A <code>Potion</code> is simply a list of <code>Effect</code>s to be applied when used. Each <code>Potion</code> gets applied to every <code>Items#POTION</code>, <code>Items#SPLASH_POTION</code>, <code>Items#LINGERING_POTION</code>, and <code>Items#TIPPED_ARROW</code>. Like effects, potions need to be [[Registration|registered]].
== Creating a <code>Potion</code> ==
A <code>Potion</code> requires a passed in list of <code>EffectInstance</code>s to apply to the player when the potion is "consumed". There is also a nullable parameter called <code>baseName</code> that can be set if you would like to use the same name for multiple potions (e.g. a <code>SWIFTNESS</code> and <code>LONG_SWIFTNESS</code> entry can be both <code>swiftness</code> potions).
== Adding a Brewing Recipe ==
Brewing Recipes can be added using <code>BrewingRecipeRegistry::addRecipe</code>. The most common constructor takes in an <code>Ingredient</code> input, an <code>Ingredient</code> reactant, and an <code>ItemStack</code> output. This can be registered during <code>FMLCommonSetupEvent</code>.
{{Colored box|title=Important|content=If you want to use NBT information in your inputs (e.g. create a potion from another potion), you need to pass in an <code>NBTIngredient</code> instead.}}
{{Colored box|title=Alert|content=<code>BrewingRecipeRegistry</code> is '''not''' thread-safe. It should be called within <code>enqueueWork</code> in the specified parallel dispatch event.}}