When a magician (or magician subclass, excluding witches) reaches 7th level, he unlocks the knowledge of infusing spells into a potion substrate and may begin to concoct such potions with the assistance of an alchemist (see LORE, Hirelings). By 11th level, the sorcerer may engage in this activity on his own, typically with the assistance of one or more apprentices; however, the services of an alchemist will help with efficiency and other things.
In the manufacturing process the magician rather than casting the spell outright infuses the substrate with the sorcerous energy of the spell almost in a slow casting of the spell. It is quite taxing on the caster taking two spell slots away instead of the standard one. The cost is similar to scribe scrolls at a cost of 500gp + 100gp per spell level. The time frames are the same as Alchemy and brewing potions however. Obviously like other crafting gaining the ingredients yourself is always cheaper.
Spell potions are potions imbued with the power of a single spell. When a creature drinks a spell potion, they either gain the ability to cast that spell at will (once) or they gain the effects of the spell as if it were cast on them. Any material/other components used in the casting of the spell are brewed into the potion and are factored into the cost of the potion. Material components that are not consumed only need to be brewed in once, while components that are consumed must be brewed in for each casting of the spell the potion will allow. The rarity of this potion depends on the maximum spell level.
|| Rarity | Spell Level | Spell Save DC(Attack Bonus) ||
|| Common | 1st | 11(+3) || || Uncommon | 3rd | 13(+5) || || Rare | 6th | 15(+7) || || Very Rare | 8th | 17(+9) || || Legendary | 9th | 19(+11) ||
Drinking multiple spell potions is a dangerous endeavour. The raw magic swimming in the potion is dangerous in high doses. A creature can only drink a maximum amount of spell potions equal to their constitution modifier (minimum of 1). Once a creature hits this limit, they are only able to drink another spell potion once an active spell potion have been expended. If a creature attempts to go beyond this limit, they must make a constitution save. The DC for this save equals the total level of each spell from each potion currently active. On failure, the creature takes 1d12 force damage per spell level of each spell currently active, including the one the creature attempted to drink. Rare spell potions count twice towards this limit, very rare spell potions count thrice towards this limit, and legendary spell potions count four times towards this limit.
Another thing that comes along with the ability to make spell potions is also once you have the recipe you may also make Mana Potions which give back/ replace used spell slots.
Potion, rarity varies. One of the most expensive, time consuming and dangerous potions to make this blue liquid is created using the essence of magic which comes from mana crystals*. When you drink this potion, you gain a number of points you can use to regain spell slots you already used. The number of points depends on the potion's rarity, as shown below:
|| Potion of | Rarity | Points ||
|| Mana | Rare | 1d4+1 || Greater Mana | Very Rare | 2d4 + 2 || Superior Mana | Very Rare | 3d4 + 4 ||
In the following you can see how many points you need to spend for recovering a spell slot. When you use the potion, you must distribute the points immediately. You can recover any number of used spell slots if you have enough points to do so, and every point left is lost:
|| Spell Slot | Point Cost ||
|| lst | 2 || || 2nd | 3 || || 3rd | 5 || || 4th | 6 || || 5th | 7 || || 6th | 9 || || 7th | 10 || || 8th | 11 || || 9th | 13 ||
* See ITEMS: @Mana Crystal