Feats
Spell Level
Benefits Prerequisites
Aquatic Spell
+1
You can cast your spells under or into water.
Benthic Spell
+1
You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high-pressure water instead
Bouncing Spell
+1
You can direct a failed spell against a different target.
Burning Spell
+2
Deal extra fire damage from nonmagical sources, avoid fire better yourself.
Brackish Spell
You can modify the spell to surround you with a thin sheath of brackish salt water in addition to the spell's normal effect.
Brisk Spell
Spells that grant a creature a movement type increase the speed for that movement type by 10 feet. Dex 13.
Centered Spell
You can make a spell explode around you, leaving a safe zone for yourself at the center of the blast. Spellcraft 3 ranks.
Coaxing Spell
+2
Your charms and enchantments reach the minds of even the lowliest dungeon denizens. Spell Focus (enchantment), Knowledge (dungeoneering) 6 ranks.
Concussive Spell
+2
You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Conditional Spell
+1
A conditional spell is subject to the rules laid out in the spell conditional favor.
Consecrate Spell
+2
Spell is maximized against evil creatures. Aasimar, able to prepare or cast consecrate.
Contagious Spell
+2
Spell spreads to those who fail to remove it
Contingent Spell
+2
You are able to set up healing spells in advance. Ability to cast cure spells (a cure spell is any spell with "cure" in its name).
Dazing Spell
+3
You can daze creatures with the power of your spells.
Delayed Spell
+1
You can set a spell to trigger on a delay.
Disruptive Spell
+1
Your magical energies cling to enemies, interfering with their spellcasting.
Echoing Spell
+3
You have learned how to release most, but not all, of a spell's potential when you cast it.
Eclipsed Spell
You alter how your spells affect illumination.
Ectoplasmic Spell
+1
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Elemental Spell
+1
You can manipulate the elemental nature of your spells.
Empower Spell
+2
You can increase the power of your spells, causing them to deal more damage.
Encouraging Spell
+1
Any morale bonus granted by an encouraging spell is increased by 1. Cha 13, Diplomacy 6 ranks.
Enlarge Spell
+1
You can increase the range of your spells.  
Extend Spell
+1
You can make your spells last twice as long.
Familiar Spell
+3
You can imbue your familiar with a spell. Spellcaster with familiar class feature.
Fearsome Spell
+2
Spell damage causes the shaken condition
Flaring Spell
+1
You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.
Fleeting Spell
+1
Dismiss the spell more easily.
Focused Spell
+1
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Furious Spell
+1
Spell deals more damage and can be cast while in a rage
Heighten Spell
Varies
You can cast spells as if they were a higher level.
Intensified Spell
+1
Your spells can go beyond several normal limitations.
Intuitive Spell
+1
Cast spell without thought components
Jinxed Spell
+1
Any creature that fails its saving throw against a jinxed spell also suffers the effects of your jinx. Any two metamagic feats, Halfling Jinx trait.
Lingering Spell
+1
You spell clings to existence, slowly fading from the world.
Logical Spell
+1
Cast spell without emotion components
Maximize Spell
+3
Your spells have the maximum possible effect.
Merciful Spell
0
Your damaging spells subdue rather than kill.
Murky Spell
0
You can call upon murky sediments in the water to transform a mist spell underwater.
Mystical Reverberation
+1
Share metamagic feat with an ally Ability to spontaneously cast spells.
Persistent Spell
+2
You can modify a spell to become more tenacious when its targets resist its effect.
Piercing Spell
+1
Your studies have helped you develop methods to overcome spell resistance.
Quicken Spell
+4
You can cast spells in a fraction of the normal time.
Reach Spell
Varies
Your spells go farther than normal.
Rime Spell
+1
Creatures damaged by your spells with the cold descriptor become entangled.
Scarring Spell
+1
Emotion or fear spell gives penalties against further such spells
Scouting Summons
+2
You can possess your summoned creature as per magic jar. Spell Focus (conjuration), ability to cast magic jar.
Seeking Spell
+2
You can cast spells that bend around barriers to reach their intended destination.
Selective Spell
+1
Your allies need not fear friendly fire. Spellcraft 10 ranks.
Shadow Grasp
+1
Your darkness spells have substance and bind your foes. Tenebrous Spell, Umbral Spell.
Sickening Spell
+2
You can sicken creatures with your spells.
Silent Spell
+1
You can cast your spells without making any sound.
Snuffing Spell
+2
Your magic disrupts sources of light.
Solar Spell
+1
Your spells erupt with the searing light of the sun, blinding or burning creatures of evil.
Solid Shadows
+1
Makes shadow spells are 20% more real. Spell Focus (illusion).
Stable Spell
+1
You can cast spells in areas of primal magic with less chance of triggering a primal magic event.
Steam Spell
+2
A fire spell works underwater without a caster level check, but it requires a caster level check to function above water.
Studied Spell
+2
Spell uses Knowledge to bypass racial resistances.
Stylized Spell
+1
Spell is difficult to identify and might be mistaken for a similar spell. Bluff 5 ranks, Spellcraft 5 ranks
Still Spell
+1
You can cast spells without moving.
Tenacious Spell
+1
Spell is difficult to dispel and remains for 1d4 rounds.
Tenebrous Spell
+1 or 0
You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.
Thanatopic Spell
+2
Your spells can pierce wards against negative energy and even affect undead targets. Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Threatening Illusion
+1
One 5-foot square within the area of your illusion threatens the target as long as it is adjacent. Spell Focus (illusion), gnome.
Threnodic Spell
+2
Mind-affecting magic can control undead. Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Thundering Spell
+2
You can modify a spell to deafen a creature damaged by the spell.
Toppling Spell
+1
Your spells with the force descriptor knock the affected creatures prone.
Toxic Spell
+1
Use poison as component and infuse a spell with the power of the poison. Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature.
Traumatic Spell
+2
Emotion or fear spell causes nightmares
Trick Spell
+1
The vengeful nature of your goddess flows through your magic, turning your enemies against themselves. Ability to cast 1st-level spells, chaotic neutral alignment, worshiper of Calistria.
Umbral Spell
+2
Targets of your darkness spells radiate darkness. Tenebrous Spell.
Vast Spell
+1
The maximum distance apart of those you target with the spell increases to 60 feet. Caster level 3rd.
Verdant Spell
+2
Spell affects plant creatures as if they weren't immune to mind-affecting effects. Spell Focus (enchantment), Knowledge (nature) 6 ranks.
Widen Spell
+3
You can cast your spells so that they occupy a larger space.
Yai-Mimic Spell
+3
Spell's is stilled and you gain regeneration 1 for a number of rounds equal to the original spell level. Int 15, Still Spell