Special Abilities:
Elemental Transfer XMP: By using a hand action to touch a character, the Provider may choose to transfer up to X MP to that character, removing that MP from their own MP pool and raising the target's MP by that amount. The Provider may not take their own MP below 0 with this ability, but a character who is given more MP than their limit stores the additional MP for a limited amount of time. A character who has more than their maximum MP as a result of this ability loses 1 MP at the beginning of each round. By spending ten minutes and $1 in materials when they use this ability, they may instead transfer the MP into a potion that will grant that MP to anyone who drinks it, generally using a hand action and a speech action. These potions last 24 hours before they degrade, with only the material cost(a flask filled with now-mundane water) recoverable. These potions are also classified as food for the purpose of storage in a refrigerator, allowing them to retain their effects in storage for up to a week.
Potion Crafting +X: A Provider gains +X to all rolls made to create Concoctions.
Transfer Overdrive xX: X times per day, a Provider may add an additional effect to an Elemental Transfer MP potion. When they gain this ability, they choose which element each use of the ability works for. They may have multiple uses of the same element. So long as the potion is still able to restore MP, when it is consumed it grants an additional effect depending on the element chosen for that particular usage of this ability, as shown below. The abilities become more effective the more MP is the provider spends creating the potion.
Transfer Overdrive Effects:
Fire: +1 to melee damage for every 5 MP transferred until the end of the next round.
Water: +1 to melee attack rolls for every 10 MP transferred until the end of the next round.
Earth: +1 to soak for every 5 MP transferred until the end of the next round.
Wind: +5 movement for every 10 MP transferred at the start of the character's next full turn.
Light: +1 to ranged attack rolls made until the end of the next round per 5 MP transferred.
Sound: +5 feet to the character's vocal range for every 5 MP transferred until the end of the next round.
Purity: +1 to any oppose rolls made for every 10 MP transferred until the end of the next round.
Entropy: +1 to a passive defense chosen at random when the potion is created per 10 MP transferred until the end of the next round. Identifying which it is requires a Magic/Intelligence roll with a difficulty equal to 8 plus the bonus it grants. Failure misidentifies it.
Mind: +2 MP gained for every 5 MP transferred when consumed.
Body: +2 HP gained for every 5 MP transferred when consumed.