If the preparation is ever going to make its imbued spell go off, it needs a trigger.
Command (+2 Drain): The individual who made the preparation can only trigger it by an act of will. The individual must be on the physical plane and have line of sight to the preparation to set off this trigger. Triggering of the preparation requires a single Minor Action. This trigger can be used with Health spells.
Contact (+1 Drain): Perhaps the simplest trigger, this spell goes off when the next living material touches it. During creation, the material can be limited to specific scientific biological kingdoms such as animals, plants, fungi, protists, bacteria, or metaplanar beings. This removes the "spell goes off because of microscopic life living in dust particles" argument.
Time (+2 Drain): When using this trigger, the character selects an amount of tiem and when the creation is finished the clock starts ticking down on this time period. The time cannot be greater than the preparation's Potency in hours. If the Potency ends up being less than the selected time, the spell fizzles when the Potency runs out.
Light (+1 Drain): The light trigger unleashes the magic when the object is exposed to light greater than 80 lumens (the equivalent of a small flashlight). The creation must be done by candlelight and then stored in darkness to preserve the trigger. Requires 2 additional drams of reagents and must be made in a dim environment. This trigger can be used with Health spells.
Darkness (+1 Drain): This trigger activates then the light on the preparation drops below 40 lumens (the equivalent of candelight). Requires 2 additional drams of reagents and must be made in a well-lit environment. This trigger can be used with Health spells.
Specific Aura (+1 Drain): This trigger is linked to a specific target. When that target comes into contract - physical or astral - with the preparation then it activates. The creator needs to make an Assensing (3) test to create all the correct details for the aura. Not reaching the correct details leaves a potential error, which means it could fail or even activate early.
With no hits on the Assensing test, the creator knows they don't have enough information about the aura to make a good trigger. At 1, they feel confident but have a 1 in 3 chance of triggering it accidentally. Roll a 1D6 when the item is in the presence of any similar aura and on the result of a 1 or 2, the spell is triggered. At 2 hits, the chance goes to 1 in 6 and only occurs when rolled on a 1. Requires 2 additional drams of reagents. This trigger can be used with Health spells.
Location (+1 Drain): This trigger links to a specific location. The location can be as broad as a building, narrowed down to a specific office in the building, or even down to a half-meter radius of a specific spot. The alchemist or spirit they have conjured must visit the location and succeed at an Astral + Intuition (2) test to assense the location.
If the test results in insufficient hits, the trigger moves from the original choice. If it was a specific spot, it becomes the area nearby. If the place was a specified area, the trigger might become a small part of it or an area near it. To make a Location trigger, the preparation must be crafted with a literal piece of the place in question.
Verbal (+3 Drain): A verbal trigger is a spoken word that can be told to activate the spell. It can also be used as a clever trap when the alchemist provides the wrong trigger to the buyer but supplies their enemies with the real command. If the word is spoken aloud within 4 meters of the preparation, then the spell activates. A Silence spell would render the preparation inert until the spell drops. Requires 2 additional drams of reagents.
Delayed Verbal (Varies): This trigger is common with area effect combat spells, in essence creating an arcane grenade. The standard verbal trigger rules are in place but a delay is put into the initial preparation design. The basic design features a 1 Combat Round delay (+4 Drain). A slightly longer delayer of 2 Combat Rounds (+3 Drain) is also present. Any delay beyond that only adds +2 Drain. Requires 4 additional drams of reagents.
Material (+2 Drain): This trigger sets a secondary substance as the activation cue for the spell within the preparation. The substance can be anything but gamemasters have the final call on how specific the substance needs to be.
Possible examples include a pill that activates on contact with saliva or stomach acid an an ointment that needs a sprinkle of cinnamon to activate the magic. Requires 3 additional drams of reagents. This trigger can be used with Health spells.
Somatic (+2 Drain): This is a particular movement action that needs to be performed in order to make the spell work. The coding is built into the preparation and needs at least 1 minute of study and practice in order to perform the gesture. The gesture is a Minor Action to perform once learned. Requires 5 additional drams of reagents. This trigger can be used with Health spells.