At Last, the Whole Thing!
Ok heres the first draft of everything for my Mystic class, starting with the basics.
The Mystic
The Mystic is a Spellcaster whose power stems from a deep understanding of the world around them, and themselves. They spend hours in intensive meditation and observation of the world around them. Their spells focus on healing, defense, and spiritual matters. They can focus on specific types of spells, and as they grow in experience they gain special gifts linked to their deep understandings.
Adventures:
Mystics general adventure to gain knowledge and knew experiences. Since their power stems mainly from understanding, the more things and people they can observe and learn about, the greater their power becomes. Many good mystics are devoted to using their powers to heal and protect the innocent, while many evil ones work as advisers and magical support for powerful evil rulers in exchange for political power and luxuries.
Characteristics:
The power of a Mystics stems from their observation and understanding of the world around them, and of their own spirits. Their spells involve mainly healing and defense but the also have some offensive power and many spells that deal with other planes and dimensions. As they gain in knowledge an understanding, they also gain special gifts as a result of their insights. Eventually, Mystics transcend the mortal sphere and become magical beings.
Alignment: The majority of Mystics are good, using their powers to heal and protect the innocent. However many Mystics use their powers to control the minds of others, or become advisers and healers for powerful warlords in exchange for power and leisure.
Religion:
Background:
Mystics come from various backgrounds. Many are self taught…many seek out reclusive master Mystics to learn their ways. Many serve as healers and finders of lost things in small villages. Most discover their calling at an early age, but some choose to pursue the path of understanding later in life.
Races:
All races are drawn to the path of the Mystic. Humans and Elves are probably the most common, and many half elves are also drawn to a life of contemplation as an escape from prejudice. Half-Orcs especially those raised by Orcs, feel the path of the Mystic to be weak and inconsequential. Many nomadic Halflings become Mystics, since their travels give them ample opportunity to observe the world and its peoples. Gnome mystics tend to focus on using their powers to ward and defend gnomish communities.
Other Classes:
Mystics are great lovers of variety and diversity, and so tend to get along well with many types of people. Mystics get along particularly well with Monks, who the see as a different side of the same coin from themselves. Wizards and Sorcerers are fascinated and some times perhaps a little envious of the Mystic’s alternate approach to magic, and find their defensive powers an excellent compliment to their own destructive powers. Druids view Mystics as being a little unrealistic, but as most Mystics have a love of nature the two groups tend to get along well. Bards share the Mystics love of knowledge, knew experiences and travel. Rogues, especially those with criminal tendencies, tend to be a touch wary of Mystics and their keen perceptions. The warrior classes appreciate the Mystic for his healing and defensive powers. There is often a certain strain between Clerics and Mystics since they cast many of the same spells, but in different ways.
Game Rule Information:
Mystics have the following game statistics
Abilities: Wisdom determines how powerful a spell a Mystic can cast, how many spells a Mystic can cast per day, and how hard those spells are to resist. To cast a spell a Mystic must have a Wisdom score of 10+ the level of the spell. A Mystic gains bonus spells based on Wisdom. The saving throw DC for a Mystics spell is 10 + the spells level + the Mystics Wisdom modifier. Charisma affects a Mystics special gifts, and Constitution increases the Mystic’s hit points.
Alignment: Any
Hit Die: d6
Class Skills
The Mystics class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), and Spellcraft (Int)
Skill Points and Each level: (4+ Int modifier) x4
Skill Points At Each Additional Level: 4+ Int modifier
Class Features
All of the following are class features of the Mystic
Weapon and Armor Proficiency: the Mystic is proficient with all simple weapons. Mystics are not proficient with any armor or shields.
Spells: A Mystic casts XXXXXX spells. A Mystics selection of spells is limited, Your Mystic begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level a Mystic gains one or more new spells and indicated on the Mystic Spells Known table. A Mystics number of spells known is unaffected by his Wisdom modifier, however a Mystic who chooses to specialize in a sphere of Mystic spells gains an additional spell known at each spell level, but the extra spell must be from his specialty sphere.
A Mystic is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. A Mystic’s bonus spells are based on Wisdom, and the saving throw DC for a Mystic’s spells is 10+ the level of the spell, + the Mystic’s Wisdom modifier.
