Here's some more mana feats/abilities..
Mana Siphon (General, Mana)
You are able to passively absorb mana from the environment, or draw more when actively pulling on the mana in the area.
Prerequisites: Mana Manipulation, Mana Battery
Benefits: Whenever you are below 75% of max mana capacity, you automatically draw in mana at a rate of 1 per round until you are at 75% capacity. If you concentrate to draw mana, you can now draw, after a successful Concentration check DC 15 (plus additional penalties from situations such as in combat, loud noises, etc), and gains 2d6 + Intelligence modifier mana for that turn, instead of the normal 1d6 + Int modifier. For every 5 points over the Concentration DC, gain an additional 1 mana. Also in areas with specific types of mana, can draw that type of mana passively at 2 mana per round, or actively draw at 2d8 + Int modifier, but this mana must be used first.
Conjure Item (General, Mana)
You are able to condense and form mana into solid matter, for limited times.
Prerequisites: Mana Manipulation, Mana Battery
Benefit: For 12 mana, you can create 1 lb of material of choice that is not an alloy, complex chemical or organic material, for 5 rounds, the item will have 75% of the hit points of similar type of item, unless the material used is better than a basic version, such as an iron cup will have more hit points than one made of wood. So can create a blade of iron that weighs 1 lb, up to 5 rounds about the size of a dagger, or pound of gold. Could create simple acids that only deal 1d4 acid damage, but pours from the user's hands. User can't create glass to hold the acid. For each additional 6 mana, increase the duration by 5 rounds; or increase the amount of material by another 1 lb. If using blue mana, the duration is doubled. If using a combination of at least 2 types of mana besides raw mana, with a total cost of an additional 200% of the mana cost of the item, the item becomes permanent, until destroyed.
Advanced Conjure Item (General, Mana)
You are able to condense and form mana into solid matter, creating more complex items.
Prerequisites: Mana Manipulation, Mana Battery, Conjure Item
Benefit: For 15 mana, you can create 1 lb of material of choice that is not magical based material (those created through the use of magic in its creation), and can have up to 5 articulation parts (such as something similar to a arm, basic legs, simple grasping parts), for 5 rounds, the item will have 75% of the hit points of similar type of item, unless the material used is better than a basic version, such as an iron cup will have more hit points than one made of wood. Items with articulation are very basic, such as a very basic humanoid form doll with arms, legs that bend, or even something like a gauntlet which could be worn and the finger joints move when worn. So can create a blade of iron that weighs 1 lb, up to 5 rounds about the size of a dagger, or pound of gold, or mithril. Could create more complex acids that can deal up to 2d6 acid damage (or ones that can affect slightly more specific materials such as burns metal but not organic materials), but pours from the user's hands. For each additional 8 mana, increase the duration by 3 rounds; or increase the amount of material by another 1 lb. If using blue mana, the duration is doubled. If using a combination of at least 2 types of mana besides raw mana, with a total cost of an additional 250% of the mana cost of the item, the item becomes permanent, until destroyed. If the user has Knowledge: Earth Sciences, Knowledge: Technology, and Craft: Mechanical, use this ability to make components for items and fit them together much easier, or the items will have 100% normal hit points due to their greater understanding of the items they are conjuring.
Greater Mana Battery (General, Mana)
You are able to store massive amounts of mana.
Prerequisites: Mana Manipulation, Mana Battery
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x6. If the user also has classes capable of casting spells, gains +4/spell caster level. Also any spell slots converted to mana generate triple mana points, thus converting a level 3 spell to mana generates 9 points of mana. Alternatively, converting mana into spell slots uses 75% less mana rounding up, thus to create a level 3 spell slot uses 1 mana. Level 1 and level 0 spell slots still uses 1 mana point.
Greater Improved Ability (General, Mana)
When you use mana to improve one of your natural abilities, you can focus more mana to get better improvements.
Prerequisite: Mana Manipulation.
Benefit: When improving a natural ability, the user can spend 5 mana points to improve 1 ability score by +3 for 5 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 25 feet for 5 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 40% for fixed numbers, or 2 extra die if variable number, or duration by 40%, rounding down, for 5 rounds.
