harm the ultimate spell?

Aurio

First Post
Sorry if this sounds like a stupid question, but i'm incredibly new to d&d, and i'm really confused with this harm spell a friend of mine just learned! no saving throw and opponent's hp to 1d4? either this is the most unbalancing spell ever or i've really misunderstood spell resistance ;) Help anybody?
 

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Welcome!

You are correct... that is the 3.0 version of harm. However it has been revised, via 3.5 rule set to...


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


Harm​
charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.

If used on an undead creature,​
harm acts like heal.
Mike

 


Welcome to the boards!

You are right, the old harm was ludicrously overpowered. Harm the enemy, have the wizard ready a magic missile, and most enemies would just drop. The spell still had to overcome spell resistance (the best defense against the spell really), but beyond that, you could seriously ruin that epic 40th level barbarian's day with that spell....
 

Yes, that quoted box above may be one of the only legitimate changes instituted in 3.5. Is it worth $120 for a new set of books? Maybe not.
 

dcollins said:
Yes, that quoted box above may be one of the only legitimate changes instituted in 3.5. Is it worth $120 for a new set of books? Maybe not.

I don't know. 3.5 did a great job of rewriting the rules to make it more legible and easier to find.

They more clearly defined DR and bonus types.

They redid classes to make them more even keeled. Specifically the ranger. They also added more skill points to the bard.

They combined skills to make them more efficient.

They dropped all of the class-specific skills and made them class abilities.

They simplified the rules for making magic items. {Still could use some work, but it is better}.

They more clearly defined prestige classes (and basic prerequisites - a character must be at least 5th level to qualify)


And so on. . . .
 

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