"Cure" and "Inflict" Spells, Why do they allow a save?


Pathfinder First Edition General Discussion

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Charender wrote:
stuff

Touche, good sir.

I guess my point was that Pathfinder monsters don't sport Negative Energy Resistance 5 or Positive Resistance 10.

Instead, there is Death Ward and Turn Resistance, etc.


Charlie Bell wrote:

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.

Grand Lodge

Kalyth wrote:

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.


Nebelwerfer41 wrote:
some spells just suck.

That's not a good thing though.


For those arguing that there is no positive/negative energy resistance I would like point out that ALL creatures that are not undead are immune to positive energy and all undead are immune to negative... just saying...


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.


FuelDrop wrote:

In all my years of gaming I have never seen anyone cast an inflict spell. Ever.

We had a noob cleric in a game a month ago who prepared like, 6 inflicts on his first day, figuring "pure damage touch spell has to be awesome".

Didn't prepare any on day 2.


Another one raised from the dead? What in the blue blazes is going on here exactly?


Is it just me or has the necromancy been on the rise recently? I won't claim to have been here for very long but we seem to be getting an abundance of 4 year old posts rising back to the first page.


DOWN WITH BLACK MAGIC!


I guess is 'cause of the shortage of paladin threads at hand.


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Simon Legrande wrote:
Another one raised from the dead? What in the blue blazes is going on here exactly?

Well, as this thread points out, you have to raise the dead before your spontaneous inflict spells are a worthwhile class feature.

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