Spend 1 arcane reservoir point to apply a metamagic feat you know to a spell as you cast it without increasing casting time (still using the higher-level slot).
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 when casting to disguise the spell as another spell you know, doubling the Spellcraft DC to identify it.
Spend 1 arcane reservoir point as a swift action so that for 1 minute your spells deal exactly average damage on all dice, rounded down.
When you target allies (not yourself) with a spell, spend 1 arcane reservoir point to grant them temporary hit points equal to the spell's level for 1 minute per caster level.
When you spend an arcane reservoir point to raise a spell's caster level or DC, it increases by 2 instead of 1.
Spend 1 or more arcane reservoir points to create an uncontrolled primal magic effect with a CR equal to your caster level (max 5 per point), or spend a point and a 3rd-level slot for a rod of wonder effect.
Spend 1 arcane reservoir point as a full-round action (provokes) to prepare a spell in place of another prepared spell of the same level, referencing your spellbook.
When you trigger a primal magic event, spend 1 arcane reservoir point as an immediate action to move it to a spot within 20 feet (expanding by 5 feet per 2 levels).
Spend 1 arcane reservoir point and win an opposed caster level check to control a directable spell (flaming sphere, spiritual weapon) for 1 round, extendable by spending another point each round.
When casting in an area infused with primal magic, spend 1 arcane reservoir point to gain a bonus equal to half your arcanist level on Spellcraft checks to avoid triggering a primal effect.
When the spell resistance exploit protects you from a foe's spell, end it as an immediate action to gain temporary arcane reservoir points equal to half the spell's level.
Spend 1 arcane reservoir point to create a mobile 5-foot vortex of chilling fog that you can direct to damage and slow creatures.
Gain one 1st-level arcane school power (using Charisma for Intelligence), and spend 1 arcane reservoir point to treat your arcanist level as your wizard level for it; if you already have an arcane school, your arcanist levels stack instead.
You can see magical auras; spend 1 arcane reservoir point to detect magic for 1 minute, auto-identifying auras and, on a touch, magic item properties without the usual examination time.
Spend 1 arcane reservoir point to wrap yourself in shadow, gaining concealment and a +5 bonus on Stealth checks for 1 + your Charisma bonus rounds.
Spend 1 arcane reservoir point to cloak yourself in shadow-things for 1 round per 2 levels, gaining a +2 deflection bonus to AC and a cold-damage touch attack of opportunity.
Spend 1 arcane reservoir point to cast a spell while under the effects of a polymorph spell, as Natural Spell.
When you use greater spell disruption against a spell of your caster level or higher, beat the dispel DC by 5+ to regain 1 arcane reservoir point (2 points if by 10+).
Spend 1 arcane reservoir point and hit with a ranged touch attack to deal 1d6 sonic damage (+1d6 per 2 levels beyond 1st, max 10d6) and deafen the target for 1 minute.
Spend 1 arcane reservoir point while casting a spell on a living creature to attach a soulrider that lets you track it, penalize its saves against your mind-affecting effects, and send messages to it.
Spend 1 arcane reservoir point and succeed at a dispel check to suppress one spell effect on a single creature for a number of rounds equal to your Charisma modifier.
Spend 1 arcane reservoir point as a standard action to gain spell resistance 6 + your arcanist level for a number of rounds equal to your Charisma modifier.
Spend 1 arcane reservoir point (melee touch attack and Will save vs. an unwilling target) to transfer a spell affecting a creature onto yourself for its remaining duration.
Spend 1 arcane reservoir point while adjacent to a spell effect you know of to increase or decrease its remaining duration by 50% (once per effect; unwilling targets get a melee touch attack and Will save).