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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.
Mana, while being raw magical energy, comes in 6 states, the raw neutral energy that everyone can generate and flows through many places, but also 5 coloured versions with are associated with different aspects and locations.
White mana is associated with peace through structure through broad concepts of morality (ethics, religion), order (law, discipline), uniformity (conformity), and structure (government, planning). Through these it's found in plains, strongest amongst religious or large structured organizations, governments, communities, those who uphold the law and healing. White mana can greatly improve, or reduce the cost of mana in spells and abilities related to healing, protection, alertness and working together.
Red mana, typically found and drawn from mountains, embodies the principles of impulse and chaos. Red is associated with emotion, freedom, randomness, growth, passion, fire, electricity and stone. Red mana can be used to enhance, or lower costs of mana in spells and abilities related to combat, emotions, speed, strength, fire and electricity.
Blue mana, typically found around large bodies of water, associates with dreams, secrets, willpower and knowledge, illusions over reality, thought over action and the future over past or present. Blue mana can enhance, or lessen the cost of spells and abilities related to knowledge, scrying, illusions and water.
Green mana is drawn from forests and embodies the principles of instinct and interdependence, growth through acceptance and nature, coexistence, values concept of community, benefiting the whole. Green mana enhances and lowers costs of abilities related to nature, plants, natural strength, primal instincts, natural cycles of life.
Black mana draws power of swamps and embodies the principles of parasitism and amorality (though not necessarily immorality) and power. Black is associated with power, enslavement, the acquirement of power for itself, greed and ambition. Black empowers abilities that take power and abilities from others, controls and enslaves others, death and the unliving. Enhancing or lessening the costs of abilities that steal life energy, controls the undead, or affects the mind and emotions.
Mana can gather in large amounts in various locations, the coloured mana especially in areas associated with their colour, such as red mana can be found in mountains, volcanoes; while blue can be found in large bodies of water, old places of learning such as very old universities; black in places of great death, old, unmaintained cemeteries; white in large plains, places of worship and old city halls; green in large and old forests, such as the Amazon, Stonehedge, etc. This energy can be sensed by any one that can cast spells, use Ki, Chi, the Force and similar abilities or has the Mana Manipulation feat. Those with the Mana Manipulation feat can draw on this extra mana, replenishing their own supply, or supplementing their own for powerful abilities, spells or ceremonies.
As a standard action, a being with the Mana Manipulation feat can make a Concentration check DC 15 (plus additional penalties from situations such as in combat, loud noises, etc), and gains 1d6 + Intelligence modifier mana for that turn. Users that don't have the Mana Manipulation but can cast spells, use Chi, Ki, the Force, and similar abilities can as a full round action make a Concentration check DC 17 (plus situation penalties) and gain 1d4 plus Intelligence modifier mana points.
A being can hold up to a maximum of double their Intelligence in mana, unless they have the Mana Battery feat, then they can hold up to four times their Intelligence in mana for up to 3 rounds before needing to use it or start to suffer from Mana Burn. Mana Burn deals 1d4 points of damage, by passing any DR and resistances the being has for every 2 points over their normal maximum amount of mana they can store naturally.
White Mana
If a being uses White Mana to power an ability, spell, etc, if it heals, grants bonus to defense, resistances, increase fixed numbers by 25%, variable numbers increase by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use White mana that fall into these categories have their mana cost reduced by 25% rounding down.
Red Mana
If a being uses Red mana to power an ability, spell, etc, if it affects emotions, speed and reflexes, strength or damage, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Red mana that fall into these categories have their mana cost reduced by 25% rounding down.
Blue Mana
If a being uses Blue mana to power an ability, spell, etc, if it affects Intelligence, skills, illusions, divination/scrying, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Blue mana that fall into these categories have their mana cost reduced by 25% rounding down.
Green Mana
If a being uses Green mana to power an ability, spell, etc, if it affects nature, plants, natural abilities (including a creatures extraordinary), increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Green mana that fall into these categories have their mana cost reduced by 25% rounding down.
Black Mana
If a being uses Black mana to power an ability, spell, etc, if it controls another, deals damage to another's life force (Constitution), has subtype Necromancy, negative energy, level drain, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Black mana that fall into these categories have their mana cost reduced by 25% rounding down.
