Spell (Reserve) Feats

Spell feats.
Some are from complete arcane or complete mage and others are from giants in the playground

Pre: This what level of spells you need to be able to cast to use take this feat

Acidic splatter

Pre: 2nd

As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.

Aquatic breath:

Pre: 3rd

As long as you have a water spell of 3rd level or higher available to cast, you can breathe normally in both air and water. This supernatural quality requires no activation. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells.

Arcane demoralizing:

Pre:3rd, Intimidate 8 ranks

You must be able to cast a spell with the Fear Descriptor. Once per round as a free action you may use spell energy to demoralize a target, this feat forces a will save (DC 10 + Caster Level + Highest Level Fear Descriptor Spell available) which if failed causes your target to be shaken. If the target makes the save there is no effect. Range of 5 feet per level of the highest level fear spell available. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fear spells.

Bee swarm:

Pre: 2nd

You can form bees from simplistic magic, causing them to swarm over a target within 30ft. If the target remain still, he suffers no damage; should he take as much as a 5ft step, he suffers 1d6 damage per level of the highest level Summoning spell the caster has available, and must make a Fortitude save or become Nauseated by the poison of the bees.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.
Credit: Mulletmanalive

Blade of force:

Pre: 3rd

As long as you have a 3rd-level or higher force spell available to cast, you can surround a melee weapon or a single piece of ammunition with a thin field of force. Activating this ability is a swift action; you must touch the weapon to be affected as part of the action. The next attack made with that weapon, if taken before the end of your next turn, deals an extra 1 point of damage per level of the highest-level force spell you have available to cast. Furthermore, that weapon ignores the miss chance normally granted to an incorporeal creature. If the next attack with that weapon misses, this benefit is lost. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.

Blinding spittle:

Pre:1st level spells
Benefits: As long as you have an acid spell of 1st level or higher available to cast, you can launch a blast of acid directly into your opponents eyes, blinding them temporarily. As a ranged touch attack, you can blind an opponent for for a number of rounds equal to the of level the highest available acid spell you have. They get a Fort save to resist the effects.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.

Bonechill :

Pre:1st level spells
Benefits: As long as you have a cold spell of 1st level or higher available to cast, you can chill a foe to their very core. As a ranged touch attack with a bonus equal to 1/2 level the highest available cold spell you have, you can immobilize (as per the condition) the target for for a number of rounds equal to the of level the highest available cold spell you have. They get a Fort save to resist the effect.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.

Borne aloft:

Pre: 5th

As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can’t use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

Charnel miasma :

Pre: Access to death domain

As long as you have a 2nd-level or higher Death domain spell available to cast, you exude an almost imperceptible scent of the grave wherever you go. As a standard action, you can force one foe within 30 feet to attempt a Will save or be shaken for 1 minute. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting death spells.

Clasp of thunder:

Pre: 3rd

As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.

Cloud of bees:

Pre:2nd level spells
Benefits: As long as you have a summoning spell of 2nd level or higher available to cast, you can create a horde of bees to envelop your foes, stinging them to death. The target is allowed a Reflex save to avoid their stingy fate, and if failed, they suffer 1 point of damage per level of the highest available summoning spell you have, and must make a Fortitude save or suffer the effects of bee venom (1d4 Str/1d4 Str).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells.

Clutch of earth:

Pre: 2nd

As long as you have an earth spell of 2nd level or higher available to cast, you can spend a standard action to reduce the speed of any land bound creature within 30 feet of you. The creature’s normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highest level earth spell you have available to cast, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude save negates this effect and renders the target immune to the feat’s effect for 24 hours. Creatures currently swimming or flying are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting earth spells.

Corpsewalk :

Pre: 3rd level spells
Benefits: As long as you have an undead spell of 3rd level or higher available to cast, you can take a full round action to animate a near-by corpse. This corpse animates as a zombie of hit dice equal to the level of the highest level evil spell you have available divided by two (rounded up). You may only control one such zombie at any time.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting undead spells.

