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WizardLv. 7

Harm

The harm spell corrupts the victim's life energies, causing the loss of all but 1d4 hit points. Non-corporeal, non-living, and extraplanar creatures are not affected by the spell. A successful touch attack is required, and the caster has a +4 bonus to the attack roll. The damage must be healed naturally or cured with magic. Unlike the 6th-level priest spell, heal, this spell is not reversible. Casting harm is an evil act.

Notes: Restricted to evil necromancers, evil witches, and those trained by them; uncommon.

Sources: Wizard's Spell Compendium

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