Darkness
Hand and Eye of Piratecat [Moderator]
Harm in its commonly-used form it too powerful (i.e., no save, bam - down to 1d4 hp no matter how many hp you had) IMO...
Case in point: Per the spell creation guidelines in the DMG (p.95-96), a 6th-level divine spell should be able to do more damage than 15d6 (or a corresponding amount of other die types). Thus, no 6th-level divine spell should have the potential to do more than 15*6 = 90 points.
And there's no reason why harm should break this rule. (After all, if new spells shouldn't, "old" spells shouldn't, either.)
So... That's how I interpret it: No save, but it can't do more than 90 points of damage (since no 6th-level divine spell should do more).
(Side note:Mass heal, an 8th-level spell, can - if used against undead - can do up to 20*6 = 120 points to each target, though.)
Case in point: Per the spell creation guidelines in the DMG (p.95-96), a 6th-level divine spell should be able to do more damage than 15d6 (or a corresponding amount of other die types). Thus, no 6th-level divine spell should have the potential to do more than 15*6 = 90 points.
And there's no reason why harm should break this rule. (After all, if new spells shouldn't, "old" spells shouldn't, either.)
So... That's how I interpret it: No save, but it can't do more than 90 points of damage (since no 6th-level divine spell should do more).

(Side note:Mass heal, an 8th-level spell, can - if used against undead - can do up to 20*6 = 120 points to each target, though.)
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