Secret Lesson 70

Crafting Nonmagical Items, Brewing Potions of Healing, and Scribing Spell Scrolls

During the Equipment section, we learned how to:

BUY EQUIPMENT

USE EQUIPMENT

SELL EQUIPMENT

and:

CAST WITH EQUIPMENT

Now we reach the final question:

CAN YOUR CHARACTER MAKE EQUIPMENT?

The answer is:

YES

The SRD 5.2.1 provides rules for creating:

NONMAGICAL ITEMS

and two special magical consumables:

POTIONS OF HEALING

and:

SPELL SCROLLS

These three procedures are related, but they are:

NOT THE SAME CRAFTING SYSTEM

That distinction is the foundation of this lesson.


PART ONE — THE THREE CRAFTING PROCEDURES

The Equipment chapter gives us:

1. CRAFTING NONMAGICAL ITEMS

Based primarily on:

PURCHASE COST

REQUIRED TOOL

TOOL PROFICIENCY

RAW MATERIALS

and:

WORKING TIME


2. BREWING POTIONS OF HEALING

A special rule requiring:

HERBALISM KIT PROFICIENCY

HERBALISM KIT

25 GP OF RAW MATERIALS

and:

1 DAY OF WORK


3. SCRIBING SPELL SCROLLS

A special spellcasting procedure based on:

SPELL LEVEL

PREPARED SPELL

ARCANA OR CALLIGRAPHER'S SUPPLIES PROFICIENCY

MATERIAL COMPONENTS

TIME

and:

MONEY

 


PART TWO — DON'T MIX THE THREE SYSTEMS

Suppose you want to make:

A LONGSWORD

Use:

CRAFTING NONMAGICAL ITEMS


Suppose you want to create:

A POTION OF HEALING

Use:

BREWING POTIONS OF HEALING


Suppose you want to create:

A SPELL SCROLL

Use:

SCRIBING SPELL SCROLLS

Do not take a rule from one procedure and automatically apply it to:

ANOTHER

unless the SRD tells you to.


PART THREE — CRAFTING NONMAGICAL ITEMS

To make a nonmagical item, the SRD says you need three things:

TOOLS

RAW MATERIALS

and:

TIME

If you meet those requirements:

YOU MAKE THE ITEM

and can:

USE IT

or:

SELL IT AT ITS NORMAL PRICE

 


PART FOUR — THERE IS NO GENERAL CRAFTING CHECK HERE

Notice what the procedure does not tell you to do.

It doesn't say:

MAKE A DC 15 CHECK

or:

ROLL A D20 EACH DAY

Instead, the rule says that if you satisfy:

THE REQUIREMENTS

you:

MAKE THE ITEM

So under this standard procedure, the SRD doesn't introduce a general:

SUCCESS/FAILURE CRAFTING ROLL


IMPORTANT

Specific circumstances or another specific rule could change something.

But don't invent a universal:

"CRAFTING CHECK"

that isn't part of this procedure.


PART FIVE — REQUIREMENT ONE: THE CORRECT TOOL

The Tools section tells you which Tools are required to make many items.

For example, from Lesson 65:

SMITH'S TOOLS

can craft many metal weapons and armor.

LEATHERWORKER'S TOOLS

can craft Leather Armor, Whips, Slings, and other leather goods.

WEAVER'S TOOLS

can craft Padded Armor and textile goods.

WOODCARVER'S TOOLS

can craft many wooden weapons and ammunition.

If an item isn't assigned a Tool in the Tools section:

THE GM ASSIGNS THE REQUIRED TOOL

 


PART SIX — OWNING THE TOOL IS NOT ENOUGH

To craft the item, you must:

USE THE REQUIRED TOOL

and:

HAVE PROFICIENCY WITH THAT TOOL

Both conditions matter.


EXAMPLE

You own:

SMITH'S TOOLS

but have no:

SMITH'S TOOLS PROFICIENCY

Can you use the standard crafting rule to forge a Longsword?

NO

You possess the equipment.

You lack:

THE REQUIRED PROFICIENCY


PART SEVEN — PROFICIENCY WITHOUT THE TOOL IS ALSO NOT ENOUGH

Now reverse the situation.

You have:

SMITH'S TOOLS PROFICIENCY

but no actual:

SMITH'S TOOLS

Can you satisfy the crafting rule?

NO

The rule requires you to:

USE THE REQUIRED TOOL

So you need:

TOOL + PROFICIENCY


PART EIGHT — REQUIREMENT TWO: RAW MATERIALS

To craft a nonmagical item, you need raw materials worth:

HALF THE ITEM'S PURCHASE COST

and the SRD instructs you to:

ROUND DOWN

 

Formula:

RAW MATERIAL COST = PURCHASE COST ÷ 2, ROUND DOWN


PART NINE — PLATE ARMOR EXAMPLE

Plate Armor purchase cost:

1,500 GP

Raw materials:

1,500 ÷ 2 =

750 GP

So crafting Plate requires:

750 GP OF RAW MATERIALS

The SRD itself uses this example.


PART TEN — LONGSWORD EXAMPLE

Longsword purchase cost:

15 GP

Half:

15 ÷ 2 =

7.5 GP

The crafting rule says:

ROUND DOWN

So the required raw-material value is:

7 GP


PART ELEVEN — GREATAXE EXAMPLE

Greataxe purchase price:

30 GP

Raw materials:

30 ÷ 2 =

15 GP


PART TWELVE — HEAVY CROSSBOW EXAMPLE

Heavy Crossbow purchase price:

50 GP

Raw materials:

50 ÷ 2 =

25 GP


PART THIRTEEN — THE GM DETERMINES MATERIAL AVAILABILITY

Having enough:

GOLD

doesn't automatically mean the required materials exist:

WHEREVER YOU ARE

The SRD explicitly says:

THE GM DETERMINES WHETHER APPROPRIATE RAW MATERIALS ARE AVAILABLE

 


EXAMPLE

You have:

750 GP

and want to forge:

PLATE ARMOR

But you are stranded:

DEEP IN AN ANCIENT RUIN

Having the money doesn't magically produce:

750 GP OF SUITABLE MATERIALS

The GM determines whether those materials are:

AVAILABLE


PART FOURTEEN — RAW MATERIALS ARE NOT THE PURCHASE PRICE

This is the economic benefit of making the item yourself.

Buying Plate:

1,500 GP

Crafting materials:

750 GP

But crafting also requires:

TOOL PROFICIENCY

THE TOOL

MATERIAL AVAILABILITY

and:

A GREAT DEAL OF TIME

So you trade:

TIME AND TRAINING

for:

LOWER MATERIAL EXPENSE


PART FIFTEEN — REQUIREMENT THREE: TIME

Crafting time is calculated from:

THE ITEM'S PURCHASE COST IN GP

Formula:

CRAFTING DAYS = PURCHASE COST IN GP ÷ 10

If the calculation produces a fraction of a day:

ROUND UP TO A FULL DAY

 

This is an explicit exception to the game's usual:

ROUND DOWN

rule.


PART SIXTEEN — EACH CRAFTING DAY IS EIGHT HOURS

One crafting day means:

8 HOURS OF WORK

Not:

24 HOURS OF CONTINUOUS WORK

 


PART SEVENTEEN — HEAVY CROSSBOW EXAMPLE

Heavy Crossbow:

50 GP

Crafting time:

50 ÷ 10 =

5 DAYS

Each day:

8 HOURS

Total working time:

5 × 8 =

40 HOURS

The SRD itself uses the Heavy Crossbow as its time example.


PART EIGHTEEN — LONGSWORD EXAMPLE

Longsword:

15 GP

15 ÷ 10 =

1.5 DAYS

The rule says fractions are:

ROUNDED UP TO A DAY

Therefore:

2 DAYS

of crafting.


PART NINETEEN — PLATE ARMOR EXAMPLE

Plate Armor:

1,500 GP

1,500 ÷ 10 =

150 DAYS

At 8 hours per day:

150 × 8 =

1,200 HOURS OF WORK

Crafting expensive equipment can therefore be:

A MAJOR DOWNTIME PROJECT


PART TWENTY — THE DAYS DON'T NEED TO BE CONSECUTIVE

If an item requires several days to make:

THOSE DAYS NEEDN'T BE CONSECUTIVE

 


EXAMPLE

A project takes:

10 CRAFTING DAYS

You work:

3 DAYS

Then adventure for:

A WEEK

Then return and work:

7 MORE DAYS

The crafting rule allows this because the workdays:

DON'T HAVE TO BE CONSECUTIVE


PART TWENTY-ONE — A CRAFTING DAY IS A WORKDAY, NOT JUST CALENDAR TIME

You don't progress merely because:

A DAY PASSES

Each crafting day requires:

8 HOURS OF WORK

So:

"I OWN THE PROJECT FOR TEN DAYS"

isn't enough.

You must actually perform:

THE REQUIRED WORK


PART TWENTY-TWO — ASSISTANTS

Characters can combine their efforts to:

REDUCE CRAFTING TIME

Divide the required crafting time by:

THE NUMBER OF CHARACTERS WORKING ON THE ITEM

 


FORMULA

NEW TIME = NORMAL TIME ÷ NUMBER OF CRAFTERS


PART TWENTY-THREE — ASSISTANTS NEED PROFICIENCY TOO

Anyone helping you must also have:

PROFICIENCY WITH THE REQUIRED TOOL

 


EXAMPLE

You are proficient with:

SMITH'S TOOLS

Your ally wants to help.

But the ally has:

NO SMITH'S TOOLS PROFICIENCY

Can that ally count as a crafting assistant under this rule?

NO


PART TWENTY-FOUR — NORMAL ASSISTANT LIMIT

Normally:

ONLY ONE OTHER CHARACTER

can assist you.

So the normal crafting team is:

YOU + ONE ASSISTANT

The GM may allow:

MORE ASSISTANTS

 


IMPORTANT

More than one assistant isn't automatically:

A PLAYER ENTITLEMENT

The rule places that possibility with:

THE GM


PART TWENTY-FIVE — TWO CRAFTERS EXAMPLE

Suppose an item normally takes:

10 DAYS

Two proficient characters work together.

10 ÷ 2 =

5 DAYS

The project is completed in:

5 CRAFTING DAYS

with both characters contributing.


PART TWENTY-SIX — PLATE ARMOR WITH AN ASSISTANT

Plate normally:

150 DAYS

Two qualified characters:

150 ÷ 2 =

75 DAYS

That's still a major project, but dramatically faster than:

150 DAYS


PART TWENTY-SEVEN — ASSISTANTS DON'T REDUCE THE RAW-MATERIAL COST

The crafting rule says assistants shorten:

THE CRAFTING TIME

It doesn't say they also divide:

THE MATERIAL COST


EXAMPLE

Plate:

Raw materials:

750 GP

One crafter:

750 GP

Two crafters:

STILL 750 GP

The benefit is:

TIME

not:

CHEAPER MATERIALS


PART TWENTY-EIGHT — THE COMPLETED ITEM

Once all requirements are satisfied:

THE ITEM IS MADE

You can:

USE IT

or:

SELL IT AT ITS NORMAL PRICE

 

That last sentence is especially important.


PART TWENTY-NINE — CRAFTED ITEMS AND THE NORMAL SELLING RULE

Earlier, in Lesson 60, we learned the general equipment resale rule:

EQUIPMENT FETCHES HALF ITS COST WHEN SOLD

But the crafting rule specifically says that after crafting the nonmagical item, you can:

SELL IT AT ITS NORMAL PRICE

This is a:

SPECIFIC CRAFTING RULE

for the item you made.

Remember one of the game's foundational principles:

SPECIFIC RULES OVERRIDE GENERAL RULES

So don't automatically halve the sale price of an item when the crafting procedure explicitly gives you:

NORMAL PRICE

as its sale value in this context.


