Aid Spellcasting [General]
You add your knowledge and power to the casting of an ally’s spell.
Prerequisites: Ability to cast spells, Intelligence 15, Charisma 15
Benefit: As a standard action, similar to aid another, the character makes a Concentration check to help another spellcaster cast a spell. If she exceeds a Difficulty Class of 10 + the level of the spell being cast, she adds +1 to either the spell’s Difficulty Class or to its caster level (character’s choice). Additional casters with this feat can also make attempts to add to the spell, but the most that can be added to the Difficulty Class or the caster level is a total equal to the level of the spell being cast.

Battle Mage [Ceremonial]
After a ceremony involving you and at least six warriors, you gain special benefits with war magic.
Benefit: A character with this feat may apply the war template to her spells. Further, she gains a +2 competence bonus on all Concentration checks made to cast a spell defensively.

Combat Casting [General]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Corrupt Mage [General]
You gain special abilities with negative energy spells.
Benefit: A character with this feat may apply the corrupted template to her spells. 

Craft Charged Item [Item Creation]
With the right materials, prerequisites, time, and money, you can make magical items that contain charges, such as wands.
Prerequisite: Spellcaster level 5th
Benefit: A character with this feat can create any item that stores a spell that the item’s owner can use a set number of times, as long as she meets the item’s prerequisites- usually, as long as the item is based on any spell she can cast. Charged items are usually spell-trigger items, such as wands (spell-trigger items can be used only by someone who normally can access the stored spell). Crafting a charged item takes one day for each 1,000 gp of its base price. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the character’s own level. To craft a charged item, she must spend 1/25 of its base price as an XP Cost and use up raw materials costing half its base price. To determine the base price of a charged item, multiply the caster level by the spell level, then by the magic item creation modifier listed in the spell’s description, if any (see Chapter Nine: Spells and Combat Rites). Multiply the result by 750 gp, unless the item is not a spell-trigger item (such as a ring of three wishes), in which case you should multiply the result by 850 gp. Some items incur extra costs in special material components, as noted in the spell descriptions. Allow for these costs in addition to those derived from the item’s base price.
A standard, newly created charged item contains 50 charges.

Craft Constant Item [Item Creation]
With the right materials, prerequisites, time, and money, you can make magical items such as rings.
Prerequisite: Spellcaster level 12th
Benefit: As long as she meets the item’s prerequisites (usually that the item is based on a spell she can cast), a character with this feat can create any magic item of the following types: 
* One whose powers are constant (like a ring of protection +1);
* One whose powers last until “turned off” (like a ring of invisibility);
* One whose powers can be accessed at will, with no limits based on uses per day or charges (like a pair of shoes that allows free use of the teleport spell); or
* One whose powers can be accessed a certain number of times per day (like a sword that allows the wearer to cast lesser battle healing on herself once per day). 
Crafting a constant item takes one day for each 1,000 gp of its base price. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the character’s own level. To craft a constant item, she must spend 1/25 of its base price as an XP Cost and use up raw materials costing half of its base price. To determine the base price of a constant item, multiply the caster level by the spell level, then by the magic item creation modifier listed in the spell’s description, if any (see Chapter Nine). Multiply the result by 2,000 gp, unless the item is limited by uses per day, in which case multiply by the following instead:
Uses Per Day Cost
5+	2,000 gp
4	1,600 gp
3	1,200 gp
2	800 gp
1	400 gp
Some items incur extra costs in special material components, as noted in the spell descriptions. Allow for these costs in addition to those derived from the item’s base price. A character with this feat also can mend a broken constant item, if it is one that she could make. Mending costs half the item’s XP Cost, uses half its raw materials, and requires half the time it would take to craft the item in the first place.

Craft Magic Arms and Armor
[Item Creation]
With the right materials, prerequisites, time, and money, you can make magical weapons and armor.
Prerequisite: Spellcaster level 5th
Benefit: A character with this feat can create any magic weapon, armor, or shield whose prerequisites she meets. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp of the price of its magical features. To enhance a weapon, harness of armor, or shield, the character must spend 1/25 of its features’ total price as an XP Cost and use up raw materials costing half of this total price. Creators use this feat to grant enhancement bonuses to weapons, shields, and armor. Weapon enhancement bonuses add to attack and damage rolls, while shield and armor enhancement bonuses add to Armor Class. The character also can add special abilities to a weapon, shield, or harness of armor, most of which have a “bonus equivalent” for determining price. For example, the keen special ability has the equivalent of a +1 bonus. To give a weapon, shield, or armor harness a special ability, the weapon must also have at least a +1 enhancement bonus. To create a magic weapon, shield, or armor harness, the creator must have a caster level at least three times the enhancement bonus given to the item. Thus, to create a +3 longspear, the creator’s caster level must be at least 9th. This is true of special abilities with bonus equivalents as well. So, to give a shield the cold resistance special ability, which is the equivalent of a +3 bonus (and must be given to a weapon with at least a +1 enhancement bonus, for a total bonus of +4), the creator must be at least 12th level. The character also can mend a broken magic weapon, suit of armor, or shield, if it is one that she could craft. Mending costs half the item’s XP Cost, uses half its raw materials, and requires half the time it would take to enhance the item in the first place. The weapon, armor, or shield to be enhanced must be a masterwork item the character provides. (Its cost is not included in the above cost.)

