Class Skill: Knowledge (religion).
Bonus Spells: burning hands (3rd), continual flame (5th), fireball (7th), cast out (9th), flame strike (11th), holy sword (bows only, counts as a 6th-level spell) (13th), banishment (15th), sunburst (17th), fiery body (19th).
Bloodline Arcana: Whenever you deal fire damage with a spell or bloodline power, you may choose to convert half of the damage to sacred damage which ignores resistance and immunity to fire.
Bloodline Powers: Your magic is infused with the power of the Silver Flame itself.
Silver Ray (Sp): Starting at 1st level, you can unleash an ray of searing white flame as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage +1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Channel Positive Energy (Su): At 3rd level, you may channel positive energy as a good-aligned cleric of your sorcerer level -2.
Smiting Flames (Su): At 9th level, you may expend a use of channel energy when casting a fire spell and extend its casting time as if applying a metamagic feat. If you do so, the spell deals an additional +50% damage against evil creatures, but half damage against good creatures.
Persistent Fire (Su): At 15th level, whenever a creature fails its saving throw against one of your spells, on the following round you may choose for it to take 1d4 points of fire damage per level of the spell.
Radiant Flame (Su): At 20th level you may choose to convert all of the fire damage dealt by your spells and bloodline powers to sacred damage; this otherwise functions like your bloodline arcana. Any creature that fails its saving throw against one of your fire spells is blinded for 1 round; If it is evil then it is also stunned for 1 round.