MagicalMaster: Yes, you can add new spells, but for what you want to do the "Unique Power -- Self Only" property combined with some tag based scripting will be much easier.
crystalwizard: okay, I'll bite. There isn't any way to set scripts on a potion that I can find. Just the ability to select from existing spells, none of which are spells that poison. So would you be so kind as to point me to where the potion object has the "unique power - self only" selection option and the ability to put in scripts. Please.
2 things
1) Potions can only be used on oneself, or henchman/summoned creature/familiar. Never Opponents. If you wish to make an object that provoke collateral effect on anyone that is not listed above, you'll need a bomb, not a potion
2) In the toolset, items proprieties, select "Cast Spell" and expand, nearly at the end there is an option called "Unique Power Self Only"
If you wish to make a special potion that increase skills or give special abilities when used, that's the right option. To make the unique power ability work however, you'll need to make a script for it
It's possible to add new defensive/self cast-able spells on the potions list, the the relative iprp.2da table should have would you need
iprp tables, control what propriety can be added where, including weapons, armors, potions and spell definitions for the recall scripts, although to recall a script usually the ID number is enough, no need to add it to the table