Craft Single-Use Item [Item Creation]
With the right materials, prerequisites, time, and money, you can make magical items like potions.
Prerequisite: Spellcaster level 3rd
Benefit: A character with this feat can create a magic item that has a single use- such as a potion, a pinch of magical powder, or a glass ball meant to release a spell when it shatters- based on any spell she can cast. Creating the item takes one day. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the character’s own level. To create the single-use item, she must spend 1/25 of this base price as an XP Cost and use up raw materials costing half this base price. To determine the base price of a single-use item, multiply the caster level by the spell level, then by the magic item creation modifier in the spell’s description, if any. Multiply the result by 50 gp. Any item that stores a spell with a costly material component or an XP Cost also carries a commensurate cost. In addition to the costs derived from the base price, when creating the item, the character must expend the material component or pay the experience points. Single-use items can be used by any character, but they always require some physical action, such as drinking a potion, breaking a seal, or rubbing on a salve. Performing the action provokes an attack of opportunity. When the item is created, the creator usually makes all the choices about the parameters of the spell (the target is the person drinking the potion, and so on) but if she wishes, and is willing to double the cost involved, she can leave some of these up to the end user (allowing the creation of a charm that, when rubbed, allows the user to cast distraction on anyone he wishes within range).

Craft Spell-Completion Item
[Item Creation]
With the right materials, prerequisites, time, and money, you can make magical items such as scrolls.
Prerequisite: Spellcaster level 1st
Benefit: Someone with this feat can create a spell-completion item (such as a scroll) based on any spell she can cast. Spell completion items are those that require the user to be able to cast the spell they store. In effect, the stored spell is mostly cast already- the user simply finishes it. Creating the item takes one day for each 1,000 gp of its base price. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the character’s own level. To create the spell-completion item, she must spend 1/25 of this base price as an XP Cost and use up raw materials costing half of this base price. To determine the base price of a spell-completion item, multiply the caster level by the spell level, then by the magic item creation modifier listed in the spell’s description, if any. Multiply the result by 25 gp. Any spell-completion item that stores a spell with a costly material component or an XP Cost also carries a commensurate cost. In addition to the costs derived from the base price, when creating the item, the character must expend the material component or pay the experience points. 

Creator Mage [General]
You can make your spells permanent or programmed.
Prerequisite: Spellcaster level 9th, Intelligence 17
Benefit: A character with this feat may apply the permanent or the programmed template to her spells. The creator mage can have a number of spells affected by this template in effect at a time equal to her Intelligence bonus (minimum 1).

Elemental Mage [General]
Once you complete a ceremony involving a large amount of the element in question, you can expound upon spells of that elemental type.
Benefit: A character may choose one of the four elemental spell templates (air, earth, fire, or water) and apply it to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the appropriate elemental descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the appropriate elemental descriptor.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different element.

Empower Spell-Like Ability [General]
You can use a spell-like ability (gained because of race or class) with greater effect than normal.
Prerequisite: Spell-like ability at caster level 6th
Benefit: Choose one of the character’s spell-like abilities, subject to the restrictions below. The character can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). When a character uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability increase by one-half. An empowered spell-like ability deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so on as appropriate. For example, a champion of death’s empowered death’s wrath deals 1.5 times normal damage (roll 1d8 per level and multiply the result by 1.5). Saving throws, caster power checks, and opposed rolls are not affected. Spell-like abilities without numeric random variables are not affected. The character can select only a spell-like ability that duplicates a spell with a level less than or equal to half his caster level (round down) -2.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell-like ability.

Energy Mage [General]
You gain an affinity with spells of a certain energy type.
Benefit: A character may choose one of the energy spell templates (cold, electricity, fire, or sonic) and apply it to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the appropriate energy descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a simple spell, as long as it has the appropriate energy descriptor.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different energy type.