Convert Mana (General, Mana)
You can change your stored mana, or mana you absorb from the environment into specific types of mana.
Prerequisite: Int 15, Con 12, Wis 12, Mana Manipulation, Mana Battery
Benefit: You can change some mana in your mana pool, or the mana in the environment you absorbing into a different type at a rate of 2 mana to convert to 1 mana of the new type, taking a move equivalent action and a Concentration check DC 15, converting a maximum of Int modifier plus Wis modifier mana, however for every 5 points over the DC, can convert an additional 1 mana. For example, can convert 6 mana in mana pool, which is basic raw type into 3 of any particular type such as white or red, but all converted must be the same type. Mana converted within the user's mana pool is stored as that type of mana until used, while mana absorbed from the environment must be used within 3 rounds, unless it is being used to replenish already depleted mana pool until reaching normal max mana.
Once a being has at least 2 Mana related feats, they can begin to use mana in other ways than the basic ways, creating new attacks, defenses and way of use. These are not feats, but are mana related abilities. One plus 1 per every 2 points of Intelligence modifier can be gained every level. One mana ability can be replaced for another one upon reaching a new level. Below are some example abilities. Using one is a standard action unless specified otherwise.
Additional Mana Abilities
Lightning Arrow
You can generate electricity and shoot it like an arrow. The arrows are incredibly fast, nearly the speed of light, making difficult to dodge.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You create an arrow out of electricity that launches from your hand. Costing 4 mana points to deal 1d6 points of electricity damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 60 feet plus 20 feet / Int modifier point, as a ranged touch attack with a bonus +5 to attack roll.
Special: An additional 3 points of mana, can create an additional lightning arrow, up to a maximum of 5 (each costing additional 3 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.
Or can spend 4 mana points to increase damage to 2d6 points, and each additional 4 mana increases damage by another 1d6.
Exploding Flame
You can throw a ball of hot flame that explodes upon contact. The range of the explosion and level of heat are based on how much power is expended.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 12 mana points, you create a ball of fire that explodes, dealing 2d6 points of fire damage to a 20 foot radius area, Reflex save DC 15 + Int Modifier, range of 40 feet + 10 ft/ Int modifier, ranged touch attack. Each additional 3 points of mana spent increases the blast radius by 10 feet, or increase damage by 1d6 or increase the Reflex save by +1
Note: There is no theoretical upper limit to how big of a blast radius, damage or difficulty in dodging the blast, except how much mana the user can spend.
Shockwave
You release a burst of magical energy around you that can strike all around you.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 12 mana points, you release a burst of force energy that deals 2d8 points of force damage to a 20 foot radius around you, Reflex save DC 15 + Int modifier. For each additional 4 points of mana spent, increase blast radius by 10 feet, or increase damage by 1d8, or increase Reflex save by +2.
Flight
You can fly in the sky. The higher the mana you have, the faster you can move. While in flight, the user leaves no noticeable trail or energy except a faint magical aura for 3 rounds in the space they passed through.
Prerequisite: Mana Manipulation, plus one other Mana related feat.
Benefit: For 10 mana, can fly at half land speed with poor maneuverability for 1 minute. For each additional 5 mana, can either increase flight speed by 50%; or increase maneuverability; or increase duration by 1 minute.
Barrier Destruction
Use mana to release energy that can destroy barriers.
Prerequisite: Mana Manipulation, Improved Mana Shield
Benefit: You can channel mana that resonates and disrupts magical or technological barriers and shields. Spending 20 mana, can dispel any magical based barrier, shield or protective field of level equal to your Intelligence modifier. Can attempt to dispel more powerful ones, but must overcome the spell resistance of the spell (spell level plus caster's ability modifier) with a d20 roll plus Int modifier, can gain a +1 to the roll for each additional 5 mana spent. Against technological barriers, fields or shields, the 20 mana spent will shut down/remove if the bonus to Defense is +5 or less, or provides 50 or less hit points, or DR/Hardness of 10 or less. Can increase the amount dismissed by +1 Defense, Hardness/DR or 10 hit points for each additional 5 mana. If the technical source provides more protection than can dismiss, it is reduced by the amount dismissed (for non hit points, this lasts for 1d4 + Int Modifier rounds unless owner repairs the device, or shut it down for the remainder of the time dismissed). For technical based barriers, once dismissed, the device can not activate again for 1d4 + Int modifier rounds unless the owner attempts to repair the device.
