| GodOfStone |
Mass inflict spells are fun for undead spellcaster foes. Throw one to hurt the living and heal all your minions, too.
They also work pretty well in spell storing weapons once you get to IMW and ISW.
I have a 9th level Oracle of Stone. I have also taken the animate dead spell, and the command undead feat so I cart around a handful of bloody skeletons with me.Another party member is a Dhampir Barbarian. When I level up to 10 I will gain the Inflict mass spell. Primarily this spell will be used to keep my ally and minions alive. The fact that I can also deal damage to living creatures within range makes the spell perfect for my character.
Also I would like to point out that the save only negates half damage.
As a pure attack, there are certainly better spells, but like charlie said, throw one to heal your force, and simultaneously do damage to enemies, you don't find that anywhere but inflict/cure light.
LazarX
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Searing Light does 1d8 damage per 2 levels is a Ranged touch attack and allows no saving throw.
ICW: does 3d8+1 per caster level.
You miss one other important difference between the two spells.
Searing Light is a hit or lose spell. You miss with the attack, you've lost the spell. It will also provoke from threatening enemies because it's a ranged attack spell.
Inflict/cure light wounds still retain the charge if you miss the initial attack.
| FuelDrop |
In all my years of gaming I have never seen anyone cast an inflict spell. Ever.
Even the cleric-monk never used them.
Heck, you're generally going to be better off using your domain's 3+wis/day power if that's offensive than trying to beat people up with inflict light. The death domain one deals 1d6 per 2 levels as a DOT effect, which means that it rapidly becomes far more cost effective than using inflict spells.