The following two new bloodlines are available in the Cavernia setting.
Your ancestors were exposed to the raging ash storms or spent too much time near the surface. The magic-burn felt by your ancestors still lingers in your blood. Without constant concentration, the burn could get out of control, thus you tend to be very moody, calm at most times but when angered you are prone to let the magic-burn rage within you releasing explosions of force and energy. Over time, this manifests itself by allowing you to manipulate the world and even summon ash storms.
Class Skill: Knowledge (nature).
Bonus Spells: obscuring mist (ash) (3rd), resist energy (heat) (5th), flame arrow (7th), wall of ash (new) (9th), ash blast (new) (11th), ash cloud (new) (13th), elemental body IV (fire only) (15th), incendiary cloud (17th), meteor swarm (19th).
Bloodline Powers: Ash sorcerers show increasing signs of their magic-burned heritage as they increase in level. While these traits are simple to hide, a sorcerer can choose to show her traits at any time (see the description under the Magic-Burned template).
Ashen Grasp (Ex) At 3rd level, you can cause your arms to become encrusted in a stiff ashy coating and become engulfed in flames at will. You can ignite flammable objects on touch (whenever you like) and one time per day per 2 caster levels you may make a melee touch attack that deals 1d6/2 caster levels. Once you have used up the last attack the flames subside and the ash falls off, exposing your normal arms.
Ash Storm (Su) At 9th level, you can cast ash storm one time per day plus one time per day per three caster levels above 9 (two times at 12th, three times at 15th, four times at 18th).
Ashen Form (Ex) At 15th level, you can cause your entire body to become encrusted in ash and engulfed in fire, at will. You deal 2d6 fire damage to any creature that strikes you with a natural weapon or that grapples you.
Body of Ash (Ex) At 20th level, you can will your body to completely become ash engulfed in fire. You no longer have a normal anatomy when in this form and as a result you are immune to critical hits and sneak attacks. In addition, you inflict 2d6 heat damage per round to any target within 10' of you, 4d6 to any creature that strikes you with a natural weapon or that grapples you, and you gain damage reduction 5/—.
You have an intense connection and appreciation of the incredible healing and divining power of soul crystals.
Class Skill: Heal
Bonus Spells: cure light wounds (3rd), augury (5th), cure serious wounds (7th), divination (9th), restoration (11th), raise dead (13th), find the path (15th), greater restoration (17th), foresight (19th).
Bloodline Powers: Your connection to soul crystals grants you a great many powers.
Soothing Crystals (Su): Starting at 1st level, when you touch a creature with your crystals as a standard action you can remove certain conditions affecting it. You automatically remove any of the following conditions: fatigued, shaken, or sickened. You grant the touched creature a new saving throw to remove any of the following conditions: dazed, diseased, or staggered. The target gains a bonus to this saving throw equal to your Charisma modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Mind Reader (Sp) At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.
Prismatic Defense (Ex) At 9th level if you have a crystal in hand you may automatically deflect a ray away from yourself harmlessly. One time per day per three caster levels you may attempt to redirect a ray to another target. Make a ranged touch attack as if you were casting the ray effect yourself. You may target the original caster of the ray or any other target. The range begins again starting from you.
Earth Glide (Ex) At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.