Reserve Feats

Acidic Splatter [Reserve]

You can channel magical energy into orbs of acid.

Prerequisite: Ability to cast 2nd-level spells

Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals ld6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.

Blade of Force [Reserve]

You can surround a weapon with a short-lived aura of force.

Prerequisite: Ability to cast 3rd-level spells

Benefit: As long as you have a 3rd-level or higher force spell available to cast, you can surround a melee weapon or a single piece of ammunition with a thin field of force. Activating this ability is a swift action; you must touch the weapon to be affected as part of the action. The next attack made with that weapon, if taken before the end of your next turn, deals an extra 1 point of damage per level of the highest-level force spell you have available to cast. Furthermore, that weapon ignores the miss chance normally granted to an incorporeal creature. If the next attack with that weapon misses, this benefit is lost. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.

Borne Aloft [Reserve]

You can channel the magic of the winds to briefly grant you flight.

Prerequisite: Ability to cast 5th-level spells

Benefit: As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can't use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

Charnel Miasma [Reserve]

Your close connection to death magic causes others to find your company unpleasant.

Prerequisite: Access to the Death domain

Benefit: As long as you have a 2nd-level or higher Death domain spell available to cast, you exude an almost imperceptible scent of the grave wherever you go. As a standard action, you can force one foe within 30 feet to attempt a Will save or be shaken for 1 minute. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting death spells.

Clap of Thunder [Reserve]

You can deliver a thunderous roar with a touch.

Prerequisite: Ability to cast 3rd-level spells

Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals ld6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.

Clutch of Earth [Reserve]

You briefly increase the earth's pull on the target creature.

Prerequisite: Ability to cast 2nd-level spells

Benefit: As long as you have an earth spell of 2nd level or higher available to cast, you can spend a standard action to reduce the speed of any land bound creature within 30 feet of you. The creature's normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highest level earth spell you have available to cast, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude save negates this effect and renders the target immune to the feat's effect for 24 hours. Creatures currently swimming or flying are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting earth spells.

Dimensional Jaunt [Reserve]

With a single step, you can cross an entire room.

Prerequisite: Ability to cast 4th-level spells

Benefit: As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells.

Dimensional Reach [Reserve]

You can transport small objects to you with an act of will.

Prerequisite: Ability to cast 3rd-level spells

Benefit: As long as you have a conjuration (summoning) spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.

Drowning Glance [Reserve]

With a look, you create a small but incapacitating amount of water in the subject's lungs.

Prerequisite: Ability to cast 4th-level spells

Benefit: As long as you have a water spell of 4th level or higher available to cast, you can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don't breathe) are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells.