General stuff:I am going to assume here that you have a Lore and Discipline of at least 4, and that you spent at least 4 refresh on crafting. (so you got at least Ritual Crafting and 2 refinements). This means you got a focus of Crafting Frequency +2 and a focus of Crafting Power +2, with 4 potion slots.
>> Dragon's Breath: Grants a fire evocation strike that has a Weapons score equal to Lore that is aimed by Discipline. Also places a temporary aspect on target based on fire. When potion is consumed the character MUST take a mild physical consequence.
Enchanted items are usually aimed by discipline anyway, though a potion could also be aimed with athletics, depending on its form. Now, your base potion power is 6. The mild physical consequence would give you a +2 as a complication in drinking the potion (preaccepted compel), raising it to 8. So, the potion's effect could be 4 damage plus a 4-shift maneuver (such as adding the aspect "On Fire"). The good thing is that the potion has three uses due to crafting frequency focus +2, so you can breathe fire three times.
>> Crocodile Tears: This potion grants the imbiber the temporary aspect of "Apparent Prey" for one scene. This is suggested as a plot device to be invoked by supernatural monsters, but mortal "monsters" are also an option.
That's the easiest of the potions you want; just a 6-shift maneuver on yourself gives you a sticky aspect and is well within the potion's effects. As above, the potion is usable three times (i.e. in three scenes or three people using it for one scene)
>> Steeled Heart: This potion grants a bonus of half the makers Lore (Rounded down) to resist mundane and magical (Ex: Incite Emotion) uses of Intimidate for one scene.
Half your Lore means a +2 bonus, or a single aspect. Base potion power of 6 could give one sticky aspect for the scene, x3 because the potion is usable three times. Now, if you made a declaration, paid a fate point or preaccepted a compel when you crafted the potion, the power would be raised to 8. This is enough for two 4-shift maneuvers per use, giving you a total of six "Steeled Heart" sticky aspects you can tag. Since you usually won't be doing more than six or so resist rolls vs Intimidate in a single scene, that counts as having a flat +2 bonus.
>> Bottled Parkour: This potion allows a character to ignore up to *Lore* points of difficulty when moving between or through zones that are caused by physical objects (fences, doors, exc). This can be broken into smaller bonuses as needed. If the bonuses are not all used by the end of a scene the unused negations are lost.
Take a look at the "escape" potion example in the books. It does all you need and more. Now, since you only need to ignore barriers and not teleport more distance than you could normally move, the base effect doesn't need to be any stronger than your athletics for a teleportation of, say, up to 4 zones. The extra shifts go to extra uses, so the potion could be used up to 5 times - this takes care of the "broken into smaller bonuses" requirement. And you don't need to use up all the "doses" of the potion in a single scene.
>> Corrosion Ointment: The user of this potion smears it on their hands, and makes the natural acids on them extremely potent. With a successful Fists maneuver you place the temporary aspect of "Smeared with Acid" on a character. In the next number of turns equal to the Lore of the creator the target must roll Endurance to defend against an attack from the acid equal to your Lore minus one per exchange after the first. This subtraction happens regardless of the resolution of the prior Endurance defense(s). The user of this potion must take a mild physical consequense when they use the potion.
Now, this one is hard to do exactly as you want it. Let's look at the Orbius spell, a magic that slowly suffocates the target. A power 4, duration +4 Orbius spell fits your 8-shift potion just fine (8 shifts after taking the conseuence you pay into account). It is going to attack its victim with a 4-shift grapple vs Endurance for 5 turns, dealing continious damage and incapacitating them. The incapacitation is a bonus over your "poison" descriptor. The drawback is that a successful defense is going to break the ongoing effect. Unless the GM specifically allows it, there is no way to make the effect keep attacking after a successful defense.
OTOH, the potion has thee uses. If they break it, attack again.