These are all more or less extensions of the idea of augment summoning.
Potent Evocations
Your evocations are surprisingly powerful.
Prerequisite: Spell Focus: Evocation
Benefit: Whenever you cast an evocation spell that uses d6 for damage, roll d8s instead.
Wicked Compulsions
Your enchantments leave your enemies tired from resisting you.
Prerequisite: Spell Focus: Enchantment
Benefit: Whenever you successfully target a creature with an enchantment spell with the [Compulsion] descriptor the target is fatigued for an equal duration (or until they rest).
Insightful Divinations
Your divinations leave you with a clear mind and purpose.
Prerequisite: Spell Focus: Divination
Benefit: After you complete a divination spell you gain a +2 competence bonus to saving throws and ability checks for the next hour.
Necromatic Residue
Your necromancies tend to have beneficial side-effects.
Prerequisite: Spell Focus: Necromancy
Benefit: When you cast a Necromancy spell roll a d4. On a 1 or 2 nothing happens, on a 3 or 4 you gain 1 hp/spell level (max 4 hp).
Shrouded Figments
Your illusions are difficult to disbelieve.
Prerequisite: Spell Focus: Illusion
Benefit: Whenever you cast an illusion spell with the [Figment] or [Pattern] descriptor the DC to disbelieve the spell increases for each person who interacts with and believes them. For instance if you cast a silent image and an orc fails his save, the DC increases by 1 for that orc disbelieving next round and any other orcs who interact with it in the future.
Lasting Transmutations
Transmutations on yourself last longer than they should.
Prerequisite: Spell Focus: Transmutation
Benefit: Transmuations with durations that you target yourself with last 1d4 time increments longer than the maximum. If a spell lasts 10 min./level, roll 1d4 and add that many more durations, so if you rolled a '3', your spell lasts 30 minutes longer than it would normally.
Precise Spellcasting
You are adept at feinting your gestures and words to mislead people trying to determine what you are casting.
Prerequisite: Spellcaster 5th+
Benefit: Spells you cast have a +5 DC to determine the spell you are casting with a spellcraft check. Additionally, you may lengthen your spellcasting to further confuse someone watching you, doing so adds another +5 DC to the spellcraft for each time increment (Standard Action becomes Full-Round, Full-Round becomes 2 Full-Rounds, etc).
Special: If you have this feat you face the normal DCs.
The last is just because it sucks when everyone knows what everyone casts.
Technik
Potent Evocations
Your evocations are surprisingly powerful.
Prerequisite: Spell Focus: Evocation
Benefit: Whenever you cast an evocation spell that uses d6 for damage, roll d8s instead.
Wicked Compulsions
Your enchantments leave your enemies tired from resisting you.
Prerequisite: Spell Focus: Enchantment
Benefit: Whenever you successfully target a creature with an enchantment spell with the [Compulsion] descriptor the target is fatigued for an equal duration (or until they rest).
Insightful Divinations
Your divinations leave you with a clear mind and purpose.
Prerequisite: Spell Focus: Divination
Benefit: After you complete a divination spell you gain a +2 competence bonus to saving throws and ability checks for the next hour.
Necromatic Residue
Your necromancies tend to have beneficial side-effects.
Prerequisite: Spell Focus: Necromancy
Benefit: When you cast a Necromancy spell roll a d4. On a 1 or 2 nothing happens, on a 3 or 4 you gain 1 hp/spell level (max 4 hp).
Shrouded Figments
Your illusions are difficult to disbelieve.
Prerequisite: Spell Focus: Illusion
Benefit: Whenever you cast an illusion spell with the [Figment] or [Pattern] descriptor the DC to disbelieve the spell increases for each person who interacts with and believes them. For instance if you cast a silent image and an orc fails his save, the DC increases by 1 for that orc disbelieving next round and any other orcs who interact with it in the future.
Lasting Transmutations
Transmutations on yourself last longer than they should.
Prerequisite: Spell Focus: Transmutation
Benefit: Transmuations with durations that you target yourself with last 1d4 time increments longer than the maximum. If a spell lasts 10 min./level, roll 1d4 and add that many more durations, so if you rolled a '3', your spell lasts 30 minutes longer than it would normally.
Precise Spellcasting
You are adept at feinting your gestures and words to mislead people trying to determine what you are casting.
Prerequisite: Spellcaster 5th+
Benefit: Spells you cast have a +5 DC to determine the spell you are casting with a spellcraft check. Additionally, you may lengthen your spellcasting to further confuse someone watching you, doing so adds another +5 DC to the spellcraft for each time increment (Standard Action becomes Full-Round, Full-Round becomes 2 Full-Rounds, etc).
Special: If you have this feat you face the normal DCs.
The last is just because it sucks when everyone knows what everyone casts.
Technik