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    Harm Spell (Variant): Daerma Adventures

    Rules Discussion
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    • halfgiantH
      halfgiant PC
      last edited by daermadm

      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: Yes

      Harm 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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      • daermadmD
        daermadm DM
        last edited by daermadm

        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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        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          The 3.5 Harm (link) is a will save, just kept it the same.

          daermadmD 1 Reply Last reply Reply Quote 0
          • daermadmD
            daermadm DM @halfgiant
            last edited by

            @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.

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