Don de RESERVE
Un article de ErnstWiki.
AQUATIC BREATH [RESERVE]
Your reservoir of magic allows you to breathe normally even
underwater.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a water spell of 3rd level or
higher available to cast, you can breathe normally in both air
and water. This supernatural quality requires no activation.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting water 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.
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 landbound 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 highestlevel 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 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 summoned creatures even more potent (summoning) 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.
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.
to your caster level when casting water spells.
FACE-CHANGER [RESERVE]
Your mastery of illusions allows you to subtly alter your appearance at whim.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.
FIERY BURST [RESERVE]
You channel your magical talent into a blast of fire.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highestlevel fire spell you have available to cast. A successful Reflex save halves the damage.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
HURRICANE BREATH [RESERVE]
The power of elemental air you hold in your mind allows you to exhale the wind.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an air spell of 2nd level or higher available to cast, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions much like a bull rush; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent's Strength check. If you succeed, you push the creature back 5 feet.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.
INVISIBLE NEEDLE [RESERVE]
You can create tiny darts of force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals ld4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.
MAGIC DISRUPTION [RESERVE]
You can use your powers of abjuration to interfere with other casters' spells.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an abjuration spell of 3rd level or higher available to cast, you can attempt to interrupt another character's spellcasting with a tiny burst of magic. As an immediate action, you can force any character within 30 feet currently casting a spell to make a Concentration
check (DC 15 + the level of the highest-level abjuration spell you have available to cast); if the check fails, the spell's save DC and caster level are reduced by 2 (to a minimum caster level of 1st).
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
MAGIC SENSITIVE [RESERVE]
You literally see the emanations of magic around you.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a divination spell of 3rd level or higher available to cast, you can sense magical auras (as if you had cast detect magic). The range of your detection is equal to 5 feet per level of the highest-level divination spell you have available to cast. Activating or concentrating on
this ability requires a standard action.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting divination spells.
MINOR SHAPESHIFT [RESERVE]
Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following benefits:
Might: +2 bonus on melee damage rolls.
Mobility: +2 competence bonus on Balance, Climb, Jump, and Swim checks.
Savagery: Primary claw attack dealing ld6 points of damage (assuming Medium size).
Speed: +5-foot enhancement bonus to any one movement mode you already possess.
Vigor: Temporary hit points equal to your HD.
The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells.
MYSTIC BACKLASH [RESERVE]
With a touch, your magic corrupts the spells of your enemy.
Prerequisite: Ability to cast 5th-level spells.
Benefit: As long as you have an abjuration spell of 5th level or higher available to cast, you can make another creature's spellcasting harmful to itself. Use of this feat requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round.
For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration.
Since the spell's casting has already been completed, this doesn't count as damage dealt during casting.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.
the spell's actual level.
SHADOW VEIL [RESERVE]
You draw wisps of darkness across your enemy's eyes, obscuring the world around him.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Spot checks for 1 round.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells.
SICKENING GRASP [RESERVE]
You wreak havoc with the inner organs of a target, causing it to grow ill.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save.
STORM BOLT [RESERVE]
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite: Ability to cast 3rdlevel spells.
Benefit: As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals ld6 points of electricity damage per level of the highest-level electricity spell you have available to cast.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.
SUMMON ELEMENTAL [RESERVE]
You can channel the summoning power you hold to briefly bring forth an elemental servant.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast.
You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
SUNLIGHT EYES [RESERVE]
I The bright magic within you allows you to see through the darkest shadow.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a light spell of 2nd level or higher available to cast, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical
shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you have available to cast, and the effect lasts for 1 round.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.
TOUCH OF DISTRACTION [RESERVE]
Your touch briefly clouds the mind of a foe, impeding its efforts.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a -2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enchantment spell you have available to cast, the effect ends.
Multiple uses of this feat don't stack. This is an enchantment (compulsion), mind-affecting effect.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.
WIND-GUIDED ARROWS [RESERVE]
Your mastery of the wind allows you to alter the flight of a ranged weapon.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an air spell of 3rd level or higher available to cast, you can spend an immediate action to alter slightly the course of an arrow, crossbow bolt, spear, or other ranged weapon already in flight. You can't change the weapon's target, but you can apply a +2 bonus or -2 penalty on its attack roll.
You and the target can be no farther apart than 10 feet per level of the highest-level air spell you have available, since the guidance occurs at the end of the weapon's flight.
This feat works only on thrown or projectile weapons; it can't affect spells, powers, energy attacks, or the like.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.
WINTER'S BLAST [RESERVE]
The frozen magic within you can burst forth in a hail of frost.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals ld4 points of cold damage per level of the highest-level cold spell you have available to cast.
A successful Reflex save halves the damage.
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.