Copper Skin
You focus your mana into your body to make it like copper, improving your durability.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, your skin takes on a metallic sheen and coloured like copper. You gain DR 1, 10 temporary hit points, Electricity Resistance 10, and any electricity based attack, spells or abilities you use gain +1 to attack rolls, and deal +1 damage per die. Lasts for 1 minute.
Troll's Restoring Power
You channel mana into your body and increase its ability to heal, similar to how fast a troll can heal.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain Fast Heal equal to your Intelligence modifier. If already have Fast Heal, improves by your Intelligence modifier, for 1 minute. However fire and acid damage types don't heal via this fast healing, requiring medical aid and natural rest to heal.
Giant's Power
You channel mana into your body, greatly increasing the power of your muscles.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain +10 Strength (+5 to melee damage and attack rolls), melee attacks deal 1 die larger and lethal damage, also carrying capacity is 25% greater what new Strength normally allows, and +10 to Jump checks (already factoring in bonus from increased Strength), for 1 minute.
Burst Of Speed
You can channel mana to improve your speed. The higher the mana you have, the faster you can move.
Prerequisite: Mana Manipulation, plus one other Mana related feat.
Benefit: For 10 mana, can increase one form of movement the user naturally possesses by double for 1 minute. For each additional 5 mana, can either increase the selected movement by further 50% of base speed; or increase duration by 1 minute.
Spider Reflexes
You channel mana into your body, greatly increasing the power of your agility and dexterity.
Prerequisite: Mana Manipulation, Greater Improved Ability
Benefit: Spending 25 mana, you gain +10 Dexterity (+5 to ranged attack rolls), +9 to Reflex saves (already factoring in increase from Dex bonus), and +10 to Dex related skill checks (already factoring in bonus from increased Dexterity), for 1 minute.
Absorb Energy
You can channel mana into a field around you that converts energy attacks directed at you into healing energy.
Prerequisite: Mana Manipulation, Convert Mana, plus 1 other Mana related feat.
Benefit: Spending 30 mana as a standard action, selecting 1 type of energy (fire, cold, electricity, force, sonic, acid), and after each attack of that type of energy, you heal half of the damage dealt, but after the damage is dealt, for 5 rounds. If the damage is enough to reduce you to -10 hit points or less, you still die and the healing doesn't take effect. If the damage would reduce to 0 or below hit points, the user is rendered unconscious, but the healing takes affect after, but you are still unconscious, unless have a feat or passive ability that keeps you conscious below 0 hit points.
Leech
You use mana to leech the life from any living creature touched.
Prerequisite: Mana Manipulation, Convert Mana
Benefit: Spending 30 mana, for 5 rounds, when you make a melee touch attack, which can be part of any other melee touch attack power, you steal 2d6 hit points from the target and heal that much. If black mana is used to power this ability, this increases to 2d8, plus if this was used as part of attack using another ability, half the damage of the other ability deals the user heals by.
Ambitious Assault
You can channel mana into a willing ally to enhance their combat abilities, as well as their aggression, temporarily.
Prerequisite: Mana Manipulation, Imbue Mana
Benefit: Spending 20 mana as part of a full round action, can imbue mana into a willing ally within 10 feet, granting them +2 Str, +10 ft to speed, melee attacks deal +5 (already factoring increased Str), and DR 5 against the first attack each round, for 5 rounds. The ally also must attack the nearest enemy, moving into melee, but can make ranged attacks as they do so. For each additional 15 mana can affect 1 additional willy ally within range; or increase range to affect an ally by 10 feet; or increase Str by +1, Speed by +5 and melee damage by +2; or increase duration by3 rounds. If using red mana, reduce cost by 5 mana, duration by 2 rounds, melee damage increased by +2.