Thanks to Cluless and the 23 Hours, many abilities that were only in fiction or myth have become reality. Even normal people can make use of some of these new abilities, even without dedicating themselves to learning magic or having other magical abilities.
Mana
Every creature or person can access mana, or magical energy. Wizards, sorcerers and other magical users train to make use of massive amounts of this energy, and learn many different spells. However, with a little bit of training, anyone can make use of a basic amount of magical energy and use it several basic ways.
Every living creature can access a basic amount of magical energy, or mana, equal to 1 mana point per Intelligence point. Those who train or are born with magical abilities have this basic mana power, plus they can convert their other magical abilities into mana points if they so wish, or change mana points into use for their normal magical use.
Mana can also be used by those who use Chi, Ki, the Force, or other magical or supernatural energy.
Feat: Mana Manipulation (General)
Prerequisites: Intelligence 4+
Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana.
A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0).
Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points.
The user can use this mana in three basic ways, attack, heal, or defense.
For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack.
For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points +1 per Int Modifier (negative modifiers counts as +0). Takes a standard action to focus mana and requires the user to touch the recipient if not healing him/herself.
For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage +1 hit point per point of Int modifier (negative modifier counts as +0). Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute. Takes a standard action to raise the shield.
Mana Battery (General)
You are able to store increased amounts of mana.
Prerequisites: Mana Manipulation
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point.