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Reserve Feats

Feat NamePrerequisitesBenefits
Acidic SplatterAbility to cast 2nd-level spells, Elemental Focus (Earth).As long as you have an elemental (earth) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, 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 earth spell you have and deals 1d6 points of earth damage per level of that earth spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (earth) spells.
Aquatic BreathAbility to cast 3rd-level spells, Elemental Focus (Water).As long as you have an elemental (water) spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, 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 elemental (water) spells.
Borne AloftAbility to cast 5th-level spells, Elemental Focus (Wind).As long as you have an elemental (wind) spell of 5th level or higher in your known spells and at least 5 MP in your MP pool, 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 elemental (wind) spells.
Clutch of EarthAbility to cast 2nd-level spells, Elemental Focus (Earth).As long as you have an elemental (earth) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, 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, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude (DC 10 + half caster level + caster modifier) 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 elemental (earth) spells.
Drowning GlanceAbility to cast 4th-level spells, Elemental Focus (Water).As long as you have an elemental (water) spell of 4th level or higher in your known spells and at least 4 MP in your MP pool, 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 (DC 10 + half caster level + caster modifier) 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 elemental (water) spells.
Face-ChangerAbility to cast 3rd-level spells, Spell Focus (Illusion).As long as you have an illusion spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the illusion 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 illusion spells.
Fiery BurstAbility to cast 2nd-level spells, Elemental Focus (Fire).As long as you have an elemental (fire) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, 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 highest level fire spell you have. A successful Reflex (DC 10 + half caster level + caster modifier) save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (fire) spells.
Hurricane BreathAbility to cast 2nd-level spells, Elemental Focus (Wind).As long as you have an elemental (wind) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, 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 wind spell you have 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 elemental (wind) spells.
Shadow VeilAbility to cast 2nd-level spells, Elemental Focus (Dark).As long as you have a dark spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will (DC 10 + half caster level + caster modifier) save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Perception checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting dark spells.
Storm BoltAbility to cast 3rd level spells, Elemental Focus (Lightning).As long as you have an elemental (lightning) spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can fire a 20-foot line of lightning as a standard action. This bolt deals 1d6 points of lightning damage per level of the highest-level lightning spell you have. A successful Reflex (DC 10 + half caster level + caster modifier) save halves damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (lightning) spells.
Summon ElementalAbility to cast 4th-level spells, Spell Focus (Summoning).As long as you have a summoning spell of 4th level or higher in your known spells and have at least 4 MP in your MP pool, you can summon a Small elemental (any element; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell. The duration of the summoning is equal to 1 round per level of the highest-level summoning spell you have. 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 summoning spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a 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 summoning spells.
Sunlight EyesAbility to cast 2nd-level spells, Elemental Focus (Light).As long as you have a light spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, 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, 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.
Winter's BlastAbility to cast 2nd-level spells, Elemental Focus (Ice).As long as you have an elemental (ice) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can create a 15-foot cone-shaped burst of ice. This cone deals 1d6 points of ice damage per level of the highest-level ice spell you have. A successful Reflex (DC 10 + half caster level + caster modifier) save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (ice) spells.