PART THIRTY — HEAVY CROSSBOW CRAFTING ECONOMY

Heavy Crossbow:

Purchase price:

50 GP

Raw materials:

25 GP

Time:

5 DAYS

After completing it:

NORMAL PRICE = 50 GP

The difference between sale price and material expenditure is:

50 − 25 =

25 GP

But remember:

FIVE 8-HOUR WORKDAYS

were also invested.

The SRD doesn't assign a separate monetary charge for:

YOUR OWN LABOR

in this procedure.


PART THIRTY-ONE — PLATE ARMOR CRAFTING ECONOMY

Plate:

Purchase price:

1,500 GP

Materials:

750 GP

Time:

150 DAYS

Sale under the crafting rule:

1,500 GP NORMAL PRICE

Difference between sale price and materials:

750 GP

But the project required:

1,200 HOURS

of work from a single crafter.

This illustrates how:

TIME ITSELF IS A RESOURCE


PART THIRTY-TWO — COMPLETE NONMAGICAL CRAFTING PROCEDURE

When you want to craft something:

STEP 1 — CHOOSE THE ITEM

Find its:

PURCHASE COST


STEP 2 — FIND THE REQUIRED TOOL

Use the:

TOOLS SECTION

If no Tool is listed:

GM ASSIGNS ONE


STEP 3 — CHECK PROFICIENCY

You need:

PROFICIENCY WITH THE REQUIRED TOOL


STEP 4 — OBTAIN THE TOOL

You must actually:

USE IT


STEP 5 — FIND THE MATERIAL COST

Purchase price ÷ 2:

ROUND DOWN


STEP 6 — CHECK MATERIAL AVAILABILITY

The:

GM DETERMINES IT


STEP 7 — CALCULATE TIME

Purchase cost in GP ÷ 10.

If fractional:

ROUND UP TO A DAY


STEP 8 — WORK

Each day:

8 HOURS

Days:

NEEDN'T BE CONSECUTIVE


STEP 9 — OPTIONAL ASSISTANT

Assistant must also have:

REQUIRED TOOL PROFICIENCY

Normally:

ONE ASSISTANT MAXIMUM

unless GM allows more.


STEP 10 — COMPLETE THE ITEM

Use it or:

SELL IT AT NORMAL PRICE


PART THIRTY-THREE — BREWING POTIONS OF HEALING

Now we leave normal nonmagical crafting.

The:

POTION OF HEALING

is a:

MAGIC ITEM

but the Equipment chapter gives it:

A SPECIAL CRAFTING RULE

 

Do not use the normal nonmagical item formula for this potion.

Use:

THE POTION-SPECIFIC RULE


PART THIRTY-FOUR — POTION REQUIREMENT: HERBALISM KIT PROFICIENCY

To make a Potion of Healing, the character must have proficiency with:

THE HERBALISM KIT

 


IMPORTANT

Owning a Herbalism Kit without proficiency is:

NOT ENOUGH


PART THIRTY-FIVE — YOU MUST USE THE HERBALISM KIT

The procedure also requires:

USING THAT KIT

So again:

PROFICIENCY + ACTUAL KIT


PART THIRTY-SIX — POTION RAW MATERIAL COST

Raw materials:

25 GP

 

This is fixed by:

THE SPECIAL POTION RULE

You don't need to recalculate it from another formula.


PART THIRTY-SEVEN — POTION CRAFTING TIME

Time:

1 DAY

One crafting day here equals:

8 HOURS OF WORK

 


COMPLETE RECIPE

HERBALISM KIT PROFICIENCY

HERBALISM KIT

25 GP RAW MATERIALS

8 HOURS OF WORK

=

ONE POTION OF HEALING


PART THIRTY-EIGHT — WHAT THE POTION DOES

From Lesson 66, a Potion of Healing restores:

2D4 + 2 HIT POINTS

when used.

Its normal purchase price in the Equipment table is:

50 GP

The special crafting rule requires:

25 GP

in raw materials.


