After casting this ritual, you may expend a spell slot to cast a spell from the table below on an empty glass bottle worth at least 5 gp. You must have the applicable spell known or prepared in order to cast it. Doing so "bottles" the effects of the spell, creating a Minor Potion (see table). Bottling the spell in this way slightly weakens the effect, as specified below. The potion is stable for 30 days before evaporating instantaneously as the divine magic powering the potion expires. You may conjure up to 5 potions in this way, but they do not have to remain on your person. Attempting to cast this spell while 5 potions exist will cause the oldest potion to instantly evaporate.
NOTE: You MUST cast this spell as a ritual. Even though Create Minor Potion is cast as a ritual, the bottled spell still expends a spell slot.
At Higher Levels: When casting the bottled spell at a higher level, the potion improves as specified in the table. The name of the potion progresses as in this example:
Minor Conjured Healing Potion < Conjured Healing Potion < Greater Conjured Healing Potion < Superior Conjured Healing Potion < Supreme Conjured Healing Potion.
| Minor Potion Name | Spell Required | Effects | At Higher Levels |
|---|---|---|---|
| Minor Conjured Healing Potion | Healing Word | Regain 1d4+1 hit points | Each spell slot level above 1st increases the potion's healing by 1d4+1. |
| Minor Conjured Potion of Bless | Bless | You are blessed for 1 minute. Whenever you make an attack roll or a saving throw before the spell ends, you can roll a d4 and add the number rolled to the attack roll or saving throw. | The duration increases by 1 minute for each spell slot level above 1st. |
| Minor Conjured Potion of Sanctuary | Sanctuary | You are warded against attack for 1 minute. Until the effect ends, any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect you from area effects, such as the explosion of a fireball. If you make an attack, cast a spell that affects an enemy, or deal damage to another creature, this effect ends. | Not Applicable |
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Posted Apr 25, 2022I don't understand why you put that weird ritual requirement. If you want a longer casting time, just set a higher casting time.
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Posted Apr 27, 2022Great question! I wanted bottling a spell to cost a spell slot equal to the level of the spell being bottled, but only one spell slot per bottle. Casting as a ritual doesn't use a spell slot. For every class but Wizard, ritual spells also need to be prepared to be used, so there's the additional strategic decision of whether you want to be able to prepare one fewer spell for the chance to be able to bottle some at the end of the day.
I always intended to add more bottleable spells for my potion-making Cleric player, but in practice they haven't really used this concept much so I haven't grown it. Please feel free to riff on the idea though!
Technically, the spell could be a slot-based spell with the Ritual tag so that someone could choose to use 1 action or 10 minutes (or make the cast time 10 minutes, so 20 minutes as a ritual), but I didn't want my player to be able to make a potion in 6 seconds, and it felt too long to me for it to take 100 minutes to make 5 bottles. Another choice you can definitely feel free to modify in your game!