Harm

Level 6 Necromancy spell available to Clerics. 14d6 Necrotic that also cuts the target’s maximum Hit Points by the same amount until Long Rest. It cannot kill, the target always keeps at least 1, but it can turn a boss into a one-hit finish for whoever swings next.

Spell description: Reduce a target’s maximum Hit Points, but never below 1.

Spell properties

  • Damage: 14d6 Necrotic
  • Damage type: Necrotic
  • Range: 18m (60ft)
  • Duration: Until Long Rest
  • Save: CON save (half damage on success, no maximum Hit Point reduction)
  • Conditions applied: Harm (Disease). The target’s maximum Hit Points are reduced by the damage dealt until Long Rest. Cannot reduce a target below 1 Hit Point.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Harm at higher levels provides no additional benefits.

How to obtain Harm

  • Cleric at Class level 11

HARM

Level 6 Necromancy Spell

Reduce a target’s maximum Hit Points, but never below 1.

On save: The target takes half damage and its maximum Hit Points are not reduced.

Range: 18m (60ft) Save: CON save Duration: Until Long Rest

CONDITION: HARM

Duration: Until Long Rest

Condition: Harm

  • Maximum Hit Points are reduced by the damage inflicted by Harm.
  • This condition counts as a Disease.
  • Creatures immune to Disease take no damage on a failed save.

When to cast Harm

Cast it on the boss. An average of 49 off its maximum Hit Points is a chunk that healing cannot restore, and whatever you do not kill with the spell you leave with a much smaller pool for the rest of the fight. Then let the Fighter clean up, because Harm itself will not.

Constitution save for half, and on a pass the maximum Hit Points are untouched, so it is a spell for enemies with poor Constitution: casters, most humanoids, anything frail. Against a giant or a construct expect half damage and no debuff.

Undead and constructs resist or ignore Necrotic, which rules out a lot of what a Level 11 Cleric is fighting, and anything immune to disease takes nothing on a failed save. Check the target before you spend the slot.

There is a known bug where the failed-save version reduces the maximum but does not actually deal damage, so a target that was already missing Hit Points loses less than it should. Cast it early in the fight, on a fresh target, for full value.

Harm – Baldur’s Gate 3 Spell

Spell properties

Level
Level 6
School
Necromancy
Casting resource
Action + Spell Slot
Damage type
Necrotic
Range
18m (60 ft)
Duration
Until Long Rest
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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