Domain spells is an feat option I give sorcerers in my world. They gain additional spell options by adding all spells in the domain to the caster's listing.
One of the most popular options for NPC sorcerers is the healing or restoration domain, so they don't have to rely on the loud-mouthed, preachier-than-thou overbearing clerics. This spell is less powerful than the clerical option, but it has the capacity of affecting undead creatures and constructs. One drawback is that because these spells interact with the positive energy plane, there is a small chance of overload, possibly harming the spellcaster.
Restoration Domain
1st Level: Positive Energy Surge, Lesser
2nd Level: Positive Energy Surge, Minor
3rd Level: Positive Energy Surge, Medium
4th Level: Positive Energy Surge, Critical
5th Level: Positive Energy Surge, Directed
6th Level; Positive Energy Surge, Vital
7th Level: Positive Energy Surge, True
8th Level: Positive Energy Surge, Absolute
9th Level: Positive Energy Vortex
Restoration domain gives sorcerers the ability to either heal living creatures or damage undead creatures or those from a negative plane of existence. These spells unlike the clerical spells affect constructs. Another difference, sorcerers must make saving throws or be temporarily affected by these energies by reducing their constitution scores. They heal drained constitution automatically 1 point per hour, or 2 an hour if they are resting or sleeping.
This directed energy always appear to be a blue energy blast.
Positive Energy Surge, Lesser
0 level Spell
Range: Touch
Inflict 1d3 dmg on undead if you are successful with a touch attack, restore 1 dmg on mortal creatures. This spell also repairs damage on constructs. Undead do not get a saving throw, but they do get SR.
Positive Energy Surge, Minor
1st level Spell
Range: Touch
Inflict 1d10 dmg on undead if you are successful with a touch attack, it restores 1d6+1 dmg on mortal creatures or constructs. If caster fails saving throw they take 1 temp con dmg, the save is a Fort DC 11. Otherwise as PESL.
Positive Energy Surge, Medium
2nd level Spell
Range: Touch
Inflict 2d10 dmg on undead if you are successful with a touch attack, it restores 2d6+2 dmg on mortal creatures or constructs. Caster takes 2 temp constitution dmg unless they make a Fort DC 13 save. Otherwise as PESL.
Positive Energy Surge, Serious
3rd level Spell
Range: Touch
Inflict 3d10 dmg on undead if you are successful with a touch attack, it restores 3d6+9 dmg on mortal creatures or constructs. Caster takes 1 voluntary constitution dmg, or 3 temp constitution dmg if they fail a save Fort DC 15. Otherwise as PESL.
Positive Energy Surge, Critical:
4th level Spell
Range: Touch
Inflict 4d10 dmg on undead if you are successful with a touch attack, it restores 4d6+16 dmg on mortal creatures or constructs. Caster takes 1 voluntary constitution dmg, or 4 temp constitution dmg if they fail their save (Fort Resist: DC 16) Otherwise as PESL.
Positive Energy Surge, Directed
5th level Spell
Range: Touch
Inflict 3d10 dmg on all undead within a 20 ft radius, or it restores 3d6+9 dmg on all mortal creatures or constructs in the same radius. Caster takes 2 voluntary constiution damage, no save. Otherwise as PESL.
Positive Energy Surge, Vital
6th level Spell
Range: Touch
Inflict 6d10 dmg on undead if you are successful with a touch attack or it restores 5d6+25 dmg on mortal creatures. Caster takes 2 voluntary constitution dmg, or 5 temp constitution dmg if they fail their save (Fort Resist: DC 18). Otherwise as PESL.
Positive Energy Surge, True
7th level Spell
Inflict 5d10 dmg on all undead within a 50 ft radius; or it restores 5d6+25 dmg on mortal creatures or constructs within the same radius. Caster takes 3 voluntary constitution dmg. Otherwise as PESL.
Positive Energy Surge, Absolute
8th level Spell
Inflict 12d10 dmg on undead if you are successful with a touch attack or restore 100 hit points on mortal creatures or constructs. Caster takes 2 voluntary constitution dmg, or 5 temp constitution dmg if they fail their save (Fort Resist: DC 20). Otherwise as PESL.
Positive Energy Vortex
9th level Spell
Duration: 1 round / 3 levels
Creates a vortex of positive energy, inflicting 5d10 dmg on undead every round for creatures in a 200 foot range. Unlike other versions of this spell. Living creatures in area of effect must make a saving throw (DC 20) or take 3d10 damage, as the energy overwhelms their physical bodies. Caster takes 6 voluntary constitution dmg, or 10 temp constitution dmg if they fail their save (Fort Resist: DC 23) Otherwise as PESL.