PART THIRTY-NINE — POTION EXAMPLE

A Ranger has:

HERBALISM KIT PROFICIENCY

and owns:

A HERBALISM KIT

They acquire:

25 GP OF APPROPRIATE RAW MATERIAL

They spend:

8 HOURS

following the special brewing rule.

Result:

ONE POTION OF HEALING

No additional Potion-brewing D20 Test is listed by this rule.


PART FORTY — THIS RULE IS SPECIFICALLY FOR POTION OF HEALING

Do not generalize this into:

"ANY POTION COSTS 25 GP AND TAKES ONE DAY"

The section specifically says:

BREWING POTIONS OF HEALING

Other magic items, including other Potions, use:

OTHER MAGIC-ITEM CRAFTING RULES

later in the SRD.

We will study those in:

LESSON 100


PART FORTY-ONE — DON'T AUTOMATICALLY APPLY THE NONMAGICAL ASSISTANT RULE

The Potion of Healing procedure says:

ONE DAY

and gives its own requirements.

It does not state in this special paragraph that assistants divide its:

BREWING TIME

So don't silently import the nonmagical-item assistant rule into:

THIS SPECIAL PROCEDURE

unless another applicable rule explicitly allows it.


PART FORTY-TWO — SCRIBING SPELL SCROLLS

The third system is:

SPELL SCROLL CREATION

The SRD says:

A SPELLCASTER

can transfer a spell to a scroll using the rules in this section.

This immediately establishes the first requirement:

YOU MUST BE A SPELLCASTER


PART FORTY-THREE — SCROLLS USE A SPECIAL TIME-AND-COST TABLE

Unlike normal crafting, you don't calculate:

PURCHASE PRICE ÷ 10

Instead:

THE SPELL'S LEVEL

determines both:

TIME

and:

COST

 


COMPLETE SPELL SCROLL COST TABLE

Spell Level Scribing Time Cost
Cantrip 1 day 15 GP
1 1 day 25 GP
2 3 days 100 GP
3 5 days 150 GP
4 10 days 1,000 GP
5 25 days 1,500 GP
6 40 days 10,000 GP
7 50 days 12,500 GP
8 60 days 15,000 GP
9 120 days 50,000 GP

 


PART FORTY-FOUR — CANTRIP SCROLL

Time:

1 DAY

Cost:

15 GP

Working time:

8 HOURS


PART FORTY-FIVE — LEVEL 1 SCROLL

Time:

1 DAY

Cost:

25 GP


PART FORTY-SIX — LEVEL 2 SCROLL

Time:

3 DAYS

Cost:

100 GP

Work:

3 × 8 =

24 HOURS


PART FORTY-SEVEN — LEVEL 3 SCROLL

Time:

5 DAYS

Cost:

150 GP

Work:

5 × 8 =

40 HOURS


PART FORTY-EIGHT — LEVEL 4 SCROLL

Time:

10 DAYS

Cost:

1,000 GP

Work:

80 HOURS


PART FORTY-NINE — LEVEL 5 SCROLL

Time:

25 DAYS

Cost:

1,500 GP

Work:

25 × 8 =

200 HOURS


PART FIFTY — LEVEL 6 SCROLL

Time:

40 DAYS

Cost:

10,000 GP

Work:

320 HOURS


PART FIFTY-ONE — LEVEL 7 SCROLL

Time:

50 DAYS

Cost:

12,500 GP

Work:

400 HOURS


PART FIFTY-TWO — LEVEL 8 SCROLL

Time:

60 DAYS

Cost:

15,000 GP

Work:

480 HOURS


PART FIFTY-THREE — LEVEL 9 SCROLL

Time:

120 DAYS

Cost:

50,000 GP

Work:

120 × 8 =

960 HOURS

This demonstrates that storing the game's most powerful spells in scroll form can represent:

AN ENORMOUS PROJECT


PART FIFTY-FOUR — EACH SCROLL-SCRIBING DAY REQUIRES EIGHT HOURS

Just as with normal crafting:

ONE DAY OF INSCRIPTION = 8 HOURS OF WORK

 


PART FIFTY-FIVE — SCROLL WORKDAYS NEEDN'T BE CONSECUTIVE

If a scroll needs several days:

THOSE DAYS NEEDN'T BE CONSECUTIVE

 


EXAMPLE

Level 3 Scroll:

5 DAYS

You inscribe:

2 DAYS

Adventure for several days.

