This is the writeup I did for the 15 feats I earmarked for implementation. The first cut will NOT have the secondary benefits but I've left it in the description for possible future work. The ( ) after the feat name is the type of spell needed to activate the reserve ability (my shorthand for coding it up).
All reserve feats are supernatural abilities and so bypass any SR the target of the spell has. I plan to include Sneak Attack (courtesy of Reeron) in the feats that have a Ranged or Melee Touch Attack (Acidic Splatter, Clap of Thunder, Invisible Needle, and Sickening Grasp).
Acidic Splatter (Acid)
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 1d6 points of damage per level of that acid spell.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting acid spells.
Trigger Spells: Acid Fog, Greater Shadow Conjuration, Melfs Acid Arrow, Storm of Vengeance, Mestils Acid Breath, Vitriolic Sphere, Lesser Energized Shield, Energized Shield, Weapon of Energy, Orb of Acid
Clap of Thunder (Sonic)
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 1d6 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.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting sonic spells.
Trigger Spells: Cacophonic Burst, Shout, Greater Shout, Castigate, Energized Shield, Sonic Shield, Lion's Roar, Resonating Bolt, Orb of Sound
Fiery Burst (Fire)
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 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting fire spells.
Trigger Spells: Delayed Blast Fireball, Elemental Shield, Fire Storm, Fireball, Flame Arrow, Flame Strike, Incendiary Cloud, Meteor Swarm, Shades, Wall of Fire, Firebrand, Inferno, Combust, Flame Weapon, Fireburst, Greater Fireburst, Shroud of Flame, Body of the Sun, Scorching Ray, Lesser Energized Shield, Energized Shield, Flame of Faith, Weapon of Energy, Orb of Fire, Heartfire
Hurricane Breath (Wind)
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 a 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 like a knockdown; 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 knock the creature down.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting air spells.
Trigger Spells: Gust of Wind
Invisible Needle (Force)
You 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, and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting force spells.
Trigger Spells: Mordenkainens Sword, Isaacs Lesser Missile Storm, Isaacs Greater Missile Storm, Bigbys Interposing Hand, Bigbys Forceful Hand, Bigbys Grasping Hand, Bigbys Clenched Fist, Bigbys Crushing Hand, Orb of Force
Minor Shapeshift (Polymorph)
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 standard action to grant yourself one of the following benefits:
Might: +2 bonus on melee damage rolls.
Speed: +5-foot enhancement bonus to movement.
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 feat is still in effect, the first benefit ends immediately.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting polymorph spells.
Trigger Spells: Poly Self, Shapechange, Tensers Transformation
Storm Bolt (Electricity)
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a 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. A successful Reflex save halves damage.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting electricity spells.
Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of Electricty
Sickening Grasp (Necromancy)
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, you can make a melee touch attack against living creatures which becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available. The subject can reduce this duration to 1 round with a successful Fortitude save.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting necromancy spells.
A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Trigger Spells: Animate Dead, Circle of Death, Mass Inflict Light Wounds, Cloudkill, Contagion, Control Undead, Create Greater Undead, Create Undead, Death Ward, Energy Drain, Enervation, Fear, Finger of Death, Harm, Poison, Slay Living, Vampiric Touch, Wail of the Banshee, Destruction, Horrid Wilting, Inflict Serious Wounds, Inflicts Critical Wounds, Infestation of Maggots, Undeath to Death, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Inflict Critical Wounds, Mass Contagion, Mass Death Ward, Avasculate, Mass Curse of Blades, Blood of the Martyr
Summon Elemental (Summoning)
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 (fire, earth, air, or water; your choice) within a range of 30 feet. The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast.
If you have a summoning spell of 6th level or higher available to cast, you summon a Medium elemental instead. If you have a summoning spell of 8th level or higher available to cast, you summon a Large elemental.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting summoning spells.
Trigger Spells: Elemental Swarm, Gate, Greater Shadow Conjuration, Shades, Shadow Conjuration, Summon Creature IV, Summon Creature IX, Summon Creature V, Summon Creature VI, Summon Creature VII, Summon Creature VIII
Winter's Blast (Cold)
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 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting cold spells.
Trigger Spells: Cone of Cold, Elemental Shield, Shades, Ice Storm, Polar Ray, Hypothermia, Creeping Cold, Greater Creeping Cold, Glacial Wrath, Lesser Energized Shield, Energized Shield, Weapon of Energy, Orb Cold
Holy Warrior (War domain)
Your zeal on the battlefield allows you to deal extra damage in combat.
Prerequisite: Ability to cast 4th-level spells, War domain
Benefit: As long as you have a War domain spell of 4th level or higher available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting force spells.
Trigger Spells: Power Word Kill, Power Word Stun, Blade Barrier, Divine Power, Flame Strike, Power Word Blind
Protective Ward (Abjuration)
Your connection to the divine principle of protection shields you or an ally from attacks.
Prerequisite: Access to the Protection domain.
Benefit: As long as you have a abjuration spell of 2nd level or higher available to cast, you can use a standard action to provide a sacred (or profane) bonus to AC equal to the level of the highest-level abjuration spell you have available to cast. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting abjuration spells.
Touch of Healing (Healing)
You can channel divine energy into healing with a touch.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a conjuration(healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration(healing) spell you have available to cast. This ability has no effect on creatures that can't be healed by cure spells.
Secondary Benefit: You gain a +1 competence bonus to your caster level when casting conjuration(healing) spells.
Trigger Spells: Cure Critical Wounds, Mass Cure Critical Wounds, Mass Cure Light Wounds, Cure Moderate Wounds, Mass Cure Moderate Wounds, Cure Serious Wounds, Mass Cure Serious Wounds, Heal , Mass Heal, Heal Animal Companion, Neutralize Poison, Raise Dead, Regenerate, Rejuvenation Cocoon, Remove Blindness/Deafness, Remove Disease, Remove Paralysis, Restoration, Greater Restoration, Lesser Restoration, Resurrection, Vigor, Mass Lesser Vigor, Vigorous Circle
Umbral Shroud (Darkness)
You control darkness and shadows.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a darkness spell of 3rd level or higher available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save, its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning on your next action.
Creatures that do not rely on sight are unaffected by this effect, and those with Blind-fight or similar abilities can fight as they normally would.
Secondary Benefit: You gain darkvision.
Trigger Spells: Mass Blindness and Deafness, Shadow Conjuration, Shadow Shield