fimp said:
In the Harm spell entry, it says that it takes away all but 1d4 hit points.
Should that be understood so that the max result would be +1 hit point or -9 hit points?
At best, you will leave your target with 1 hit point. You can't kill anything with Harm alone.
fimp said:
My solution to this problem would be to make it a 9th-level spell with some XP-cost. Perhaps 1000 XP.
Personally, I wouldn't change a thing about Harm. What does surprise me, however, is that those of you that think Harm is broken and have banned/house ruled Harm, haven't banned/house ruled the Heal spell. Harm is basically Heal in reverse. They are perfectly equal in regards to power vs. spell level, yet noone has a problem with Heal.
Let me tell you, as a DM, nothing will piss me off more than running a really good battle, in that either side is dangerously close to losing, the good and the bad racing neck in neck towards victory, and then some frickin' cleric casts Heal on the fighter, who then mops up my guys.
Besides, if you wanna pick bones, let's take a look at both of the spells:
1) HARM - removes all but 1d4 hit points of the target. It doesn't do anything else.
2) HEAL - It completely cures all diseases, blindness, deafness, hit point damage, and all temporary ability damage. It neutralizes poisons in the subject’s system. so that no additional damage or effects are suffered. It offsets a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Only a single application of the spell is needed to simultaneously achieve all these effects.
Seeing as how they are both 6th level spells (7th for a druid), Heal is much more powerful than Harm. Harm charges a creature with negative energy. Heal charges a creature with possitive energy, more energy than Harm as Heal completely heals all hit points, whereas Harm is limited to 1d4, and Heal does oh so much more. Obviously, Heal is much more powerful than Harm, but noone has a problem with Heal. Why is that?