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Minor Cleric Training
prerequisite: Wis 11+, Knowledge (religion) 2 ranks
You can prepare and cast two zero-level cleric spells per day (DC 10 + Wis bonus) with a caster level of 1.
Special: If you later gain a level of cleric, you can swap this for another feat.
If you are a cleric, this feat increases the number of zero-level spells you can prepare.
Minor Druid Training
prerequisite: Wis 11+, Knowledge (nature) 2 ranks
You can prepare and cast two zero-level druid spells per day (DC 10 + Wis bonus) with a caster level of 1.
Special: If you later gain a level of druid, you can swap this for another feat.
If you are a druid, this feat increases the number of zero-level spells you can prepare.
Minor Sorcerer Training
prerequisite: Cha 11+
You know one zero-level sorcerer spell.
You can cast zero-level sorcerer spells twice per day (DC 10 + Cha bonus) with a caster level of 1.
Special: If you later gain a level of sorcerer, you can swap this for another feat.
If you are a sorcerer, this feat increases the number of zero-level spells you know and can cast per day.
Minor Wizard Training
prerequisite: Int 11+, Spellcraft 2 ranks
Choose two zero-level spells from the wizard spell list. You know those spells and record them in a spell book. You can learn additional zero-spells as a wizard would.
You can prepare and cast two zero-level wizard spells per day (DC 10 + Int bonus) with a caster level of 1.
Special: If you later gain a level of wizard, you can swap this for another feat.
If you are a wizard, this feat increases the number of zero-level spells you can prepare.
[Pathfinder variant: You can cast any zero-level spells an unlimited number of times per day. Prereqs are reduced to 1 rank.]
Energize Weapon
prerequisite: ability to cast spells
Choose one type of energy: Cold, Electricity, or Fire. Once this choice is made it can not be changed.
When using a natural or unarmed attack or melee weapon, you can inflict 1 additional point of damage, which is energy damage of the chosen type. Thus, it ignores DR, but is subject to energy resistance.
special: This feat can be taken multiple times, and the effects stack. Cold and Fire damage, however, can not both be applied on the same attack.
Energy Bolt
prerequisite: Energize Weapon
Choose one type of energy for which you have Energize Weapon. You can produce a ray of that type of energy as a standard action at will, which has a 30' range, requires a ranged touch attack, and inflicts 1d6 damage. This is a spell-like ability.
special: This feat can be taken multiple times. If it is taken more than once for the same type of energy, the damage increases by 1d6 each time, and the range increases by 10' each time.
Rapid Minor Magic
When you cast a zero-level spell with a normal casting time of 1 standard action, you can do so as a move action. You can't use this feat on the next round.
Supernatural Minor Spell
Choose one zero-level spell that you can cast. You can use that spell as a supernatural ability, not needing spell components, ignoring SR and not drawing AOO when casting it. Casting it still uses up whatever spell slot and casting time it normally would.
Extraordinary Minor Spell
prerequisite: Supernatural Minor Spell
Choose one zero-level spell for which you have Supernatural Minor Spell. You can use that spell as an extraordinary ability. Casting it still uses up whatever spell slot and casting time it normally would.
Minor Cleric Training
prerequisite: Wis 11+, Knowledge (religion) 2 ranks
You can prepare and cast two zero-level cleric spells per day (DC 10 + Wis bonus) with a caster level of 1.
Special: If you later gain a level of cleric, you can swap this for another feat.
If you are a cleric, this feat increases the number of zero-level spells you can prepare.
Minor Druid Training
prerequisite: Wis 11+, Knowledge (nature) 2 ranks
You can prepare and cast two zero-level druid spells per day (DC 10 + Wis bonus) with a caster level of 1.
Special: If you later gain a level of druid, you can swap this for another feat.
If you are a druid, this feat increases the number of zero-level spells you can prepare.
Minor Sorcerer Training
prerequisite: Cha 11+
You know one zero-level sorcerer spell.
You can cast zero-level sorcerer spells twice per day (DC 10 + Cha bonus) with a caster level of 1.
Special: If you later gain a level of sorcerer, you can swap this for another feat.
If you are a sorcerer, this feat increases the number of zero-level spells you know and can cast per day.
Minor Wizard Training
prerequisite: Int 11+, Spellcraft 2 ranks
Choose two zero-level spells from the wizard spell list. You know those spells and record them in a spell book. You can learn additional zero-spells as a wizard would.
You can prepare and cast two zero-level wizard spells per day (DC 10 + Int bonus) with a caster level of 1.
Special: If you later gain a level of wizard, you can swap this for another feat.
If you are a wizard, this feat increases the number of zero-level spells you can prepare.
[Pathfinder variant: You can cast any zero-level spells an unlimited number of times per day. Prereqs are reduced to 1 rank.]
Energize Weapon
prerequisite: ability to cast spells
Choose one type of energy: Cold, Electricity, or Fire. Once this choice is made it can not be changed.
When using a natural or unarmed attack or melee weapon, you can inflict 1 additional point of damage, which is energy damage of the chosen type. Thus, it ignores DR, but is subject to energy resistance.
special: This feat can be taken multiple times, and the effects stack. Cold and Fire damage, however, can not both be applied on the same attack.
Energy Bolt
prerequisite: Energize Weapon
Choose one type of energy for which you have Energize Weapon. You can produce a ray of that type of energy as a standard action at will, which has a 30' range, requires a ranged touch attack, and inflicts 1d6 damage. This is a spell-like ability.
special: This feat can be taken multiple times. If it is taken more than once for the same type of energy, the damage increases by 1d6 each time, and the range increases by 10' each time.
Rapid Minor Magic
When you cast a zero-level spell with a normal casting time of 1 standard action, you can do so as a move action. You can't use this feat on the next round.
Supernatural Minor Spell
Choose one zero-level spell that you can cast. You can use that spell as a supernatural ability, not needing spell components, ignoring SR and not drawing AOO when casting it. Casting it still uses up whatever spell slot and casting time it normally would.
Extraordinary Minor Spell
prerequisite: Supernatural Minor Spell
Choose one zero-level spell for which you have Supernatural Minor Spell. You can use that spell as an extraordinary ability. Casting it still uses up whatever spell slot and casting time it normally would.