Beta-style 'at will' Domain, Bloodline and School offense

Feats

Spell Burn
You can increase the damage of your domain, bloodline or specialization attacks by sacrificing spell slots or prepared spells.
Prerequisites: Cleric or Druid who has chosen the Air, Earth, Fire, Water or Weather Domain, Sorcerer with the Aberrant, Celestial or Elemental Bloodline or Wizard of the Conjuration, Evocation or Transmutation Specialization.
Benefit: As a move-equivalent action you can sacrifice a single prepared spell (or single spell slot) from the appropriate classes spellcasting ability to increase the potency of one of the following attacks; Lightning Arc, Acid Dart (Earth Domain), Fire Bolt, Icicle, Storm Burst, Acidic Ray, Heavenly Fire, Elemental Ray, Acid Dart (Conjuration Specialist), Force Missile or Telekinetic Fist by one die per level of the spell (or slot) sacrificed. The die is the same size as the base damage (1d6 for a Fire Bolt, 1d4 for a Force Missile), and only one die per spell level sacrificed is gained, even if the base damage is higher (such as the 2d6 nonlethal damage of Storm Burst). If the base damage is nonlethal, all extra dice are also nonlethal. If the attack has a secondary effect, such as the -2 to penalty to attack rolls imposed by Storm Burst, the duration is increased to rounds equal to the level of the spell sacrificed (which means that a sacrificed 1st level spell will not increase the duration from its base of 1 round, although it will add one extra die of damage normally).
Special: If you have multiple abilities of this sort (access to the Air and Water Domains, or levels in both Fire-Domain Cleric and Celestial Sorcerer, for instance), you can use this training with any applicable class abilities, but cannot 'burn' spells from the spell lists of other classes to fuel these enhanced attacks unless you are a Mystic Theurge, in which case you can use divine spells to augment
Bloodline or Specialization attacks or arcane spells to enhance Domain attacks, up to the level of your Combined Spells class feature (or any level at all, once you reach 10th level in that prestige class).

Deep Reserves
You constantly train to use your Domain, Bloodline or Specialization school offensive abilities more frequently and striking with greater force.
Prerequisites: Cleric or Druid who has chosen the Air, Earth, Fire, Water or Weather Domain, Sorcerer with the Aberrant, Celestial or Elemental Bloodline or Wizard of the Conjuration, Evocation or Transmutation Specialization.
Benefits: You can use any of the following
attacks; Lightning Arc, Acid Dart (Earth Domain), Fire Bolt, Icicle, Storm Burst, Acidic Ray, Heavenly Fire, Elemental Ray, Acid Dart (Conjuration Specialist), Force Missile or Telekinetic Fist, one additional time per day for each level you have in the class that granted that ability. Additionally, you always inflict bonus damage equal to your Intelligence (if a Wizard), Wisdom (if a Cleric or Druid) or Charisma (if a Sorcerer) modifier with these attacks.
Special: If you have multiple abilities of this sort (access to the Air and Water Domains, or levels in both Fire-Domain Cleric and Celestial Sorcerer, for instance), you can use this training with any applicable class abilities, but must use the relevant ability modifier for each classes granted abilities.

Arcana Afield
You have learned to extend the range of your Domain, Bloodline or Specialization school offensive abilities.
Prerequisites: Cleric or Druid who has chosen the Air, Earth, Fire, Water or Weather Domain, Sorcerer with the Aberrant, Celestial or Elemental Bloodline or Wizard of the Conjuration, Evocation or Transmutation Specialization.
Benefit: You extend the range of the following
attacks; Lightning Arc, Acid Dart (Earth Domain), Fire Bolt, Icicle, Storm Burst, Acidic Ray, Heavenly Fire, Elemental Ray, Acid Dart (Conjuration Specialist), Force Missile or Telekinetic Fist, from 30 ft. to 100 ft. If you have multiple abilities of this sort (access to the Air and Water Domains, or levels in both Fire-Domain Cleric and Celestial Sorcerer, for instance), you can use this training with any applicable class abilities.

Note: Force Missile doesn't have a range listed. I'm assuming it's 30 ft., like the others, for the purposes of this feat. If it doesn't have a range deliberately, being line of sight, then woo-hoo, and ignore the reference to it in this feat, which will not reduce it to 100 ft. if it already has a potentially much longer range.

Class Ability Exchanges

Domain Focus (Su): A Cleric who has chosen the Air, Earth, Fire, Water or Weather Domain may choose at 1st level to specialize, losing access to her second Domain option to increase her skill with the chosen Domain. She gains the benefits of the Spell Burn feat at 1st level, and the Deep Reserves feat at 4th level, for the chosen Domain.
Special: A Druid who has chosen one of the above Domains for his Natural Bond can also choose to take this feature at any time up to 4th level, but loses the ability to Wild Shape.