Cuts inside the mind:

Pre:2nd level spells
Description: As long as you have a 2nd level or higher Phantasm spell available to cast, you can create nasty wounds on the self image of a target within 60ft. The target gains 3 temporary damage per level of highest level Phantasm spell you have available; a Will save negates. Temporary damage are the inverse of Temporary hp. They are healed first, last for 1 minute and if the target is killed while still possessing temporary damage, they are merely unconscious. They remain this way until the damage time limit elapses and then can be roused based on their hp after the fact. Multiple applications of this feat do not stack, though their durations can overlap.
In addition, you gain +1 CL when casting Phantasm spells.

Deafening roar:

Pre:1st level spells
Benefits: As long as you have a sonic spell of 1st level or higher available to cast, you can create a momentary deafness in a targeted creature. The target gets a Fort save to resist the effects. If they fail, they are deafened for for a number of rounds equal to the of level the highest available sonic spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.

Dimensional jaunt:

Pre: 4th

As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can’t bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells.

Dimensional reach:

Pre:3rd

As long as you have a conjuration (summoning) spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells

Drowning glance:

Pre:4th

As long as you have a water spell of 4th level or higher available to cast, you can use a standard action to transform a small portion of the air in a living creature’s lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don’t breathe) are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells.

Enrage:

Pre:3rd level spells
Benefits: As long as you have an enchantment spell of 3rd level or higher available to cast, you can induce a brutal rage in other creatures, forcing them to attack madly. The target must make a Will save, or go berserk, attacking any living creature in a wild rage. This rage lasts until they have made 1 attack per level of the highest available enchantment spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.

Face-changer :

Pre:3rd

As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.

Fiery burst:

Pre:2nd

As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.

Force bolt:

Pre 3rd Evocations

As long as you have a 1st level Evocation with the force descriptor prepared you may create one missile of force like the spell Magic Missile. These missiles deal 1d4/ level of the evocation spell with the force descriptor you have prepared.

Fragile construct:

Pre: Access to destruction domain

As long as you have a 3rd-level or higher Destruction domain spell available to cast, you can enhance the inherent flaws of objects. Using this ability requires a touch or a melee touch attack (if used against an opponent). For a number of rounds equal to your caster level, the hardness or damage reduction of the touched object or construct is reduced by an amount equal to the level of the highest-level Destruction domain spell you have available to cast. This ability cannot reduce an object’s hardness or damage reduction below 0. As a secondary benefit, you gain a +1 insight bonus on all sunder attempts that you make.

Guided missile:

Pre:2nd level spells
Benefits: As long as you have a telekinesis spell of 2nd level or higher available to cast, you can gesture and hurl an object weighing no more than 10 lbs per level of the spell powering this feat at a distant target. Guided Missile does 1d6 damage per 10 lbs of the object, and requires a ranged attack roll to hit.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.

Holy warrior :

Pre:Ability to cast 4th-level spells, access to the War domain,

As long as you have a 4th-level or higher War domain spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.

Hurricane breath:

Pre:2nd

As long as you have an air spell of 2nd level or higher available to cast, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions much like a bull rush; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent’s Strength check. If you succeed, you push the creature back 5 feet. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

Invisible needle:

Pre:3rd

As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.

Magic disruption:

Pre:3rd

As long as you have an abjuration spell of 3rd level or higher available to cast, you can attempt to interrupt another character’s spellcasting with a tiny burst of magic. As an immediate action, you can force any character within 30 feet currently casting a spell to make a Concentration check (DC 15 + the level of the highest-level abjuration spell you have available to cast); if the check fails, the spell’s save DC and caster level are reduced by 2 (to a minimum caster level of 1st). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Magic sensitive:

Pre:3rd

As long as you have a divination spell of 3rd level or higher available to cast, you can sense magical auras (as if you had cast detect magic). The range of your detection is equal to 5 feet per level of the highest-level divination spell you have available to cast. Activating or concentrating on this ability requires a standard action. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting divination spells.

Minor shapeshift :

Pre:4th

As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following BENEFITS:: Might: +2 bonus on melee damage rolls. Mobility: +2 competence bonus on Balance, Climb, Jump, and Swim checks. Savagery: Primary claw attack dealing 1d6 points of damage (assuming Medium size). Speed: +5-foot enhancement bonus to any one movement mode you already possess. Vigor: Temporary hit points equal to your HD. The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells. See page 91 for details on the new polymorph subschool of spells.

