Storminator
First Post
Shadeus said:You could compare Harm to Disintegrate (also a 6th-level spell). At 2d6 per level capped at 40d6, it averages 140 pts of damage. Although there are downsides to it:
- Harm caps at level 15 and disintegrate caps at level 20. You must be level 20 to ave. 140.
- "Holding the charge" melee touch vs. a wasted ranged touch (like you said)
Harm is slightly less versitile in that undead are immune to it. And disintegrate has better utility uses. Good luck getting passed the locked iron door with a harm spell.![]()
Just some thoughts...
You can't Empower or Maximize Harm tho. Compare the 15th level Harm (150 hp, save for half), vs the 15th level Empowered Disintegrate (30d6*1.5-->157 hp, save for almost all) or at 17th level, the Maximized Dis (204 hp, again, save for almost all).
And Death Ward stops Harm cold.
I must say it works for me. And in my evil game I have a particularly nasty Greater Glyph prepared...
PS