PropertyValue
rdf:type
rdfs:label
  • Harm
  • Harm
rdfs:comment
  • The Harm spell is the reverse of Heal and causes massive damage instead of healing. To maximize the chances of success, the caster should have a good THAC0. It is therefore best used by a multi- or dual-classed caster. Multi-classed Fighter / Druids, Fighter / Clerics and Cleric / Rangers can achieve a 100% success rate by using the Critical Strike High-level class ability in combination with this spell.
  • Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous 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.
  • Harm is
  • Harm was a Tsuno spell which, drawing the power from Toshigoku, allowed the Tsuno Soultwister to disrupt the inner energies of the victim, causing damage to him.
  • 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous 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.
  • Harm is a senior officer of the crew Vendetta on the Viridian Ocean.
  • File:Harm zan .gif Write the text of your article here!
  • Harm was an male Imperial technician who monitored shielding on the planet Borleias during the First Battle of Borleias in 6 ABY, in which the New Republic sought to capture Borleias as a base for an eventual assault on the planet Coruscant. During the course of the battle, Harm reported that the bases shields were still at one hundred percent, despite being bombarded by the New Republic Imperial I-class Star Destroyer Emancipator. At this point, General Evir Derricote, commander of the Imperial base on Borleias, ordered him to begin stepping the power back in random amounts. As Derricote had anticipated, the Emancipator scaled back the bombardment of the base as soon as the shields dropped, allowing Derricote's forces to launch a successful counterattack.
  • Your touch inflicts 10 points of negative energy damage per caster level (maximum 150). If the target passes its Will save, it takes only half damage and cannot be reduced below 1 hp by this spell. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.
  • Spell level: cleric 6 druid 7 Innate level: 6 School: necromancy Descriptor: negative Components: verbal, somatic Range: touch Area of effect: single Duration: instant Save: none Spell resistance: yes Additional counterspells: heal Description: If the caster makes a successful melee touch attack, harm uses negative energy to reduce the target creature to 1d4 hit points. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.
  • This is a very basic attack spell. Essentially instead of healing wounds, like the Heal spell does, this spell does the exact opposite and inflicts injury and pain. However, the effect isn't that great and the pain can cause numerous foes to become even more angry and wilder, fighting with renewed strength. Therefore this spell isn't that useful. Disable is the stronger version of this spell, and more useful.
  • Level: , Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half; see text Spell Resistance: Yes
  • [[Category:]] Harm was a necromancy spell that delivered a charge of negative energy, bringing a creature to near unconsciousness and death. Some versions also inflicted a disease on the victim. The reverse of this spell, heal, cured most ailments and greatly restored lost health.
  • Harm might refer to: * Harm (L&O), the Law & Order season 9 episode. * Harm (SVU), the Law & Order: Special Victims Unit season 9 episode.
  • Harm as an element in battle typically ignores the resistances of the eight standard elements and strikes with an element that has few methods hindering its damage aside from blocking. Status effects dealing damage in a non-elemental form like Poison deal Harm damage so that the full amount of damage would always be done. With a few exceptions, a player's and monster's resistance to Harm is always 100 percent.
  • When Billy entered his teenage years, he was approached by the demon Buzz, who offered him immense power. To gain this power, Billy put on tribal face paint and sacrificed Greta by dropping a tape-deck into her bathtub. Billy then took on the name Harm, a super villain in-training determined to become the world's greatest murderer. Harm made his first appearance in Young Justice #4, attacking Arrowette and stabbing one of her own arrows through her shoulder. The attack on the young superheroine prompted her friends in Young Justice to seek out Harm, but he was abel to defeat them all easily.
owl:sameAs
Level
  • 6
Era
save type
  • W
dcterms:subject
level innate
  • 6
galleries
  • 1
persist
  • No
Spellbook
  • Priest
piratename
  • Harm
quicken
  • Yes
level druid
  • 7
Casting Time
  • 9
maximize
  • No
saving throw
  • None
innatelevel
  • 6
still
  • Yes
level cleric
  • 6
clericlevel
  • 6
silent
  • Yes
spellresistance
  • yes
druidlevel
  • 7
spell resistance
  • Yes
empower
  • No
area of effect
  • 1
Immunity
  • negative
dbkwik:baldursgate/property/wikiPageUsesTemplate
dbkwik:dc/property/wikiPageUsesTemplate
dbkwik:dungeons/property/wikiPageUsesTemplate
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:interlingua/property/wikiPageUsesTemplate
dbkwik:l5r/property/wikiPageUsesTemplate
dbkwik:lawandorder/property/wikiPageUsesTemplate
dbkwik:nwn2/property/wikiPageUsesTemplate
dbkwik:puzzlepirates/property/wikiPageUsesTemplate
dbkwik:starwars/property/wikiPageUsesTemplate
dbkwik:ultima/property/wikiPageUsesTemplate
dbkwik:wackypedia/property/wikiPageUsesTemplate
dbkwik:freed20/property/wikiPageUsesTemplate
Range
  • Touch
  • t
Affiliation
ocean
  • Viridian
Name
  • Harm
Type
  • Galactic Empire
Portrait
  • yes
save
  • none
  • Will 1/2
desc
  • 86400.0
school2e
usable by
  • Priests
reversible1e
  • true
reversible2e
  • true
school3e
school1e
school5e
spheres2e
domains3e
priest sphere
  • Healing
dbkwik:itlaw/property/wikiPageUsesTemplate
dbkwik:nwn/property/wikiPageUsesTemplate
Line
  • Inflict wounds
  • circle of doom
  • harm
  • inflict critical wounds
  • inflict light wounds
  • inflict minor wounds
  • inflict moderate wounds
  • inflict serious wounds
Appears In
Components
  • VS
Duration
  • Instant
  • Permanent
  • instant
Icon
  • Is harm.jpg
  • is_harm.gif
counters
Area
  • Single
  • single
extend
  • No
School
Gender
wikipage disambiguates
fam-type-
  • Parrot-red-tan
familiars
  • 1
fam-name-
  • Flame
fam-ocean-
  • Viridian
Descriptor
  • Negative
abstract
  • The Harm spell is the reverse of Heal and causes massive damage instead of healing. To maximize the chances of success, the caster should have a good THAC0. It is therefore best used by a multi- or dual-classed caster. Multi-classed Fighter / Druids, Fighter / Clerics and Cleric / Rangers can achieve a 100% success rate by using the Critical Strike High-level class ability in combination with this spell.
  • Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous 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.
  • When Billy entered his teenage years, he was approached by the demon Buzz, who offered him immense power. To gain this power, Billy put on tribal face paint and sacrificed Greta by dropping a tape-deck into her bathtub. Billy then took on the name Harm, a super villain in-training determined to become the world's greatest murderer. Harm made his first appearance in Young Justice #4, attacking Arrowette and stabbing one of her own arrows through her shoulder. The attack on the young superheroine prompted her friends in Young Justice to seek out Harm, but he was abel to defeat them all easily. Harm then captured Red Tornado, reprogrammed him, and placed a bomb in his chest. He then left a clue for Young Justice and attempted to kidnap Pope John Paul II. Young Justice is able to rescue the pontiff and remove the bomb from Red Tornado before it causes any damage, but Harm escapes during the fight. Harm's parents, Burt and Ellen, lived in perpetual fear of their adopted 17-year-old son. One day, Burt promised Ellen he'd "handle things." While she was at her mother's for the weekend, Burt shot and killed Harm. Harm later returned in Young Justice #14. During the "Day of Judgment" crossover event, Hell itself froze over, allowing the dead Harm to return to the living world through the form of Secret. As before, Harm was able to easily defeat the members of Young Justice. But this time, Secret realized that Harm is actually her brother, Billy, who had killed her years ago. She launched herself at Harm and propelled them both over a cliff. Impulse searched the site at superspeed, and was unable to find their bodies — but Secret did eventually return. Harm's final appearance was in Young Justice #52. Burt Hayes was sent to prison for murdering his adopted son. While awaiting his death sentence, Harm took over his body and led Secret to believe her father didn't love her. Secret then enlisted the help of Slobo to break her father out of prison. She then joined Darkseid, and took her father with her to Apokolips. While there, Harm forced Burt to jump into a fire pit, killing them both.
  • Harm is
  • Harm was a Tsuno spell which, drawing the power from Toshigoku, allowed the Tsuno Soultwister to disrupt the inner energies of the victim, causing damage to him.
  • 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous 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.
  • Harm is a senior officer of the crew Vendetta on the Viridian Ocean.
  • File:Harm zan .gif Write the text of your article here!
  • Harm was an male Imperial technician who monitored shielding on the planet Borleias during the First Battle of Borleias in 6 ABY, in which the New Republic sought to capture Borleias as a base for an eventual assault on the planet Coruscant. During the course of the battle, Harm reported that the bases shields were still at one hundred percent, despite being bombarded by the New Republic Imperial I-class Star Destroyer Emancipator. At this point, General Evir Derricote, commander of the Imperial base on Borleias, ordered him to begin stepping the power back in random amounts. As Derricote had anticipated, the Emancipator scaled back the bombardment of the base as soon as the shields dropped, allowing Derricote's forces to launch a successful counterattack.
  • Your touch inflicts 10 points of negative energy damage per caster level (maximum 150). If the target passes its Will save, it takes only half damage and cannot be reduced below 1 hp by this spell. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.
  • Spell level: cleric 6 druid 7 Innate level: 6 School: necromancy Descriptor: negative Components: verbal, somatic Range: touch Area of effect: single Duration: instant Save: none Spell resistance: yes Additional counterspells: heal Description: If the caster makes a successful melee touch attack, harm uses negative energy to reduce the target creature to 1d4 hit points. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.
  • This is a very basic attack spell. Essentially instead of healing wounds, like the Heal spell does, this spell does the exact opposite and inflicts injury and pain. However, the effect isn't that great and the pain can cause numerous foes to become even more angry and wilder, fighting with renewed strength. Therefore this spell isn't that useful. Disable is the stronger version of this spell, and more useful.
  • Level: , Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half; see text Spell Resistance: Yes
  • [[Category:]] Harm was a necromancy spell that delivered a charge of negative energy, bringing a creature to near unconsciousness and death. Some versions also inflicted a disease on the victim. The reverse of this spell, heal, cured most ailments and greatly restored lost health.
  • Harm might refer to: * Harm (L&O), the Law & Order season 9 episode. * Harm (SVU), the Law & Order: Special Victims Unit season 9 episode.
  • Harm as an element in battle typically ignores the resistances of the eight standard elements and strikes with an element that has few methods hindering its damage aside from blocking. Status effects dealing damage in a non-elemental form like Poison deal Harm damage so that the full amount of damage would always be done. With a few exceptions, a player's and monster's resistance to Harm is always 100 percent.
is Spell of
is counters of
is known spells of
is Serieslink of
is 6th spell of