Feats
Mana Manipulation (General, Mana)
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). The user can also use mana to provide the spell slots for when using metamagic feats, such as empower spell, etc.
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 several basic ways, attack, heal, or defense, improve natural ability.
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.
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. 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.
For Improve natural ability, the user can spend 5 mana points to improve 1 ability score by +2 for 3 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 20 feet for 3 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 25% for fixed numbers, or 1 extra die if variable number, or duration by 25%, rounding down, for 3 rounds
Mana Battery (General, Mana)
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.
Improved Mana Shield (General, Mana)
The shield you can create from mana is greatly improved, but has increased mana cost.
Prerequisites: Mana Manipulation.
Benefit: You can create an improved shield using mana, with increased density, strength and resistances. For 10 mana points, the user can create a shield around him/herself, that can absorb 20 points of damage +1 hit point per Int modifier, with DR 5, fire, cold and electricity resistance 5 and lasts for 1 minute. Each additional mana point increases the hit points absorbed by 2, and each addition of 10 mana points increases time, and hit points by 20 hit points and 1 minute of duration.
Imbue Mana (General, Mana)
You can temporarily imbue items with mana to make them more powerful.
Prerequisite: Manipulate Mana, Mana Battery
Benefits: You can transfer some of your mana into an item to make it more powerful. As a full round action, can spend 15 mana points to make an item be considered magical. Weapons deal an additional die of damage, armour increase their bonus to Defense by 50% (rounding down), items that grant other bonuses have their bonus increased by 50% (rounding down). Lasts for 3 + 1d4 rounds.
Mana Mimicry (General, Mana)
With some time, you can mimic a spell or supernatural ability you study in action using mana.
Prerequisite: Manipulate Mana, Improved Mana Shield, Intelligence 12.
Benefits: After seeing a spell, supernatural ability, Chi or Ki ability in use at least 10 times within a month, you can use your mana to create a version similar to it. Must make an Intelligence check DC 10+1 per level of spell, Chi or Ki abilities, or DC 15 for any supernatural ability as a full round action. For spells and similar abilities, use spell level x 1.5 in mana points to recreate the spell, but at 75% range and duration, if the spell deals variable damage, deals 1 die less than the maximum level observed. Supernatural abilities, uses 5 +1d6 mana. For example, if you saw a fireball used at level 6 three times, level 4 seven times, you can mimic a level 6 but at 1 die lower.
Mana Uses/Abilities
Once a beingn 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.
Mana Arrow
Creates an arrow out of mana, with increased penetration and distance over the basic mana attack energy ball.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You create an arrow out of magical energy that launches from your hand. Costing 3 mana points to deal 1d6 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 50 feet plus 20 feet / Int modifier point, as a ranged touch attack, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source.
Special: An additional 3 points of mana, can create an additional mana 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, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source.
Spiral Mana Bomb
You create a spinning ball of mana energy that can be charged up for greater damage.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 10 mana points, you create a spinning ball of mana that deals 3d6 points of magical energy to a 10 foot radius area, Reflex save DC 12 + Int Modifier, range of 40 feet + 10 ft/ Int modifier, ranged touch attack. If you hold it and let it spin, building up energy, it can deal more damage and greater area. Each round you let the ball charge adds 1d6 damage plus increases the blast radius by 5 feet and increases the Reflex save by +1, up to a maximum of 5 rounds, total of 8d6, 35 foot radius Reflex 17 + Int modifier. If not released after 5 rounds, the ball will explode in the user's hand, dealing damage to them without a Reflex save.
Healing Burst
You can release a blast of healing energy around you to heal multiple allies.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You use 15 mana points to release a burst of healing energy in a 10 foot radius around you, healing everything for 1d6 plus Intelligence modifier points. Can not heal a creature past their normal max hit points.
Special: For an additional 5 mana points can either expand the radius by 5 feet, or increase the healing by 1d6.
Stealth Field
You can use your mana to hide yourself but creating a magical field that absorbs sound and bends light around you.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: Using 10 mana points, you gain a +10 to Hide and Move Silently checks for 5 rounds as an invisible magical aura surrounds you, absorbing sounds you make and absorbs and redirects light away from you.
Special: Spending an additional 5 mana points extends the duration for another 5 rounds.