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Custom potions, splash potions, and tipped arrows with commands

7 min read

Potions, splash potions, lingering potions, and tipped arrows all share the same effect data, so once you can build one you can build all four by swapping the item id. The custom part is a list of effects, each with an id, a duration in ticks, and an amplifier, plus an optional custom color for the liquid.

Kết quả guide

A /give command for a potion, splash potion, lingering potion, or tipped arrow with the exact effects, duration, and color you choose.

Mở workflow liên quanGiveBuilding custom potion items

Lộ trình khuyến nghị

  1. Open the Give module and choose the item: potion, splash_potion, lingering_potion, or tipped_arrow.
  2. Add one or more effects, each with an effect id such as poison, strength, or night_vision.
  3. Set duration in ticks (20 ticks = 1 second) and an amplifier, where 0 is level I.
  4. Optionally set a custom liquid color as a packed RGB value.
  5. Copy the command and confirm the tooltip lists every effect you added.

One effect format, four items

On Java 1.20.5+ the effects live in a potion_contents component. A poison splash potion is /give @p splash_potion[potion_contents={custom_effects:[{id:"poison",duration:200,amplifier:0}]}]. Change splash_potion to potion, lingering_potion, or tipped_arrow and the same effect data applies.

On Java 1.20.4 and older the equivalent uses the custom_potion_effects NBT list, for example /give @p splash_potion{custom_potion_effects:[{id:"poison",duration:200,amplifier:0}]}. Selecting the version keeps the component-vs-NBT choice correct.

  • potion, splash_potion, lingering_potion, and tipped_arrow share effect data.
  • 1.20.5+ uses potion_contents; 1.20.4 and older use custom_potion_effects.
  • Swap only the item id to move an effect set between the four.

Duration and amplifier

Duration is measured in ticks: 20 ticks is one second, 200 is ten seconds, and 1200 is one minute. Instant effects like instant_health and instant_damage ignore duration. The amplifier is one less than the level shown in game, so amplifier:0 is level I and amplifier:1 is level II.

You can stack several effects in the same potion by adding more entries to the list. This is how you make a single drink that grants Strength, Speed, and Regeneration at once.

  • 20 ticks = 1 second; 1200 ticks = 1 minute.
  • amplifier:0 is level I, amplifier:1 is level II, and so on.
  • Add multiple effect entries for a multi-effect potion.

Custom color and naming

A custom_color inside potion_contents overrides the liquid color. It is a single packed RGB integer, so pure red is 16711680 and a custom teal is any value you pick. Without it the game blends a color from the effects.

Potions are items, so they also accept custom_name and lore. Rename a healing potion to "Elixir of Vitality" and add lore the same way you would decorate any other give item.

Ship the copied artifact

Use this guide to produce the artifact a player or map maker will actually run: a copied command, ordered Project pack, or datapack resource. The final review should happen on that copied output, not only on the editable builder state.

When the workflow is version-sensitive, label the target version beside the command. When it uses selectors, scoreboards, bossbars, tags, loot tables, or project order, test those dependencies in a clean world before publishing the setup.

  • Copy from Output for one command and from Project for ordered packs.
  • Keep Java, Bedrock, and snapshot variants separate.
  • Test destructive selectors with harmless output first.
  • Update related presets when the guide becomes the canonical workflow.

Guide và preset liên quan

FAQ

How do I make a splash or lingering potion instead of a drinkable one?

Keep the same effect data and change the item id to splash_potion or lingering_potion. tipped_arrow uses the identical effect data too.

How long is the duration number?

Duration is in ticks. 20 ticks equals one second, so 600 is 30 seconds and 1200 is one minute. Instant effects ignore the duration value.

Why is my potion level wrong by one?

The amplifier is one below the displayed level. amplifier:0 shows as level I and amplifier:1 shows as level II. Set amplifier to your desired level minus one.

Can one potion have several effects?

Yes. Add more entries to the effects list. A single potion can grant Strength, Speed, Regeneration, and more at the same time.

How do I change the potion color?

Set custom_color to a packed RGB integer inside potion_contents. For example 16711680 is red. Without it the color is derived from the effects.

When should this guide become a Project pack?

Use Project when the workflow needs more than one command, has setup and cleanup order, or must be edited again after testing. One-off commands can stay in Output.