Spheres:
Most Mystic spells are divided into Spheres. These are groupings of spells with a similar nature or theme, along with a set of Mystic gifts. At 1st level a Mystic may choose to specialize in a single Sphere of spells. Doing this grants the Mystic one extra known spell at each spell level which must be chosen from his specialty sphere, and a +2 bonus on Spellcraft checks relating to spells of that Sphere. The Mystic must choose any one other Sphere of spells, to which he loses access. He cannot learn these spells, nor cast them from scrolls or wands. Additionally, a Mystic who chooses to specialize in a Sphere automatically gains the Mystic Gifts associated with that Sphere at the appropriate levels. A Mystic who does not specialize may choose any Mystic Gift of the appropriate level when reaching a given level.
Spells which do not fall into any Sphere are considered universal and may be learned and cast by any Mystic.
Mystic Gifts:
A Mystic gains certain special gifts as a result of his insight and understanding of the world. At 1st, 7th, 13th, and 20th level a Mystic may choose a Mystic Gift from the Mystic Gift list of the appropriate level. The Gifts are tied to the various Spheres of Mystic spells, and a Mystic who chooses to specialize in a Sphere of magic automatically gains the Gifts for that Sphere at the appropriate levels. The effects of various Mystic Gifts are based on the Mystic’s Charisma modifier.
Transcendence:
Upon reaching 20th level the Mystic has reached a supernatural state of enlightenment and attunement with the cosmos. His type changes to Outsider, so he becomes immune to spells that only affect humanoids such as Charm Person, but he becomes subject to hedging out with a Magic Circle against his alignment and similar spells. Additionally, the Mystic gains a spell resistance of 25 and DR 5/Unholy (If the Mystic is good) or 5/Holy (If the Mystic is evil).
BAB and Saves are as Wizard. I have attached spells per day and spells known as files since they dont want to past right. I will attach one to this post and post another for the other one.
Now the Mystic Gifts:
Mystic Class Abilities:
Protection Sphere:
1st level:
Mystic Force Field: At first level, the Mystic applies his Charisma modifier, if positive, as a deflection bonus to Armor class.
7th level:
Extended Protection: at 7th level, once per day the Mystic may cast a Protection sphere spell that will last for double the normal duration.
13th:
Mass Protection: at 13th level once per day a Mystic may cast a single Protection sphere spell with a range of touch or a target of one creature or object as an area spell with a radius of 30 ft that targets a number of creatures or objects equal to the Mystic’s Charisma modifier.
20th level:
Invincibility:
At 20th level once per day the Mystic may grant herself or a single touched creature the following benefits: a sacred (if the Mystic is good) or profane (if the Mystic is evil) bonus to armor class equal to twice the Mystic’s Charisma modifier, Damage Reduction 15/Unholy (if the Mystic is good) or 15/Holy (if the Mystic is evil) and a Spell Resistance of 30.Thease abilities last for 1 round/level. Invincibility is a spell-like Abjuration ability.
Life Sphere:
1st level:
Turn Undead: as Cleric
7th level:
Healing Gift: Once per day at 7th level the Mystic may cast a single Conjuration (healing) spell as though under the effects of the Maximize Spell feat. This does not affect the spell slot used by the spell, or the casting time.
13th level:
Guarded Life:
At 13th level, the Mystic may add her positive Charisma modifier as a bonus to all saving throws against energy drain, ability damage, ability drain and any form of negative energy attack.
20th level:
Empower Life:
Once per day at 20th level the Mystic may grant herself or another touched being the following benefits: Cure the target of all hit point damage, diseases, poisons, and ability damage, and confer a +4 bonus to Strength, Dexterity and Constitution, and a number of temporary hit points equal to her Charisma modifier(if positive) x10. This is a spell-like, Conjuration (Healing) ability.
Antilife Sphere:
1st level:
Rebuke/Command Undead (as Cleric ability)
7th level:
Lifetap: whenever you successfully damage an opponent with an Antilife Sphere spell, you are healed for half the amount of damage dealt. Any excess hit points beyond your maximum are lost.
13th level:
General of Undeath:
At 13th level the number of hit dice worth of undead you can control with your Command Undead power, and through the casting of Animate Dead (each separately) increases by one-half. So you can command or create a number of Hit Dice of undead equal to your level x1.5.
