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 SpellReduce 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.
CONDITION: HARM
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.










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