Fel Strike: Charm [Combat, Mind Affecting]
You know the secret to victory lies in converting enemies into friends, the better to stab them in the back later.
Prerequisites: BAB +4, Able to cast 3rd level spells, Arcane Strike, Evil Alignment
Benefit: Whenever you hit an opponent with a weapon attack, you may expend a spell to charm the creature as a swift action. This functions as Charm Monster, except the Save DC is equal to 10 + the level of the spell expended + your highest casting modifier. Creatures that succeed on the save are immune to the effect for 24 hours.
Fel Strike: Command [Combat, Mind Affecting, Fear]
A great leader commands terror in both allies and enemies alike.
Prerequisites: BAB +11, Able to cast 5th level spells, Arcane Strike, Evil Alignment
Benefit: Whenever you hit an opponent with a weapon attack, you may expend a spell to cause the target of the attack to cower for 1 round as a swift action. The creature is entitled to a Will Save (DC 10 + the level of the spell expended + your highest casting modifier) to negate the effect. Creatures that succeed on the save are immune to the effect for 24 hours.
Fel Strike: Destruction [Combat]
Sometimes the only way to remove an obstacle is to destroy it completely.
Prerequisites: BAB +4, Able to cast 3rd level spells, Arcane Strike, Evil Alignment
Benefit: Whenever you hit an opponent with a weapon attack, you may expend a spell to deal 1d4 points of force damage to the target per level of the spell expended as a swift action.