Potions are typically found in ceramic, crystal, glass, or metal flasks in enough quantity to provide one person with one complete dose so as to be able to achieve the effects which are given hereafter for each type of potion. Potion containers can be other than as described at your option.
As a general rule, they should bear no identifying marks, so that the players must sample from each container in order to determine the nature of the liquid. However, even a small taste should suffice to identify a potion in some way - even if just a slight urge. As Dungeon Master you should add a few different sorts of potions, both helpful and harmful, of such nature as to cause difficulties in identification. In addition, the same type of potion, when derived from different sources, might smell, taste, and look differently.
While potions can be compounded by magic-user/alchemist teams at a relatively low cost, they must have an actual potion to obtain the formula for each type. Furthermore, the ingredients are always rare and/or hard to come by. This aspect of potions, as well as the formulation of new ones by players, is detailed in the appropriate subsection of the Magical Research rules.
It takes but a segment (6 seconds) to open and consume the typical potion.
Thereafter, however, a certain delay will occur while the contents are ingested and the magical properties of the potion take effect. The delay will be from 2-5 segments as a rule. When a potion is imbibed, simply roll d4, add +1 to the result, and in that number of segments the effects of the dose will take full effect. You may establish specific times for various potions if you so desire, but this is a complication which is not generally recommended.
Duration. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases.
Magic oils, not being consumed, are treated differently. The contents are poured over hands and body and smeared appropriately. This will require normal opening time and decanting, i.e., 1 segment.
Spreading the oil will require 2-5 segments also, just as detailed for potions to take effect.
The magical mixtures and compounds which comprise potions are not always compatible. You must test the miscibility of potions whenever:
two potions are actually intermingled, or
a potion is consumed by a creature while another such liquid already consumed is still in effect.
While it is possible to prepare a matrix which lists each potion type and cross references each to show a certain result when one is intermingled with the other, such a graph has two drawbacks.
First, it does not allow for differences in formulae from alchemist and/or magic-user. Second, it will require continual addition as new potion types are added to the campaign. Therefore, it is suggested that the following table be used - with, perhaps, the decision that a delusion potion will mix with anything, that oil of slipperiness taken with oil of etherealness will always increase the chance for the imbiber to be lost in the Ethereal Plane for 5-30 days to 50%, and treasure finding mixed with any other type of potion will always yield a lethal poison.
Whatever certain results you settle upon for your campaign, the random results from the table apply to all other cases.
Roll for miscibility secretly whenever it occurs. Give no uncalled-for clues until necessary.