Spellcraft
You devise a magical trick to temporarily enhance a spell.
Activity
You spend the day focusing your energies on a single spell. Choose a spell you know and attempt a Mysticism check (DC = 10 + the spell’s level + your level).
Results
If you succeed at the Mysticism check, once before the end of the following day, you can apply one of the following benefits to the chosen spell. You must choose the benefit as you cast the spell, and some benefits can only be applied to spells from a specific school. If you exceed the Mysticism check’s DC by 10 or more, you can apply a benefit each time you cast the spell before the end of the following day.
Calculated: If you roll one or more dice to determine how much damage the spell deals or how many Hit Points or Stamina Points it restores, the first time you roll these dice, you can reroll any die result of 1 and must use the second result.
Convincing (illusion only): Creatures attempting to disbelieve an illusion you cast as a move action take a –2 penalty to their Will saves. A creature takes no penalty if it interacts with the illusion as a standard action.
Expert: Treat your caster level as 1 higher when casting the spell.
Overpowering: Increase the spell’s saving throw DCs by 1.
Precise: You gain a +1 bonus to any attack rolls you make with the spell before the beginning of your next turn, and those attacks reduce any AC bonus the targets receive due to cover by 1.
Protective (abjuration spells only): One creature affected by the spell gains a +1 bonus to AC for 1d4 rounds.
Multiday
-Special
-Source
Ports of Call pg. 26