Harm Spell (Variant): Daerma Adventures
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Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will; see text
Spell Resistance: YesHarm charges a subject with negative energy that deals up to 500HP damage. If the target has less than equal to 250 HP, no save, they die. If that target has from 251 to 500 HP, they must make a willpower save. On a successful save they will be left with 1d4 HP, if they save is failed they take the full 500. A creature with more than 500 HP also gets a save, but a success merely reduces the 500 by 1d4 (ie maxed harm less 1d4).
If used on an undead creature, harm acts like heal.
Daerma Adventures House Rule
Reference: Link
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Thanks for making a specific post.
I was up in the air if it should be a Fortitude or Willpower save, thoughts?
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The 3.5 Harm (link) is a will save, just kept it the same.
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@halfgiant said in Harm Spell (Variant): Daerma Adventures:
The 3.5 Harm (link) is a will save, just kept it the same.
That works. Fixed the first post.