Magic in the Blood (Su): A Sorcerer with the Aberrant, Celestial or Elemental Bloodline can choose to focus upon her bloodline's offensive energies, gaining the benefit of the Spell Burn feat at 1st level, and the Deep Reserves feat at 4th level. She loses her bonus Eschew Materials feat at 1st level (although she can purchase it normally) and one spell slot per level of spells becomes dedicated for use with Spell Burn exclusively.
Example: A 4th level Celestial Sorcerer with Magic in the Blood can unleash Heavenly Fire four extra times per day, and can 'burn' a 1st level spell slot or 2nd level spell slot as a move-equivalent action to add +1d4 or +2d4 damage to her Heavenly Fire, respectively. One of her 1st level spell slots and one of her 2nd level spell slots can only be used in this manner, and are not available for spellcasting.

Adept Arcana (Su): A Wizard with the Conjuration, Evocation or Transmutation specializations can choose to develop that specialization's offensive ability, gaining the Spell Burn feat at 1st level and the Deep Reserves feat at 4th level, but losing access to the Arcane Bond class feature.

Alternate Class Abilities

Each of these abilities replaces the 1st level feature mentioned, and each makes that Cleric, Druid, Sorcerer or Wizard eligible to take the feats and / or Alternate Class Features in the first two posts and apply them to these specific attack options (even if not explicitly mentioned in the feats or features above). So a Cleric who has the substitute Death Domain ability of Call from Beyond would be able to learn Spell Burn to sacrifice prepared Cleric spells to increase the damage output of Call from Beyond, or take the Domain Focus Alternate Class Feature to get Spell Burn and Deep Reserves in exchange for losing access to his second Domain. He would also be able to choose the Arcana Afield feat and apply it to the range of Call from Beyond.

Alternate Domain Abilities

Air (replaces Lightning Arc)
Wind's Wrath (Sp): As a standard action, you can generate a sudden rush of wind to strike a single target within 30 ft. as a ranged touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and affecting the target as a Bull Rush from a target with a CMB equal to 10 + your Wisdom modifier + ½ your Cleric class level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal (replaces Speak with Animals)
Rending (Sp): As a standard action, you can make a clawing gesture at a single target within 30 ft. that hits as a ranged attack inflicting 1d8 slashing damage +1 hit point per 2 class levels. Anyone damaged by this effect also suffers 1 hit point of Bleed damage per round until the wound is treated. You gain a bonus to your attack roll equal to your Wisdom modifier, and you can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death (replaces Bleeding Touch)
Call from Beyond (Sp): As a standard action, you can direct a serpentine tendril of spectral mist at a single target within 30 ft. that hits as a ranged attack inflicting 1d6 negative energy damage +1 hit point per 2 class levels. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. An undead target is instead healed of an equal amount of damage, but cannot benefit from this effect more than once per day.

Earth (replaces Acid Dart)
Flick Pebble (Sp): As a standard action, you can produce a boulder that launches from your hand to strike a single target within 30 ft. as a ranged attack inflicting 1d8 bludgeoning damage +1 hit point per 2 class levels. You get a bonus to your attack roll equal to your Wisdom modifier and you can use this ability a number of times per day equal to 3 + your Wisdom modifier. The boulder created disappears at the end of the round.

Magic (replaces Hand of the Acolyte)
Mana Bolt (Sp): As a standard action, you can launch a scintillating bolt of force at a single target that hits automatically inflicting 1d4 force damage +1 hit point per 2 class levels. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Plant (replaces Wooden Fist)
Thorn Throw (Sp): As a standard action, you can produce and hurl a thick thorn-like spear of wood at a single target within 30 ft. as a ranged attack inflicting 1d8 piercing damage +1 hit point per 2 class levels. The thorn is also poisonous, and anyone damaged by it is treated as Sickened for 1 round, unless they are immune to poison effects. You gain a bonus to your attack roll equal to your Wisdom modifier and can use this ability a number of times per day equal to 3 + your Wisdom modifier. The wooden projectile disappears at the end of the round.

Sun (replaces Sun's Blessing)
Sunstroke (Sp): As a standard action, you cause a scorching beam of sunlight to descend upon a single target within 30 ft. as a ranged touch attack inflicting 1d6 fire damage +1 hit point per 2 class levels. A light-sensitive or daylight-vulnerable target struck by this attack is also Dazzled for the next round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Water (replaces Icicle)
Sudden Surge (Sp): As a standard action, you can generate a stinging spray of cold saltwater to batter a single target within 30 ft. as a ranged touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and Blinding the target for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Water created in this manner disappears at the end of the round.

Weather (replaces Storm Burst)
Sky's Rebuke (Sp): As a standard action, you can produce a cacophonous clap of thunder upon a single target within 30 ft. as a ranged touch attack inflicting 1d4 sonic damage +1 hit point per 2 class levels. The target of this effect is also Deafened for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.



Alternate Bloodline Abilities

Aberrant (replaces Acidic Ray)
Slashing Tendrils (Ex): At 1st level, you can cause your fingers to become slashing tendrils as a free action. These tendrils are treated as natural weapons allowing you to make two attacks as a full attack action. These attacks inflict 1d4 points of slashing damage each (1d3 for a Small user). You do not add (or subtract) your Strength modifier from these attacks. At 5th level, these tendrils are considered magic weapons for the purposes of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small) and their critical threat range increases to 19-20/x2. At 11th level, these tendrils fold upon themselves spatially to either function as if they possessed the ghost touch property, or to bypass physical armor, requiring only a touch attack to inflict damage (choose one at the moment of attack). This is a supernatural ability. You can use these tendrils for a number of rounds per day equal to 3 + your Charisma modifier.