20th level:
Siphon Life:
At 20th level once per day the Mystic may make a touch attack against a living creature with the following affects: the creature suffers 150 points of damage Fortitude save for half damage), and the Mystic is healed for half the damage taken as per the Lifetap ability, the subject takes 1d4+1 points of ability damage to Strength, Dexterity and Constitution and the Mystic gains half the damage taken as an enhancement bonus to his own ability scores. The DC for the Fortitude save against the damage is 12+ the Mystic’s Charisma Modifier.
Smiting Sphere:
1st level:
Smite: Once per day at 1st level the Mystic may cast a single Smiting Sphere spell and add his Wisdom modifier as either a bonus to each die of damage (for damaging spells) or to the saving throw DC (for other spells). The ability may be applied to spells affected by a metamagic feat. The Mystic can use this ability an additional time per day at 10th level.
7th level:
Great Smite: Once per day at 7th level, the Mystic may cast a single Smiting Sphere spells as though under the effects of the Maximize Spell feat. This does not affect the casting time or spell slot used of the spell. This ability may not be combined with the Smite ability.
13th level:
Strengthened Smiting: Starting at 13th level, the Mystic’s Smiting sphere spells gain the following benefits: +1 die of damage, +2 to caster level checks to overcome spell resistance. This bonus stacks with that granted by the Spell Penetration feat.
20th level:
Supreme Smite: Once per day at 20th level the Mystic may cast a single Smiting sphere spell with the following benefits: Double damage, +4 save DC, +4 to caster level checks to overcome spell resistance.
Dimension Sphere:
1st level:
At 1st level the Mystic gains the Augmented Summoning feat
7th level:
Dimension Slip: at 7th level the Mystic can slide between the dimensions to cover distance in an instant. This ability is similar to the spell Dimension Door, but the Mystic can only move up to 20 feet per class level.
13th level:
Send Away: at 13th level the Mystic becomes highly proficient at dealing with extraplanar beings. The Mystic gains a +2 bonus to all dispel attempts against extraplanar beings, as well as to caster level checks to overcome the spell resistance of such creatures. This bonus is also added to the saving throw DCs of all Dimension sphere spells when used to banish extraplanar beings.
20th level:
Planewalker: At 20th level the Mystic becomes able to move between the planes more easily than most. She can Plane Shift once per day, and becomes immune to the harmful effects of a single plane other than her home plane that she has visited at some point. Additionally by spending a week’s time in meditation on another plane and expending 5,000 XP the Mystic may so attune herself to additional planes. This is a supernatural ability.
Mind Sphere:
1st level:
Still Mind: at 1st level the Mystic gains a +2 bonus to saving throws against Enchantment spells and effects
7th level:
Slippery Mind:
At 7th level if the Mystic is subjected to an Enchantment and fails her saving throw, one round later she may attempt the save again. She only gets this one extra chance to succeed at her saving throw.
13th level:
Telepathy: at 13th level the Mystic is able to communicate telepathically with any creature within 60 feet that shares a language with the Mystic.
20th level:
Mind Mastery:
At 20th level the Mystic becomes immune to all Enchantment spells and effects. Additionally, she may use her Telepathy ability to communicate with any creature that has a language.
Dispelling Sphere:
1st level:
At first level the Mystic gains the Spell Penetration feat
7th level:
Enhanced Dispelling:
At 7th level the Mystic receives a +2 bonus to all Dispel checks. This includes caster level checks made for the casting of spells such as Break Enchantment
13th level:
Empowered Dispelling: once per day at 13th level the Mystic may cast a single Dispelling Sphere spell that requires a Dispel Check (such as Dispel Magic or Break Enchantment) and automatically succeed at the check. The use of this ability must be announced before the spell is cast.
20th level:
Supreme Dispel: at 20th level the Mystic gains an additional +2 bonus to all dispel checks(this stacks with Enhanced Dispelling). Additionally, once per day the Mystic may cast a single Dispelling Sphere spell as a free action without altering the slot used by the spell.
Duality Sphere
1st Level:
Shield of Faith: at 1st level the Mystic applies her positive Charisma modifier as a bonus to all saving throws against spells and abilities cast or used by beings whose alignment is opposed to your own, and spells with an alignment descriptor opposed to your own alignment
7th level:
Turn Evil/Good: at 7th level, the Mystic gains the ability to turn and destroy (if the Mystic is good), or rebuke and command (if the Mystic is evil) undead creatures. At 13th level the Mystic can also turn evil outsiders (if good) or good outsiders (if evil).
