The most recent FAQ entry on the subject confirms that spell-like abilities cannot qualify for requirements, unless the spell name is called out explicitly.
Inner Sea Magic's spellcaster guilds
The Inner Sea Magic has a mechanic for being a member of a Spellcasting Guild, like an academy of magic studies, where you do some quests for them and gain fame within the academy. Then, you can obtain rewards after obtaining a certain amount of Fame, one of which is the Eclectic Training (page 22), which increases your effective caster level on a single class by +1, including spells known and able to cast.
As guild students increase in fame, they gain the
following rewards:
Eclectic Training (5 Fame): Guilds often require members to master and train in different subjects. When your Fame score in a guild reaches 5, choose one spellcasting class you have at least 1 level in—you increase your effective caster level in that class (including the number of spells you know and can cast per day) by +1, to a maximum caster level equal to your total Hit Dice. Single-classed spellcasters should still pick a class to which this bonus applies, since this bonus is retroactive.
The mechanics, as written, expect a character to gain at least 4 fame per character level, which means that by level 2, you already have +1 caster level from training with an academy of magic. This benefit cannot increase your caster level to higher than your HD, so the benefit is pretty much exclusive to multiclass characters.
Example: A cleric 1/wizard 1 will cast spells either as cleric 2/wizard 1, or cleric 1/wizard 2.
The system also allows you to become member of more than one guild, as long as you can pay for the Entrance Fee, pass the necessary tests and keep up with the Education Exams. The book presents us four guilds:
Kintargo Opera House (Cheliax)
- Entrance Fee 500 gp
- Entrance Exam DC 17 Perform (sing) check
Oenopion Fleshforges (Nex)
- Entrance Fee 200 gp
- Entrance Exam DC 15 Craft (alchemy) check
Poisoner’s Guild (River Kingdoms)
- Entrance Fee 500 gp
- Entrance Exam DC 20 Craft (alchemy) check
White Grotto (Absalom)
- Entrance Fee 50 gp
- Entrance Exam DC 15 Perform (any) check
At 35+ Fame with a spellcasting guild, you also gain another ability called Esoteric Training, which not only increases the previous bonus to +3, but you also gain +1 effective caster level on a second spellcasting class:
Esoteric Training (35 Fame): The bonus to caster level
you gain from Eclectic Training increases to +3 (but is still
limited by your total Hit Dice). You may select a second
spellcasting class to gain a +1 bonus to effective
caster level.
The way to increase your Fame score is to pass periodic (between 3 to 6 months) Education Checks, normally 3 to 5 skill checks using a DC of 15 + your ranks on that skill, and pay an additional fee for the new semester. Each check increases your Fame by +1. But you also could do extracurricular jobs and requests for the guild and gain Fame points from it.
Just be careful to not get expelled from your guilds, or the GM could revoke some of the rewards gained. You may quit by notifying your superior and keep your rewards, but you will no longer be able to acquire new rewards.
Note that those academies are not legal on Pathfinder Society, as PFS characters have different guilds they have filiation with, and different boons and rewards that change every season.