I don't have the search option... can someone direct me to Harm house rules?

Telor

First Post
As the title... my campaign is in the City of the Spider Queen and up until this point I've been able to ignore the problem with Harm.
Before our next session I'd like to make a ruling and make it one that would hold up in fairness.

Thanks,
Telor
 

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I can't direct you but I can post some of the most common ones

1) Make it a Will or Fort save
2) Limit it to 100hp
3) Limit it to 90hp (maximium amount of damage for a 6th level damaging spell is 15d, so this uses d6's)

Personally, I haven't had a game where I needed to house rule it. When the cleric got to this level, I told him I wouldn't use the spell if he didn't. So, it never was used in game.
 

I told him I wouldn't use the spell if he didn't.

Outstanding!! MAD in D&D....:D

Who says deterrence doesnt work...

Seriously though, Crothian covered off the main options - the option allowing a Fort save seemed to be popular, and seems reasonable.
 

The Fort save wasn't as popular because Undead are immune to them (and therefore Heal doesn't hurt them).

Will save for half, like the Inflict line, seemed to be the most popular. Instead of half, many people had it save for 1d6/level (max 15d6) or something like that.

There were also discussions about letting Negative Energy Protection stop Harm (it currently doesn't), tagging it an (Evil) spell, or just flat out limiting its damage to 100 points (no save, but can't reduce you below 1d4 HP)
 

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