13th level:
Know Alignment: at 13th level, the Mystic always knows the alignment of any being he looks upon. If the being is protected by a spell that shields alignment, the Mystic may make a caster level check with a DC of 11 plus the level of the spell to perceive the beings alignment in spite of the protection
20th level:
At 20th level the Mystic gains the Celestial template, if good, or the Fiendish template, if evil.
Now the Spheres:
Protection Grouping:
0th:
Resistance
1st:
Alarm, Endure Elements, Hold Portal, Mage Armor, Shield, Sanctuary, Protection From Evil/Good, Protection From Arrows
2nd:
Resist Elements, Shield Other, Silence, Arcane Lock, Magic Circle Against Evil/Good, Negative Energy Protection
3rd:
Invisibility, Glyph of Warding, Protection From Elements, Nondetection, Displacement, Death Ward
4th:
Spell Resistance, Spell Immunity, Minor Globe of Invulnerability, Stoneskin, Freedom of Movement
5th:
Antiplant Shell, Improved Invisibility, Wall Of Force
6th:
Forcecage, Antilife Shell, Forbiddance, Greater Glyph Of Warding, Antimagic Field, Greater Globe Of Invulnerability, Repulsion, Spellturning
7th:
Refuge, Holy/Unholy Aura, Mindblank, Sequester
8th:
Symbol, Prismatic Wall
9th:
Prismatic Sphere, Foresight
Life Sphere:
0th:
Cure Minor Wounds
1st:
Cure Light Wounds, Deathwatch, Expeditious Retreat
2nd:
Aid, Cure Moderate Wounds, Bull’s Strength, Cat’s Grace, Endurance, Death Knell, Lesser Restoration, Delay Poison, Remove Paralysis
3rd:
Create Food/Water, Cure Serious Wounds, Blindness/Deafness, Remove Blindness/Deafness, Remove Disease, Death Ward
4th:
Neutralize Poison, Restoration, Cure Critical Wounds, Status
5th:
Healing Circle, Polymorph Self
6th:
Heal
7th:
Greater Restoration, Regeneration, Resurrection
8th:
Mass Heal
9th:
True Resurrection, Shapechange
Mind Sphere
0th:
Mage Hand, Detect Poison
1st:
Comprehend Languages, Detect Undead, Detect Secret Doors, Identify, Sleep, Calm Animals, Message
2nd:
Augury, Calm Emotions, Enthrall, Detect Thoughts, Hold Person, Speak With Animals, Charm Person Or Animal, See Invisible
3rd:
Locate/Obscure Object, Zone of Truth, Invisibility Purge, Speak With Plants, Clairaudience/Clairvoyance
4th:
Divination, Tongues, Suggestion, Arcane Eye, Confusion, Emotion, Locate Creature
5th:
Discern Lies, Sending, Contact Other Plane, True Seeing, Charm Monster, Hold Monster, Phantasmal Killer, Rary’s Telepathic Bond, Telekinesis, Dream/Nightmare, Lesser Geas, Scrying
6th:
Analyze Dweomer
7th:
Insanity, Geas/Quest, Mass Suggestion, Find the Path, Greater Scrying
8th:
Discern Location, Trap the Soul
9th:
Astral Projection, Foresight, Weird
Antilife Grouping:
0th:
Inflict Minor Wounds
1st:
Deathwatch, Inflict Light Wounds
2nd:
Death Knell, Inflict Moderate Wounds
3rd:
Animate Dead, Halt Undead, Inflict Serious Wounds
4th:
Enervation, Inflict Critical Wounds
5th:
Circle Of Doom, Phantasmal Killer
6th:
Circle of Death, Create Undead, Harm
7th:
Control Undead, Finger of Death
8th:
Create Greater Undead
9th:
Energy Drain, Power Word: Kill, Weird
Dimension Grouping:
0th:
1st:
Summon Monster 1
2nd:
Rope Trick, Summon Monster 2
3rd:
Blink, Summon Monster 3
4th:
Dimensional Anchor, Dismissal, Summon Monster 4
5th:
Contact Other Plane, Dimension Door, Lesser Planar Binding, Summon Monster 5
6th:
Ethereal Jaunt, Planeshift, Planar Binding, Summon Monster 6, Teleport
7th:
Etherealness, Shadow Walk, Summon Monster 7, Word of Recall
8th:
Greater Planar Binding, Maze, Summon Monster 8, Teleport Without Error