Hunter Mage [General]
Benefit: A character with this feat may apply the enemy bane template to her spells.
Further, she gains a +2 competence bonus to all Survival checks made when tracking the chosen enemy and a +1 damage bonus when fighting that foe in physical combat.
Special: A character can take this feat multiple times, for a number of bane creature types. Choose creature types from the list below:
* Aberrations 	* Fey				* Oozes
* Animals		* Giants				* Outsiders	
* Constructs 	* Humanoids (choose subtype)	* Plants
* Dragons 	* Magical beasts			* Undead
* Elementals 	* Monstrous humanoids		* Vermin

Modify Spell [General]
You can change aspects of a spell by using more of your personal energy.
Prerequisite: Spellcaster level 1st
Benefit: A character casting a laden spell (using two spell slots of the spell’s level rather than just one) can change some of the spell’s parameters. She must choose one (and only one) modification when casting the laden spell:
Double Range: One cannot increase the range of a spell whose range is not defined by distance. If the spell’s range determines its area or effect, the dimensions of its area or effect increase proportionally.
Double Duration: Spells with durations of Concentration, Instantaneous, or Permanent are not affected by this feat. Double Area or Number of Targets: The caster can make the spell’s area larger or double the number of targets it affects (touch spells cannot be affected).
No Verbal Components: The character can cast the spell silently.
No Somatic Components: The character can cast the spell without gestures or movements.
Increase Power: All the spell’s variable, numeric effects increase by one-half. Such a spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as caster power checks) are not affected. Spells without random variables are not affected.

Quicken Spell [General]
After a ceremony involving at least seven other spellcasters, you can cast spells incredibly quickly.
Prerequisites: Spellcaster level 10th, Intelligence 15
Benefit: A character with this feat can cast a spell faster than normal, but it is considered laden (it takes two slots of that spell’s level). To determine the new, quickened casting time for a spell modified in this way, refer to the following:
Original Casting Time		Quickened Casting Time
Standard action			Free action
1 round				Standard action
2 rounds to 1 minute		1 round
More than 1 minute, up to 10 minutes	1 minute
More than 10 minutes 		No change
The character may cast only one quickened spell per round (even if it is a free action), and do so no more than three times per day. If the spell is a free action, the character can perform another action, even casting another spell, in the same round as she casts a quickened spell.
Special: A character may take this feat multiple times. Each time, she gains three more uses of the ability to quicken a spell each day.

Quicken Spell-Like Ability [General]
You can employ a spell-like ability gained from your race or class with a moment’s thought.
Prerequisite: Spell-like ability at caster level 10th.
Benefit: Choose one of the character’s spell-like abilities, subject to the restrictions described below. The character can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The character can perform another action- including the use of another spell-like ability- in the same round that she uses a quickened spell-like ability. The character may use only one quickened spell-like ability per round. She can select only a spell-like ability that duplicates a spell with a level less than or equal to half her caster level (round down) -4.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time she takes it, the feat applies to a different spell-like ability.

Runecaster [General]
After a ceremony involving you and at least six runethanes, you gain special benefits when using elaborate and complex magic.
Prerequisites: Knowledge (runes) 3+ ranks
Benefit: A character with this feat may apply the runic template to her spells. Further, if she needs to make a Spellcraft check to identify a spell, she can use her Knowledge (runes) check modifier instead to gain the same results.

Sanctum [General]
Once you finish a ritual involving six close friends, you declare the area where you stand as your sanctum and gain special benefits while you are there.
Benefit: A character with this feat may apply the sanctum template to her spells. Further, she adds a +2 circumstance bonus to all Concentration, Craft, Knowledge, and Spellcraft checks within her sanctum. The sanctum is an area with a radius of no more than 20 feet per level.

Tattooed Spell [General]
In a ritual featuring just you and the artist/caster (or just you, if you are the artist/caster), you receive a tattoo with magical abilities. The artist/caster involved in the ritual must be able to cast the spell to be tattooed and must have at least one rank in Craft (tattoos).
Benefit: One simple spell, whose level is no more than half the character’s (and never more than 4th level), is infused within a tattoo etched into the character’s flesh. (A 1st-level character can have a tattoo of a 0-level spell.) The character can cast that spell once per day, using half her character level as the caster level. No somatic or verbal components are needed.
Diminished versions of spells are treated as one level lower than normal, and heightened spells are treated as one level higher for purposes of tattooed spells.
Special: Spellcasters with this feat can gain a tattoo of any spell they can cast (no level limit), even ones that are not simple. A character can take this feat multiple times, choosing a different spell each time, although she cannot have more than four tattooed spells on her body at any given moment. A character can remove a tattooed spell any time she wishes, but dispel magic does not remove the tattoo unless she wishes it. To replace a tattooed spell requires the character and caster/artist to perform the ritual again, but she need not take the feat again.

Wild Mage [Ceremonial]
After a ceremony held with you and at least six other spellcasters involving lots of flashing lights and strange songs, you gain the ability to use wild magic.
Benefit: A character with this feat may apply the wild template to her spells.
Further, once per day when casting a spell that offers a saving throw, she can make the magic so wild and unpredictable as to force the target to make two saves instead of one. If the target fails either one, resolve the spell as if he failed the save. The character must decide to force the target to make two saves before he makes his normal saving throw.