Greg K said:RESERVE FEATS
Ah, this new category of feats is interesting. They explain the reason for it's creation. The purpose of a Reserve feat is, even though you have to keep a spell prepared or a spell slot on hold in order to benefit, the benefits are worthwhile. The higher the spell level you hold, the stronger the benefit. The good thing about Reserve feats is they're usable at will with no limit. They stated that these are good for those spellcasters that like to save their spells for just the right moment or are too worried about running out of spells. It gives them something worthwhile to do other than aid another or use up charges from wands and scrolls.
For example, I'll show you guys one of the reserve feats that looks cools, Storm Bolt.
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STORM BOLT: Ability to cast 3rd-level spells; 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 1d6 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.
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Most of the reserve feats, in fact I believe all of them, run along these lines. I like them, they appear to be very useful and worthwhile to invest in. There's quite a number of reserve feats in the book, 25 in total. As for the other reserve feats, of course there's nondamaging ones. There's Aquatic Breath which lets you breathe water and air normally, Borne Aloft let's you fly 30 feet once per round, Clutch of Earth lets you impede a target's movement, and Shadow Veil let's you obscure a target's sight.
Seems like reserve feats go a ways towards turning casters into warlocks. Cool.
I like the idea that the spells scale with the spells left in reserve, but it soundss like not all of them do.