Conservation feats are a slightly different type of feat to others. Instead of providing a benefit in-and-of themselves, conservation feats allow a spellcaster to use relatively potent, at-will supernatural abilities, provided they “conserve” a certain amount of MP, in other words having an amount of MP in your pool rather than spending it.

The maximum amount of MP a caster can reserve to gain a benefit from a reserve feat is equal to the maximum base cost of spells they can cast. For example, a 5th level Black Mage can make use of the Elemental Blast conservation feat, but a Red Mage must wait until 7th level to do so and both casters only deal 3d6 points of damage.

As pseudocasters do not cast spells, they cannot benefit from conservation feats inherently, but a multiclass pseudocaster/normal caster can use their pseudocasting class’ MP to determine how much MP they have conserved.

While you do not spend MP to cast these spells, a spellcaster using the Arcane limit break mode still adds to their limit break gauge as if they had spent MP equal to half the amount conserved for the effect. Normally, spending less than half your caster level in MP causes you to add 1 less to your limit break gauge, however adding to your limit break gauge by using a conservation feat ignores this limitation.

Each ability requires a standard action and if a saving throw is required, it has a DC of 10 + half the MP reserved + the ability score modifier you apply to a spell’s save DC.

Airstep (Conservation)
Prerequisite: Ability to cast base cost 9 spells

Effect: So long as you have at least 9 MP conserved and know a Wind spell, 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.

Call Item (Conservation)
Prerequisite: Ability to cast base cost 5 spells

Effect: As long as you have at least 5 MP conserved and know a teleportation spell, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended or held by a willing creature. This ability functions at a range of 5 ft, +5ft for every two MP you have conserved and the item can weigh no more than 2lbs +1lb per MP you have conserved.

Debilitating Jolt (Conservation)
Prerequisite: Ability to cast base cost 5 spells.

Effect: As long as you have at least 5 MP conserved and know a lightning spell, you can produce a small jolt of electricity as a standard action. Make a touch attack against an opponent within 30ft. That opponent must make a Fortitude save or be staggered for 1 round + 1 round per two MP conserved. At the start of each subsequent turn, that opponent can make a new Fortitude save to throw off the stagger.

Dimension Step (Conservation)
Prerequisite: Ability to cast base cost 7 spells

Effect: So long as you have at least 7 MP conserved and know a teleportation spell, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet + 5 feet per 2 MP you have conserved. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar).

Elemental Blast (Conservation)
Prerequisite: Ability to cast base cost 3 spells

Effect: So long as you have at least 3 MP conserved and know a spell of the Fire, Ice, Wind, Earth, Lighting or Water descriptors, you can throw an orb of elemental energy as a ranged touch attack, decided when you make the attack roll, but you must know a spell of the appropriate type. The attack has a range of 5ft, +5ft for every two MP you have conserved and deals 1d6 points of damage +1d6 for every two MP you have conserved.

Special: Although this is a supernatural ability and not a spell, you can spellstrike with an elemental blast (But not use spell combat).

Elemental Explosion (Conservation)
Prerequisite: Ability to cast base cost 5 spells

Effect: So long as you have at least 5 MP conserved and know a spell of the Fire, Ice, Wind, Earth, Lighting or Water descriptors, you can spend a standard action to create a 5-foot-radius burst of elemental damage, chosen when you use this ability but you must know a spell of the appropriate type, at a range of 30 feet. This burst deals 1d4 points of elemental damage +1d4 points per two MP you have conserved. A successful Reflex save halves the damage.

Entrench (Conservation)
Prerequisite: Ability to cast base cost 5 spells

Effect: So long as you have at least 5 MP conserved and know a spell of the Earth descriptor, you can create a small burrow three to five feet deep in the land, with a small wall that surrounds it which can provide cover for creatures within. Entrench cannot be used to dig through walls or foundations (although it could burrow around them) nor can it rearrange magically treated terrain. Entrench affects one 5ft square + one additional 5ft square per 2 MP you have conserved. These squares do not have to be contiguous, but no two squares may be more than 30ft apart. This feat can only affect terrain with a hardness of 0.

If the area of effect completely contains a creature’s space, including yours, that creature must make a Reflex save or fall prone in the burrow. If a creature happens to be burrowing in the area of effect and would be exposed by this feat, it emerges prone, but unharmed, in the trench.

Mitigate Harm (Conservation)
Prerequisite: Ability to cast base cost 3 spells

Effect: So long as you have at least 3 MP conserved and know a conjuration (Healing) spell that restores hit points, you can grant yourself or an ally temporary hit points. As a standard action, you grant yourself or an ally you can touch a number of temporary hit points equal 1 + 1 point per 2 MP you have conserved. These temporary hit points last 1 round + 1 round per 2 MP you have conserved. Using this ability again refreshes the amount of temporary hit points and the duration.

Mitigate Suffering (Conservation)
Prerequisite: Ability to cast base cost 3 spells.

Effect: So long as you have at least 3 MP conserved and know a conjuration (Healing) spell that restores ability damage, you can confer temporary ability points on yourself or to an ally. As a standard action, you can create 2 points + 1 point per 2 MP you have conserved. These ability points can be applied to any single damaged ability, raising it to a maximum of its undamaged score. Temporary ability points granted in this way disappear after 10 minutes, returning the subject to its previous damaged state unless some other effect restores the lost ability points first. You can use this effect on the same individual as many times as you wish.

Slick Ice (Conservation)
Prerequisite: Ability to cast base cost 5 spells.

Effect: So long as you have at least 5 MP conserved and know an Ice spell, you can coat a 10ft square with a layer of slippery ice. Any creature in the area when the ability is used is cast must make a successful Reflex save or fall. A creature can walk within or through the area of ice at half normal speed by making an Acrobatics check (DC equal to the normal saving throw DC). Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Torchflame (Conservation)
Prerequisite: Ability to cast base cost 3 spells

Effect: As long as you have at least 3 MP conserved and know a fire spell, you can spend a standard action to create a ball of flame + one additional ball of flame per 2 MP you have conserved. Each ball of flame lasts for 10 minutes and sheds light as a torch. As a swift action on your turn, you can direct the balls of flame to move up to 60 feet. You can command as many balls of flame as you like at once. These balls of flame do not have to remain with you and can set things alight similar to a regular torch. Creatures that come into contact with a ball of flame (A touch attack if used offensively) take 1 point of fire damage.

Touch Of Healing (Conservation)
Prerequisite: Ability to cast base cost 3 spells.

Effect: As long as you have at least 3 MP conserved and know a conjuration (healing) spell, you can spend a standard action to touch a target creature and heal 3 points of damage + 3 points per 2 MP conserved. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.