Huh, how does Jade potion-making work? Is it similar to Chamon's tongs-esque alchemy, except the components being manipulated are all plant matter?
I'm given to understand anyone can make potions, but Jades have an excellent advantage in securing ingredients due to being able to encourage the growth of plants and whatnot.
Any literate, trained magic user with access to an alchemical laboratory, anyway.
Maybe in wfrp 2e potion making is restricted to mages (I'd have to check to be certain), but I know it isn't the case in 4e
And it may not be the case in quest
Potions in 4e are described as differing from herbal draughts in that the ingredients that go into making them are infused with magic
However they specifically can be brewed by those with no magic, because the Winds of Magic naturally coalesce and concentrate in different plants, animals and other materials
So it is entirely possible for someone with the right knowledge of how magic inhabits physical things to take an entirely mundane, scientific approach to potion making
Though it is harder for them
wfrp 2e generally takes precedence over 4e in this quest, however we already know for a fact that magic is similarly drawn to and inhabits physical materials in DL as well (windsoak mushrooms, Ixti grubs, the wording of Eike's alchemical trait, etc)
So we have reason to believe that in this case potion making is not limited to mages
You also have to spend six hours a day for up to three months doing nothing but attending to the brew, which can at any time randomly set itself on fire or explode, destroying some portion of your 1000gc alchemical laboratory. Potions aren't shelf stable and if not drunk the same turn we make them, will go bad. With effects ranging from hallucinations to warts to permanent bone-softening to full-on Chaos mutation. They may go bad immediately even if we do everything correctly, with the only way of finding out being to drink the potion.
Sufficed to say, potions aren't really a great investment of time or money for us personally even if we really wanted to learn the process.
4e's rules on potion brewing and spoilage also seem a bit more lenient than what you're describing of 2e
You only need to spend 3 hours a day tending to the brewing process and the longest creation time of the listed potions is 2 months
Some them only require a week or two, and the quickest a mere 2 days
Potion spoilage is also only risked after each season rather than a certainty, with well brewed potions being less likely to go bad
And potions never spoil on creation if made properly
If you roll a fumble then they can come out bad, but they'll never immediately spoil on a success, and an ordinary failure just wastes materials and time
Lab/cauldron explosions also only occur on a fumble and also vary in severity, from minor equipment damage to "you need a new lab"
All in all, I think we'd have to see what the potion brewing mechanics actually look like in DL before declaring it a complete waste
I kinda doubt it'd be as bad as what 2e seems to make it out as though, since I think it'd be wasted space for Boney to introduce potion brewing as an activity and then go "every time you make a potion regardless of success, I roll to see if it explodes, roll again to see if it goes immediately toxic despite the success and then have it go toxic at the end of the turn no matter what"
Might as well just not have potion brewing as an option at that point
Looking back...
One day the Gold Order will find out how close they came to getting an alchemical prodigy and weep quicksilver tears.
Though, can someone remind me the sorts of things non-Chamon alchemists can get to do or make? I'm having a hard time remembering.
The work of mundane Warhammer alchemists generally revolves around understanding the composition of base matter, breaking them down into their chemical elements, isolating those elements, and then recombining them to create different compounds
This generates a steady stream of academic papers explaining how the world works and expanding scientific knowledge, a lot of Gold Order Alchemists are involved in this field as well (in fact the Gold Order sponsors a lot of mundane alchemical institutions and also scouts them for magical talent)
If you're looking for more practical examples of what the work of mundane Warhammer alchemists looks like then some examples of mundane alchemy are things like the production of:
Various dyes
Gunpowder
Strong acids and akalis used in engineering or other alchemical projects
Various soaps
etc.
Alchemists also generally dabble in other fields in the course of their work in understanding the natural world
Which has lead to a basic understanding of things like magnetism and the invention of the compass
Or the development of higher quality optical lenses, mirrors and prisms
High Alchemy (the magical stuff) basically just takes normal alchemy and cranks it up by adding magic to the mix
Getting you stuff like Leonardo's Alchemical Powder, which is a super gunpowder that reacts explosively to air
Or magic compasses that point toward concentrations of magic
wfrp 4e once again lets ordinary, non-magical alchemists dabble in High Alchemy by using materials saturated in Winds to get around not being able to control magic themselves
Though in this case they do need to at least have Windsight