Spend 1 arcane reservoir point and hit with a ranged touch attack to deal 1d6 acid damage + Charisma modifier (+1d6 per 2 levels beyond 1st, max 10d6) and sicken the target for 1d4 rounds (Fortitude negates the sicken).
Arcanist Exploit
Learned at 1st level and every 2 levels; most are paid for with points from the arcane reservoir. Greater exploits take their place from 11th level.
Granted by Arcanist
Archetypes that add it Brown-Fur Transmuter, Collegiate Initiate, Eldritch Font, Exploiter Wizard, Occultist, Tarot Student, Twilight Sage
Spend 1 arcane reservoir point and touch a willing item as a full-round action (provokes) to swap one of its weapon or armor special abilities for another of equal cost for a number of minutes equal to your Charisma modifier.
Spend 1 arcane reservoir point to change to another form allowed by an active polymorph spell you cast, reducing that spell's caster level by 1.
Spend 1 arcane reservoir point as a swift action to gain temporary hit points equal to your arcanist level + Charisma modifier for 1 minute per level; each further daily use costs 1 more point.
Learn an arcane discovery, using half your arcanist level as your wizard level to qualify; it applies only to your arcanist spells.
Spend 1 arcane reservoir point to make your weapon count as magic and, from 5th level, gain a scaling enhancement bonus or weapon special abilities for a number of minutes equal to your Charisma modifier.
Spend 1 arcane reservoir point to gain mage armor at your arcanist level with an illusory appearance of armor; spend 1 more to add shield of faith.
Spend 1 arcane reservoir point as an immediate action to gain the benefits of innocence at your arcanist level.
Spend 1 arcane reservoir point to weep blood, treating all gaze attacks as if averting your eyes; a standard action flicks the tears in a 15-foot cone that staggers creatures on a failed Will save.
Gain the 1st-level power of a chosen sorcerer bloodline, and spend 1 arcane reservoir point to treat your arcanist level as your sorcerer level for it; if you already have a bloodline, your arcanist levels stack instead.
When using flame arc, spend 1 extra arcane reservoir point to set failed-save targets on fire for 3d6 fire damage each round until extinguished.
Spend 1 arcane reservoir point as a standard action to gain the benefits of glibness at your arcanist level.
Consume potions, scrolls, staves, or wands as a move action (Charisma modifier times per day) to refill your arcane reservoir by half the contained spell's level.
Attempt to consume a primal magic event as an immediate action, as the consume spells class feature, on a successful Fortitude save.
Spend 1 arcane reservoir point to convert a wand in your possession into a wand of a cure spell of the same spell and caster level for 1 minute.
When you successfully counterspell, regain arcane reservoir points based on the countered spell's level (1 per 3 spell levels, max 3 at 9th).
Spend 1 arcane reservoir point and an arcanist spell slot to counter a spell you identify with a dispel check (a same-level prepared spell gives a +5 bonus).
Counter a primal magic event with a Spellcraft check (DC 10 + the event's CR), dispelling it as dispel magic on a success.
Spend 2 arcane reservoir points as a standard action to create a 10-foot area of primal magic within 30 feet for 1 minute (20-foot area for 2 more points).
Spend 1 arcane reservoir point to whisper in a target's mind; on a failed Will save it drops what it holds and takes 1d6 damage each turn (more targets at higher levels).
When using lightning lance, spend 1 extra arcane reservoir point to also deal half the rolled electricity damage to all creatures adjacent to the target (Reflex half).
Spend 1 arcane reservoir point as part of a move or withdraw action to teleport up to 10 feet per arcanist level to a spot you can see, without provoking.
When your energy shield absorbs 10+ points of damage, you can fuel an exploit that deals that same energy type at a 1-point reduced cost within 1 minute.
Spend 1 arcane reservoir point as a standard action to gain resistance 10 (rising to 30 by 20th level) against one chosen energy type for 1 minute per arcanist level.