harm as-is), but I feel it provides reasonable justification and a guideline for those who feel Harm is broken as-written.
 

log in or register to remove this ad

Alcamtar said:
I just noticed the "Damage Cap for Spell" table in the DMG (p.95)

You mean the one in the Creating New Spells section of Chapter 3, where they discuss damage caps for newly created spells? ;)

I get your point though. :cool:

Alcamtar said:
Harm is a damage-dealing spell

Not really. The spell doesn't deal damage, rather it drains hit points. Energy Drain, for example, is not damage, whereas negative energy can actually be a type of damage.

Honestly, the only reason Harm exists is because of the pattern set by the cure spells. Each of the cure spells has a polar opposite, and because of this, so does Heal. It doesn't really make much sense to change one and not the other, but perhaps that wouldn't be a bad idea, no? It's a possibility.
 

Re: Re: DMG solution for the Harm spell

kreynolds said:

Honestly, the only reason Harm exists is because of the pattern set by the cure spells. Each of the cure spells has a polar opposite, and because of this, so does Heal. It doesn't really make much sense to change one and not the other, but perhaps that wouldn't be a bad idea, no? It's a possibility.

I like that myself. A 100hp cap on both Harm and Heal. But now we are into house rules.
 

Re: Re: Re: DMG solution for the Harm spell

Brown Jenkin said:
But now we are into house rules.

Yup, but it's the only available option. There is no errata or rules precedense to alter either Harm or Heal, so for those that really want to change them, it's the only way to go. I wonder what Harm will look like in the revised PH.
 



Alcamtar said:

Harm is a damage-dealing spell, not a "death attack" like Slay Living. Therefore, it seems reasonable to cap the damage of Harm at 90-100 hp.

Despite all my trolling on the subject, I think that is a great idea.

...until next July. Then we re-evaluate.
 


Lucius Foxhound said:
Without Harm, though, Clerics pretty much suck a**. Might as well make Clerics an NPC-only class used mostly for healing. *sigh*

Oh, stop whinging, you big girl's blouse. You're sounding like Celtavian's evil twin.


Hong "or good twin, possibly" Ooi
 

Lucius Foxhound said:
Without Harm, though, Clerics pretty much suck a**. Might as well make Clerics an NPC-only class used mostly for healing. *sigh*

What, what, WHAT??!!

:eek: :eek: :eek:

Do I really need to dignify this with a well laid out, backed-by-examples rebuttal? I don't think so. Admit it, Fox, you're full of it. ;) :D
 

Remove ads

Top