Harm 5e
Level 6 Necromancy
Harm is a level 6 necromancy spell in D&D 5e. Casting time: 1 action, range: 60 feet, duration: Instantaneous. Available to Cleric.
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Components
V, S
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.
Spellcasting & Tactical Insights
Action Economy
Standard Action • Primary turn investment.
Concentration
No Concentration • Safe to stack with persistent effects.
School Role
Necromancy: Manipulates life, death, and vitality. Inflicts status effects, drains hit points, or animates undead minions.
Frequently Asked Questions
What level spell is Harm and what school does it belong to?
Harm is a Level 6 spell belonging to the school of Necromancy in D&D 5e.
What are the casting time, range, and duration of Harm?
Harm has a casting time of 1 action, range of 60 feet, and duration of Instantaneous.
Does Harm require concentration or ritual casting?
No, Harm does not require Concentration. It cannot be cast as a ritual.
Use Harm in your campaign
Dungeon Manager lets you add Harm to your characters, reference it during sessions, and track spell slots across encounters — all free.