Aberrant (replaces Acidic Ray)
Cry from Beyond (Sp): As a standard action you can unleash a resonating pulse of sound from deep within your belly that inflicts 1d6 nonlethal sonic damage to a single target within 30 ft. Any foe damaged by this effect will also be sickened for 1 round. Outsiders, Constructs, Undead and Elementals are not affected by the sickened condition, but still take the damage. Oozes, Aberrants, Plants, etc. are affected normally. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Aberrant (replaces Acidic Ray)
Warping Touch (Sp): At 1st level, you can cause another creature to become nauseated for a single round with a melee touch attack as their body warps and shudders around them. This effect does not affect Constructs, Undead, Oozes or Elementals. You can use warping touch a number of times per day equal to 3 + your Charisma modifier.

Abyssal (replaces Claws)
Chaos Lightning (Sp): As a standard action, you can cause chortling bruise-colored bolts of writhing lightning to converge from all directions on a single target within 30 ft. as a ranged touch attack inflicting 1d6 electrical damage +1 hit point per 2 class levels. A target with the Law or Good type is also Sickened for one round by these energies. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Arcane (replaces Arcane Bond)
Strike from the Soul (Sp): As a standard action, you can launch a gold or azure bolt of force at a single target that hits automatically inflicting 1d4 force damage +1 hit point per 2 class levels. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Draconic (replaces Claws)
Deadly Spittle (Sp): As a standard action, you can spit forth a bolt of destructive power similar to the breath weapon of your chosen dragon type at a single target within 30 ft. as a ranged touch attack inflicting 1d6 acid, cold, electrical or fire (as appropriate) damage +1 hit point per 2 class levels. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Air (replaces Elemental Ray (electricity))
Wind's Wrath (Sp): As a standard action, you can generate a sudden rush of wind to strike a single target within 30 ft. as a ranged touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and affecting the target as a Bull Rush from a target with a CMB equal to 10 + your Charisma modifier + ½ your Cleric class level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Earth (replaces Elemental Ray (acid))
Flick Pebble (Sp): As a standard action, you can produce a boulder that launches from your hand to strike a single target within 30 ft. as a ranged attack inflicting 1d8 bludgeoning damage +1 hit point per 2 class levels. You get a bonus to your attack roll equal to your Wisdom modifier and you can use this ability a number of times per day equal to 3 + your Charisma modifier. The boulder created disappears at the end of the round.

Elemental Water (replaces Elemental Ray (cold))
Sudden Surge (Sp): As a standard action, you can generate a stinging spray of cold saltwater to batter a single target within 30 ft. as a ranged touch attack inflicting 1d4 nonlethal bludgeoning damage +1 hit point per 2 class levels and Blinding the target for one round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Water created in this manner disappears at the end of the round.

Infernal (replaces Corrupting Touch)
Fires Down Below (Sp): As a standard action, you can target a single target within 30 ft. as a ranged touch attack with an oily reddish-black clot of flame that erupts around it inflicting 1d6 fire damage +1 hit point per 2 class levels. A target with the Chaos or Good type is also Shaken for one round by these energies. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Undead (replaces Grave Touch)
Shadow Strike (Sp): As a standard action, you can direct a moaning shadowy form to strike at a single target within 30 ft. as a ranged touch attack inflicting 1d6 negative energy damage +1 hit point per 2 class levels. An Undead creature targeted by this effect is instead healed of an equal amount of damage, but cannot benefit from your healing more than once per day. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Alternate School / Specialization Abilities

Conjurer (replaces Acid Dart)
Alkahest (Sp): As a standard action, you can conjure and throw a flask of magically enhanced alchemical acid, that acts as alchemist's fire for purposes of range, damage, splash and possible continuing damage, but inflicts acid damage instead of fire damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier, and the conjured acid ignores spell resistance.

Enchantment (replaces Dazing Touch)
Mind Scream (Sp): As a standard action, you can generate a stunning blast of mental energies that hits a single target within 30 ft. automatically, inflicting 2d6 nonlethal damage +1 hit point per 2 class levels. This is treated as a mind-affecting effect, and cannot harm most constructs, oozes, plants, undead or vermin. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Generalist (replaces Hand of the Apprentice)
Force Missile (Sp): As a standard action, you can launch a gold or azure bolt of force at a single target that hits automatically inflicting 1d4 force damage +1 hit point per 2 class levels. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Illusion (replaces Blinding Ray)
Shadow Spear (Sp): As a standard action, you can hurl a spear of shadow force at a single target within 30 ft. as a ranged touch attack inflicting 2d6 nonlethal damage +1 hit point per 2 class levels. Anyone damaged by this effect is also Dazzled for one round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.