Mitigate suffering:

Pre:2nd

As long as you have any restoration spell or another conjuration (healing) spell that cures ability damage available to cast, you can confer temporary ability points on yourself or to an ally. As a standard action, you can create 2 points + 1 point per level of the highest-level such spell you have available to cast. These ability points can be applied to any single damaged ability, raising it to a maximum of its starting score. Temporary ability points granted in this way disappear after 10 minutes, returning the subject to its previous damaged state unless some other effect restores the lost ability points first. You can use this effect on the same individual as many times as you wish. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

Motewall :

Pre: 3rd level spells
BenefitsAs long as you have an abjuration spell of 3rd level or higher available to cast, you may create a wall-shaped patch of floating magical motes, which is 20 square feet per 3 levels of the spell prepared and lasts for 1 round per 3 levels of the spell prepared. This wall is very difficult to see and requires a spot check equal to the save DC for the spell it is based off of. The moats are inert unless a projectile or targeted spell passes through the field, at which point the condense to form a tiny wall of force precisely in front of the offending missile, negating the attack and cause reactive projectiles (alchemist’s fires, tanglefoot bags, fireballs, etc) to react at the point at which they come into contact with the wall
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Mystic backlash:

Pre:5th

As long as you have an abjuration spell of 5th level or higher available to cast, you can make another creature’s spellcasting harmful to itself. Use of this feat requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect’s duration. Since the spell’s casting has already been completed, this doesn’t count as damage dealt during casting. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Necrotic pulse:

Pre:Ability to cast a 3rd level Arcane or Divine Necromancy Spell with the Evil descriptor.

Benefit: This feat allows you to turn or rebuke Undead as a cleric does Cha Modifier + 3 times a day. These are separate to the cleric turn/rebuke undead. As long as you have a Necromancy Spell with the Evil descriptor of 1st level or higher prepared. You turn or rebuke Undead as a cleric who’s level is equal to your highest level Necromancy Spell with the evil descriptor you have prepared or available to cast.
Numbing ray:

Pre:1st level spells
Benefits As long as you have a cold spell of 2nd level or higher available to cast, you may make a ranged touch attack that creates a sheet of ice encasing the target. This sheet imposes a penalty to dexterity equal to 1+1/2 the level of the highest level [cold] spell you have prepared. For every 2 points of penalty added in this way the targets move speed is reduced by 5 feet and their flight maneuverability, if any, is lowered by one stage (perfect to good, good to average, etc….) These penalty’s stack. As a full round action the a player targeted by this ray may attack the ice that coats them. The ice is effectively one inch thick for each point of penalty imposed, and the penalty is lessened by 1 point for each inch of ice removed in this manner.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.

Protective ward:

Pre:Protection Domain

As long as you have an abjuration spell available to cast, you can use a standard action to provide a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC equal to the level of the highest-level abjuration spell you have available to cast. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Scorching illumination:

Pre:3rd level spells
Benefits: As long as you have a light spell of 3rd level or higher available to cast, you can create a burst of scorchingly brilliant illumination anywhere within 25 ft + 5 ft/level of the highest available light spell you have. The burst is 10 ft in diameter, and every creature caught within it must make a Fortitude save or be blinded for 1 round.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.

Shadow veil:

Pre:2nd

As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Spot checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells.

Shattering word:

Pre:2nd level spells
Benefits: As long as you have a sonic spell of 2nd level or higher available to cast, you can speak a word and cause objects to suffer catastrophic disasters. You can deal an object damage up to the level of the highest level sonic spell you have available times two (so, from 2 damage up to 18). This damage ignores the object’s hardness.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.

Shimmering armor:

Pre:1st level spells
Benefits: As long as you have an abjuration spell of 1st level or higher available to cast, you can conjure shimmering plates of force to defend yourself from one attack. As an immediate action, you may gain an armor bonus to your AC equal to the level of the highest available abjuration spell you have against one attack. This armor bonus is made from force, meaning it applies to touch attacks and incorporeal attacks as well.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

Sickening grasp:

Pre:3rd

As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells.

Skinscorch :

Pre:1st level spells
Benefits: As long as you have a fire spell of 1st level or higher available to cast, you can inflict horrible burns on a touched creature. As a touch attack, you can inflict a persistent burn that deals the touched creature 1+1/2 the level the highest available fire spell you have fire damage, for a number of rounds equal to the of level the highest available fire spell you have.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.

