Potion Rules
Using Potions
There are many ways that you can use a magical potion.
Drinking
You may drink one potion on your Turn as a Free Action.
Any subsequent potions you drink cost an Action.
Force Feed
You may use an Action to attempt to force a creature Engaged with you to drink the potion.
A creature may choose to resist this attempt. If they do, you must make a successful Strength or Dexterity Check against their AC to force feed them the potion.
Throwing
You may use a potion as an Improvised Ranged Weapon.
If you do, the spell contained in the potion must target its container when it breaks.
If you miss this Ranged Attack, the potion lands just below the target instead of on it.
If you roll a Critical Miss, the potion hits another target within range chosen at random. If there are no other legal targets, it slips out of your hand and hits you.
Storing Potions
Every Adventurer's Pack is assumed to come with a potion belt. This lets you have access to a large number of potions and oils, and is generally not worth tracking.
Any potions and oils exceeding you first few dozen will need to go in your Stash.