Harm
If the caster makes a successful melee touch attack, Harm uses negative energy to reduce the target creature to half of his current Hit Points. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.
| School | Necromancy (opposed by Divination) |
| Spell level | Cleric 6, Druid 7 |
| Range | Touch - 2.25 metres |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Negative |
| Area of Effect / Target | Single |
| Duration | Instant |
| Additional Counter Spells | Heal |
| Save | None |
| Spell Resistance | Yes |
| Metamagic allowed | Quicken, Silent, Still |
How it works
- On a successful melee touch attack the target loses half its current hit points. There is no saving throw, and no dice: it is exactly half of what the target has left.
- An undead target is healed to full instead, with no touch attack and no spell resistance.
- A critical hit on the touch attack does not double it, the way it does for other touch spells.
Where it comes from
Cleric domain: Evil (level 5).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes