Potion Making

A potion is an alchemical brew using the fundamentals of alchemy to create or store a magical effect for later use. Potion brewing is an art manly practiced in Adua but is can be seen across all continents.
== Creating a Potion: ==
A potion can be created in two ways, either through the alchemical process of brewing or through the coercion of elements.
=== Herbalism and Potion Brewing ===
Prerequisites: Proficiency in a herbalism kit
Using plants' innate abilities and weave their properties together through distillation, decoction or similar processes to establish a purity and harmony of attributes. Hereby the potion's effect is a direct result of the plants used.
(From Xanathar's Guide to Everything) A character who has proficiency with the herbalism kit can create healing potions. The times and costs for doing so are summarized on the potion table below:
Type 	Time 	Cost 	HP Regained
Healing 	1 day 	25 gp 	2d4+2
Greater healing 	1 workweek 	100 gp 	4d4+4
Superior healing	3 workweeks	1,000 gp 	8d4+8
Supreme healing 	4 workweeks	10,000 gp	10d4+20
When brewing a potion, you can choose to experiment and roll a percentile die upon brewing completion to see how it went: 
D100 + prof. + level	Result
1 to 5 	Catastrophic failure! Your equipment is damaged and you lose your current batch. Repairing the equipment costs 20% of its total value.
6 to 15 	You Mishandle the batch, producing more of a sludge than a potion. The duration and effect is reduced by half.
16 to 20 	Your calculations are flawed and the potion become murky and discolored. Roll one less die when using potion from this batch.
21 to 80 	This batch turns out as expected. Yield and quality are normal.
81 to 95 	You exceed your expectations and create a fine batch of vivid, shimmering liquid. Roll one additional die when using the potion.
96 or higher 	Great success! The potion takes half the time to complete and somehow turned out so concentrated that you dilute it to create another without using additional ingredients.
=== Alchemy and the Coercion of Elements ===
Prerequisites: Ability to cast spells, proficiency in a herbalism kit
An alternative way of potion making is through coercing symbolic or intrinsic properties of articles by magical means. The creation of such a potion uses a medium, 5 components - one for each of the five senses and lastly one component for the mind and one for the spirit. The full 8 parts of this potions are as follows:
A liquid base, to hold the magic and the components. Is almost always a liquid, but is not limited to such. This medium is initially saturated with power (maybe through the use of spell slots, exhaustion, sorcery points or similar if necessary) as appropriate to the power.
This opens the stage for the coercion for the five senses (sight, sound, smell, touch and taste), followed by the mind and the spirit. These seven are all based on their symbolic value and does not strictly need to be intrinsically magical or have aligning properties.
A potion successfully brewed this way however, retains its magic for a relatively short time depending on how well its ingredients are 'matched up' as well as their value / potency, varying from a few hours to a few months.
==== Example: ====
* Love Potion
*# Base: A quarter bottle of sweet red wine
*# Sight: Candlelight under the stars
*# Sound: A lovers sigh
*# Smell: A drop of perfume
*# Touch: 1 oz of shredded lace or 4 sq. inches of fine silk
*# Taste: 3 oz. of dark chocolate
*# Mind: 1 tsp. of powdered diamond or a delicate purse of finely polished golden coins
*# Spirit: Ashes from a passionate love letter or the heated pages of a romance novel
* Stimulant potion (extreme pick-me-upper)
*# Base: Dark coffee
*# Sight: The first rays of dawn sunshine
*# Sound: A cock's crow
*# Smell: Perfumed soap
*# Touch: Bits of washcloth
*# Taste: Freshly baked bread from a baker
*# Mind: A meticulously written to-do list
*# Spirit: Bright cheerful notes from a bard