You can create a scroll or potion by imbuing a Spell you know, that does not have a Limitation, and pay half its cost in Hero Points (rounded up). You also need to spend 1 hour imbuing the spell, and succeed an Arcane, Nature or Faith check with DC equal to 10 + 3 times the cost of the spell*.
A spell casted from a scroll or potion requiring one or more Skill Checks uses the Modifiers of the Creature that made it. After the spell imbued in a Scroll or Potion is casted the item is Destroyed.
An unknown scroll can be difficult to read, but since you made it you can easily teach it your allies, so that they can use it as well. To decipher a scroll, you need to spend 1 hour studying it, and succeed an Intuition check with DC equal to 10 + 3 times the cost of the spell*. If you read the scroll out-loud you simply cast the spell. You can also activate the scroll and lay it on a surface, when a Creature touches it, the Spell gets casted.
A potion does not require any deciphering you can drink it, or throw it, and the spell effects are applied on the Creature or Zone it falls on.
You can throw it in your Zone or a nearby one without difficulty. If you wish to target a Creature with the potion (up to 1 Zone away) you need to succeed in an Opposing Roll: Agility vs. Agility.
A potion is really difficult to decipher, you need to spend 1 hour studying it, and succeed an Intuition check with DC equal to 10 + 5 times the cost of the spell*.
(Optional Rule) — Magic is the Price:
Instead of using generic Hero Points as mostly a concept for experience and resources, use Scrolls and Potions. You can exchange potions at a town for other goods.
You can train by using a scroll or potion on yourself, and overcome its effects.
Or simply consume a scroll or potion and study it (Increasing any skill modifier by +1, and gaining 1 Energy Card).