Harm
- Casting Time
- 1 Action
- Range
- 60 Feet
- Duration
- instantaneous
- Components
- V
- S
- Class
- Cleric
Spell Description
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|
Damage Dice | 14d6 | ||||||||
Min Damage | 14 | ||||||||
Average Damage | 49 | ||||||||
Max Damage | 84 |
Lvl | Dice | Min | Avg | Max |
---|---|---|---|---|
1st | ||||
2nd | ||||
3rd | ||||
4th | ||||
5th | ||||
6th | 14d6 | 14 | 49 | 84 |
7th | ||||
8th | ||||
9th |
Is Harm Good?
Overall Rating: Green. This means that harm is a good spell.
Overall Notes: 14d6 damage isn't anything to turn your nose up at, but is outpaced by most other spells that inflict AoE damage. The only real use for this spell would be if you're fighting a single, really tough enemy. This spell really shines if the single, really tough enemy has abilities to heal themselves because it can reduce their hit point maximum.