Holy Bolt (3.5e Spell)

''You build up power within your holy symbol, then release it as a bolt of holy energy. It strikes the target and blows it off its feet.''

This spell launches a ray of holy energy at a single creature. You make a ranged touch attack, and if it connects, it does 1d4 points of nonlethal damage to living creatures. It instead does 1d6 points of lethal damage to undead, evil outsiders, and evil-aligned divine spellcasters. Constructs are not harmed, but they are instead frazzled for 1 round. (Being frazzled means that the construct's circuits are mildly fried, and is equivalent to being dazzled.) Good outsiders are not harmed at all by this spell.

You can extend this spell's casting time for greater impact. By increasing the casting time to a full-round action, you increase the size of the damage die by one step (from 1d4 to 1d6, and from 1d6 to 1d8); when used against constructs, the spell disrupts them, which is equivalent to being dazed. By increasing the casting time to 1 round, you increase the size of the damage die by 2 steps (from 1d4 to 1d8, and from 1d6 to 1d10); when used against constructs, the spell disables them, which is equivalent to being stunned. Thereafter, you can extend the casting time in 1-round increments (from 1 to 2, from 2 to 3, from 3 to 4, from 4 to 5, etc.) to add 1 die to the damage roll and 1 round to the construct-disabling time for each round added to the casting time (for instance, if you spent 3 rounds casting this spell, you would do 3d8 nonlethal damage to living creatures, 3d10 lethal damage to undead, evil outsiders, and evil-aligned divine spellcasters, and disable constructs for 3 rounds). However, trying to charge up this spell for more rounds than you have caster levels is dangerous; if you go over this limit, you must succeed on a Spellcraft check (DC = 10 + the number of rounds spent overcharging) to continue charging the spell. The Spellcraft check must be made once per round. (For example, a level 5 cleric or level 10 paladin (both of whom have a caster level of 5) could safely charge this spell for five rounds. After the fifth round, each subsequent round spent charging without releasing the spell would require the cleric/paladin to succeed on a Spellcraft check. The number of rounds beyond 5 is the number of rounds spent overcharging.) Failure on a Spellcraft check to maintain the charge causes the spell to explode in your face, doing 1d6 points of nonlethal backlash damage to you per round spent overcharging and forcing your holy symbol to succeed on a Fortitude save (DC = 10 + # of rounds spent overcharging) or be utterly destroyed by the explosive release of energy. (Backlash damage cannot be resisted by any means. A creature killed by backlash damage loses an extra level if and when it is brought back to life, but you can't be killed by the backlash damage from this spell.) If the spell goes off in this fashion, it's still considered to have been cast, so the spell slot used to prepare it is expended.