9th:
Astral Projection, Gate, Summon Monster 9
Smiting Grouping:
0th:
1st:
Inflict Light Wounds, Holy Bolt, Magic Weapon, Holy Bolt*
2nd:
Inflict Moderate Wounds, Magic Missile
3rd:
Bestow Curse, Blindness/Deafness, Inflict Serious Wounds, Searing Light, Spiritual Weapon, Disruption Blast*
4th:
Contagion, Greater Magic Weapon, Holy Smite/Unholy Blight, Inflict Critical Wounds, Poison
5th:
Circle of Doom, Dispel Evil/Good, Phantasmal Killer, Mage Bolts*
6th:
Circle of Death, Harm
7th:
Finger of Death, Prismatic Spray, Sunbeam
8th:
Sunburst
9th:
Energy Drain, Implosion, Power Word: Kill, Weird
Dispelling Grouping:
0th:
1st:
Remove Fear
2nd:
Calm Emotions, Lesser Restoration, Remove Paralysis
3rd:
Dispel Magic, Remove Curse, Invisibility Purge, Remove Blindness/Deafness
4th:
Break Enchantment, Dismissal, Neutralize Poison, Restoration
5th:
Dispel Evil/Good
6th:
Banishment, Greater Dispelling
7th:
Greater Restoration, Holy/Unholy Word
8th:
Maze
9th:
Imprisonment, Mordenkainen’s Disjunction
Duality Grouping:
0th:
Light, Disrupt Undead
1st:
Bless/Curse Water, Detect Evil/Good, Holy/Unholy Bolt, Protection from Evil/Good, Holy Bolt*
2nd:
Consecrate/Desecrate, Daylight, Darkness, Death Knell, Magic Circle Against Evil/Good, Undetectable Alignment, Disruption Blast*
3rd:
Animate Dead, Deeper Darkness, Halt Undead, Searing Light
4th:
Holy Smite/Unholy Blight
5th:
Atonement, Dispel Evil/Good, Hallow/Unhallow, Lesser Planar Binding, Mark of Justice
6th:
Create Undead, Planar Binding
7th:
Control Undead, Holy/Unholy Aura, Holy/Unholy Word, Sunbeam, Greater Mark Of Justice*
8th:
Create Greater Undead, Greater Planar Binding, Sunburst
9th:
Freedom, Gate, Imprisonment, Soulbind
And the main spell list:
1st:
Alarm
Endure Elements
Entropic Shield
Hold Portal
Protection From Good/Evil
Mage Armor
Holy Bolt*
Shield
Summon Monster 1
Comprehend Languages
Detect Undead
Detect Secret Doors
Identify
Sleep
Message
Magic Weapon
Calm Animals
Cure Light Wounds
Bless/Curse Water
Deathwatch
Detect Evil/Good
Inflict Light Wounds
Remove Fear
Sanctuary
Expeditious Retreat
2nd:
Aid
Augury
Bull's Strength
Cat's Grace
Endurance
Darkness
Daylight
Detect Thoughts
Magic Missile
Death Knell
Delay Poison
Consecrate/Desecrate
Cure Moderate Wounds
Calm Emotions
Enthrall
Inflict Moderate Wounds
Hold Person
Lesser Restoration
Remove Paralysis
Resist Elements
Shield Other
Silence
Speak With Animals
Summon Monster 2
Undetectable Alignment
Charm Person or Animal
Arcane Lock
See Invisible
Misdirection
Spectral Hand
Darkvision
Levitate
Knock
Rope Trick
Whispering Wind
Magic Circle Against Evil/Good
Negative Energy Protection
Protection From Arrows
3rd:
Locate/Obscure Object
Spiritual Weapon
Invisibility
Disruption Blast*
Zone of Truth
Bestow Curse
Continual Flame
Create Food/Water
Cure Serious Wounds
Deeper Darkness
Dispel Magic
Glyph of Warding
Helping Hand
Inflict Serious Wounds
Animate Dead
Invisibility Purge
Protection From Elements
Remove Blindness/Deafness
Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Speak With Dead
Speak With Plants
Summon Monster 3
Water Breathing
Water Walk
Nondetection
Clairaudience/Clairvoyance
Blink
Fly
Gaseous Form
Halt Undead
Displacement
Leomund'd Tiny Hut
Death Ward
4th:
Break Enchantment
Spell Resistance
Cure Critical Wounds
Dimensional Anchor
Holy Smite/Unholy Blight
Contagion
Suggestion
Tongues
Greater Magic Weapon
Dismissal
Divination
Freedom Of Movement
Inflict Critical Wounds
Neutralize Poison
Poison
Restoration