Slowing shock:

Pre:1st level spells
Benefits: As long as you have an electricity spell of 1st level or higher available to cast, you can forcibly slow a creature to a crawl. As a ranged touch attack, you can slow an opponent for 1/2 the level of the highest available electricity spell you have. They get a Fort save to resist the effects.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.

Smoulder

Pre:2nd level spells
Description: As long as you have a 2nd level fire spell or higher available, you may ignite a small amount of the clothing of a target within 30ft. The material smoulders and burns more like it was wicking oil and is itself not damaged; it does, however, hurt a lot and most people panic the moment they notice. at the beginning of each of its turns, the victim takes 1 point of Fire damage per level of your highest level Fire spell. The fire can be extinguished as a Standard action; those choosing to ignore it must make a Will save to avoid being compelled to extinguish the flames.
In addition, you gain +1 CL when casting spells with the Fire descriptor.

Storm bolt:

Pre:3rd

As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.

Summon elemental :

Pre:4th

As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.

Sunlight beam:

Pre:2nd

As long as you have a 2nd level light spell prepared or not yet cast, you may create a ray of light as a standard action, similar to a thin ray of sunlight, at a range of 30. The ray does 1d4 damage per level of the highest-level light-based spell you have available to cast. This is 1d8 damage per spell level to undead, 1d10 damage per spell level to light-sensitive undead, and 1d2 damage per spell level to constructs and objects. As a secondary bonus, you gain a +1 competence bonus when casting light spells.

Sunlight eyes:

Pre:2nd

As long as you have a light spell of 2nd level or higher available to cast, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you have available to cast, and the effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.

Telekinetic disarm:

Pre:1st level spells
Benefits: As long as you have a telekinesis spell of 1st level or higher available to cast, you can disarm opponents with but a thought. You can disarm opponents with telekinetic force from up to 10 ft+5 ft/level of the the highest available telekinesis spell you have. You are treated as wielding a one-handed weapon, and always gain a +1+1/2 level the highest available telekinesis spell you have competence bonus on the disarm attempt. This does not provoke attacks of opportunity.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting telekinesis spells.

Touch of distraction:

Pre:3rd

As long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a -2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enchantment spell you have available to cast, the effect ends. Multiple uses of this feat don’t stack. This is an enchantment (compulsion), mind-affecting effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.

Touch of healing:

Pre:2nd

As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you’ve healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can’t be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

Umbral shroud:

Pre: 3rd

As long as you have a 3rd-level or higher darkness spell available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save, its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning of your next action. Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would. As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet.

Vanishing act:

Pre:2nd level spells
Benefits: As long as you have a glamer spell of 2nd level or higher available to cast, you can vanish for a short time. As a swift action, you can disappear for a number of rounds equal to the level of the highest available glamer spell you have divided by three (round down, minimum 1 round).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.

Wind-guided arrows:

Pre:3rd

As long as you have an air spell of 3rd level or higher available to cast, you can spend an immediate action to alter slightly the course of an arrow, crossbow bolt, spear, or other ranged weapon already in flight. You can’t change the weapon’s target, but you can apply a +2 bonus or -2 penalty on its attack roll. You and the target can be no farther apart than 10 feet per level of the highest-level air spell you have available, since the guidance occurs at the end of the weapon’s flight. This feat works only on thrown or projectile weapons; it can’t affect spells, powers, energy attacks, or the like. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

Windlash :

Pre:2nd level spells
Description: You can whip a ring of stinging wind around yourself. Other characters within 5ft of you suffer 1d3 damage per level of the highest level [Air] spell you have memorised and all missile attacks made against you suffer an equal penalty to hit.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

Winter’s blast:

Pre:2nd

As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.

*Pure cup (new)Pre: requires 1st lvl casting & 1 water spell in reserve,

creates and/or purifies 1 cup of water per level of highest spell in reserve by touch, full round action, +1 CL with water spells.

 *Fenrise (new)

Pre: ???

5′ area per highest water spell in reserve w/in short range, slick/soggy ground, slowed, reflex save each round to avoid falling prone, +1 caster level with water spells.