Good or Evil Energy II (3.5e Spell)
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|This material is published under the OGL 1.0a.|
|Casting time:||1 Standard Action|
|Range:||Medium (100ft. + 10ft./level)|
|Saving Throw:||Fortitude Half|
Loose a bolt of Good or Evil energy at a target.
When a spellcaster learns this spell, she learns to cast energy bolts that are either good or evil. A spellcaster cannot learn to cast the version of an alignment opposing their own. For example, a good-aligned character cannot cast an evil bolt; however, a neutral-aligned character can cast either version of this spell with no penalty, but must announce beforehand which version they will cast.
Once cast, the energy bolt (a cobalt blue beam if good, or a sickly green bolt if evil) streaks towards the target. A ranged touch attack is necessary to hit. The damage differs depending on the alignment of the target and the alignment of the spell, with creatures of the same alignment taking no damage, and creatures of the opposite alignment taking 1d6+3 Good or Evil damage per caster level, to a maximum of 10d6+30. If the target is a neutral creature, it instead takes 1d6 force damage per caster level, to a maximum of 10d6.
This spell can only be cast using the 4 of Wands as a focus.