There are a number of rulebooks published by Wizards of the Coast that were published after the core rulebooks. I personally own 41 hard-cover books, and I have PDF copies of all 124 Wizards of the Coast sourcebooks that I've been able to find. Beyond that, I have the Dragon Compendium and digital versions of several dozen issues of Dragon and Dungeon magazines. The strength of 3.5 is that there is
so much source material. And most of it's pretty good! There is a splatbook for just about anything you'd want to do.
(You can actually check the Deities and Demigods book, there's a Wizards of the Coast logo in the first credits page, and Skip Williams is one author amongst the many. He along with Monte Cook wrote more 3.0/3.5 books than just about anyone I can think of)
To quote the ability:
The deity can use this ability a number of times per day equal to 3 + its Charisma bonus. The ray created can extend up to one mile per rank (the deity chooses the length). Targets the ray strikes take 1d12 points of damage per rank of the deity, plus 1d12
points of damage per point of Charisma bonus the deity has. There is no saving throw, but the deity must make a ranged touch attack to hit a target. The deity can make the ray look, sound, smell, and feel like any-thing it desires. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from elements and similar magic.
which you may recognize from Flame Strike and many other abilities that deal
divine damage. But this is getting pretty silly.