Spell Immunity
Status
Summon Monster 4
Minor Globe of Invulnerability
Stoneskin
Arcane Eye
Locate Creature
Confusion
Emotion
Enervation
5th:
Discern Lies
Antiplant Shell
Sending
Atonement
Mage Bolts*
Circle of Doom
Contact Other Plane(or Commune haven’t decided)
Dispel Evil/Good
Sending
True Seeing
Summon Monster 5
Hallow/Unhallow
Lesser Planar Binding
Charm Monster
Dimension Door
Phantasmal Killer
Improved Invisibility
Polymorph Self
Rary's Telepathic Bond
Hold Monster
Wall of Force
Dream/Nightmare
Magic Jar
Telekinesis
Permanency
Mark of Justice
Healing Circle
6th:
Planeshift
Forcecage
Teleport
Animate Objects
Antilife Shell
Ethereal Jaunt
Create Undead
Forbiddance
Greater Dispelling
Greater Glyph of Warding
Harm
Heal
Summon Monster 6
Antimagic Field
Globe of Invulnerability
Repulsion
Planar Binding
Analyze Dweomer
Circle of Death
Spell Turning
7th:
Geas/Quest
Etherealness
Word of Recall
Find the Path
Mass Suggestion
Greater Restoration
Greater Scrying
Holy/Unholy Word
Refuge
Greater Mark of Justice*
Regenerate
Resurrection
Summon Monster 7
Holy/Unholy Aura
Mind Blank
Sunbeam
Sequester
Insanity
Prismatic Spray
Shadow Walk
Finger of Death
Control Undead
8th:
Reverse Gravity
Teleport Without Error
Create Greater Undead
Discern Location
Mass Heal
Summon Monster 8
Symbol
Prismatic Wall
Greater Planar Binding
Maze
Trap the Soul
Demand
Sunburst
Mass Charm
9th:
Astral Projection
Energy Drain
Gate
Implosion
Soul Bind
Summon Monster 9
True Resurrection
Freedom
Imprisonment
Prismatic Sphere
Power Word: Kill
Foresight
Mordenkainen’s Disjunction
Weird
Shapechange
Temporal Stasis
Time Stop
And lastly, my new spells:
Mage Bolts
Evocation [Force]
Level: Sor/Wiz 3, Mys 5
Target: 1 or more creatures or objects no two of which may be more than 15 ft apart
As Magic Missile accept as above, and as follows: each bolt inflicts 2d6+2 points of damage, and each bolt requires a ranged touched attack to hit its target. Alternatively, the caster may choose to discharge the spell as a single bolt doing 10d6 points of damage.
Greater Mark Of Justice
Transmutation
Level: Clr 7, Mys 7
As Mark of Justice, accept that the caster may choose the following affects for the mark to visit on the target: 10d6 points of damage of any type chosen by the caster, stunning for 5d6 rounds, or 2d6 points of Constitution damage. Additionally, these affects take place upon the subject each and every time he attempts to take the prohibited action or actions
Disruption Blast
Evocation
Level: Sor/Wiz 3, Mys 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
This spell creates a blast of intense positive energy. This energy deals 1d4 points of damage per two caster levels (maximum 10d4) to living creatures, but it deals 1d8 points of damage per caster level (maximum 10d8) to undead and evil outsiders.
Holy Bolt
Evocation [Good]
Level: Clr 1, Good 1, Mys 1, Wiz/Sorc 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft +10ft/level)
Target: 1 or more creatures, no two of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell creates a bolt of holy energy that speeds from your hand to your targets. You must succeed at a ranged touch attack to hit your targets. Each bolt deals 1d6+1 points of damage, and stuns the target unless they make a successful Fortitude save. Only evil beings and undead are damaged by this spell. You can create one bolt for every two levels of experience, so you have 2 bolts at 3rd level, 3 at 5th etc up to the maximum of 5 bolts at 9th level.