Rofl. Yeah, that's a big one - 3.5 DR doesn't use plusses; it's just DR /magic (which is really stupid, IMO, but that's another topic), so anything with a +1 or greater bonus bypasses it. I'd make it force damage just like magic missile - I thought that's what it was, a toned-down MM. Adding Int damage to the spell isn't too bad, IMO, though I'd likely drop it to 1d3. I kind of agree with hawken, though - whether it's an SLA or a spell, it provokes AoOs. What's the range on it? Is it a touch attack, or a 5-foot range, or what?
lol. I've said the range numerous times. It's a ranged attack (10 feet increment) (we used it with a max 20 feet), with no AoO provocation, because there is no penalty to using it in melee range. It's no harder to attack with than a sword. You can use it in a grapple, (because of how the attack logically works). It's an attack, not a spell. so you make a ranged attack roll, using dex, as normal. Spell Resistance is not applicable, because as mentioned, not a spell. (unless spell resistance works on magic weapon damage bonus, in which case, nevermind.)
I can agree with the lowering it to a 1d3. I'm not too sure what to do with the DR overcoming, cause it shouldnt overcome DR, unless youre in 3.0 in which case overcoming the weakest varieties of DR is fine. lol.
This isnt a wizard only thing, this is an arcane caster thing. so a sorcerer or bard has the same ability with Cha instead of Int to Damage.
I should note I have some widesweeping changes that will effect how the classes will need to be balanced (in my games at least).
Stats apply to things a bit differently. Skill points are based on int+wis+(1/2 listed class bonus) instead of int + class bonus. dex is used to hit for all attacks (not just for finesse weapons), and CHA is used for will saves. - this was to avoid CHA as a "dump stat" for half the classes.
All creatures (player and enemy, add their CON score to their hp. undead add whatever the con score was when alive.
Arcane Spell failure is skill based (dex & spellcraft) instead of a flat %, and Armored Caster/Improved Armored caster are feats which reduce the DC. The bard gets Armord Caster for free as his class feature.
Caster classes stack with other classes partially. 1/2 of all other HD/class levels add to your caster level, & spells per day, to a maximum of your level in the class.
So a fighter 10 Wizard 1 casts as a Wizard 2. A Fighter 6 Wizard 5 Casts as a Wizard 8. A Wizard 8 Cleric 8 casts both as level 12. This is so that multiclassing doesnt kill you as a caster. in the case of PrCs that add to caster level/spells known/per day, use the better value. (if less than half of the prc levels add to caster, use 1/2, else use its progression for those levels)
and then my Priests/Battlepriests will be using the alternate casting method i listed on the cleric page, but I havent written them up as classes yet so I've just been using the new casting mechanic on regular clerics...
and I'm not liking the 3.5 DR and will likely continue using 3.0 DR... Good thing I'm compiling all this stuff to pdf on my PC and then distributing to the players

cDont want to confuse them too much.