Then return and complete:

3 MORE DAYS

The rule allows:

NONCONSECUTIVE INSCRIPTION DAYS


PART FIFTY-SIX — FIRST SCRIBE PREREQUISITE: ARCANA OR CALLIGRAPHER'S SUPPLIES

To scribe a Spell Scroll, you must have proficiency in either:

ARCANA

or:

CALLIGRAPHER'S SUPPLIES

 

The word:

OR

is important.

You don't need proficiency in:

BOTH


EXAMPLE A

Arcana proficiency:

YES

Calligrapher's Supplies proficiency:

NO

Prerequisite satisfied:

YES


EXAMPLE B

Arcana proficiency:

NO

Calligrapher's Supplies proficiency:

YES

Prerequisite satisfied:

YES


EXAMPLE C

Neither proficiency:

NO

Prerequisite:

NOT SATISFIED


PART FIFTY-SEVEN — THIS IS NOT A SCRIBING CHECK

The rule doesn't say:

MAKE AN ARCANA CHECK

or:

MAKE A CALLIGRAPHER'S SUPPLIES CHECK

It says you must have:

PROFICIENCY IN ONE OF THEM

Those are different concepts.


WRONG

"I have +8 Arcana, so I roll to see whether the scroll succeeds."

The scribing procedure doesn't establish that roll.


CORRECT

Check:

DO I HAVE THE REQUIRED PROFICIENCY?

Then satisfy:

THE REST OF THE PREREQUISITES


PART FIFTY-EIGHT — SECOND PREREQUISITE: THE SPELL MUST BE PREPARED

The spell you're scribing must be:

PREPARED

on:

EACH DAY OF THE INSCRIPTION

 

This is extremely important.


EXAMPLE — LEVEL 3 SCROLL

Scribing time:

5 DAYS

The spell must be prepared on:

DAY 1

DAY 2

DAY 3

DAY 4

and:

DAY 5

of inscription.


PART FIFTY-NINE — YOU CAN'T REMOVE IT FROM YOUR PREPARED SPELLS ON A WORKDAY

Suppose a Cleric is scribing a spell over:

5 INSCRIPTION DAYS

After Day 2, the Cleric changes prepared spells and removes:

THE SPELL BEING SCRIBED

Can the Cleric perform Day 3 of inscription while it remains unprepared?

NO

The prerequisite says the spell must be:

PREPARED ON EACH DAY OF INSCRIPTION

The Cleric would need it prepared again before continuing that day's scribing.


PART SIXTY — NONCONSECUTIVE DAYS AND PREPARATION

Suppose you work on the scroll Monday and Tuesday.

Then stop crafting for:

FIVE DAYS

Those intervening days aren't:

INSCRIPTION DAYS

The rule specifically requires the spell to be prepared on:

EACH DAY OF INSCRIPTION

When you resume:

HAVE IT PREPARED AGAIN


PART SIXTY-ONE — THIRD PREREQUISITE: MATERIAL COMPONENTS

You must have at hand:

ANY MATERIAL COMPONENTS REQUIRED BY THE SPELL

 

That includes Material components the spell:

ACTUALLY REQUIRES

The scribing procedure doesn't say that your normal:

SPELLCASTING FOCUS

erases this crafting prerequisite.

It specifically requires:

THE MATERIAL COMPONENTS

to be at hand.


PART SIXTY-TWO — CONSUMED MATERIAL COMPONENTS

If the spell consumes its Material component:

THE COMPONENT ISN'T CONSUMED EVERY DAY

Instead, it is consumed:

ONLY WHEN YOU COMPLETE THE SCROLL

 


EXAMPLE

Hypothetical spell:

Material component:

A GEM THAT THE SPELL CONSUMES

Scribing requires:

FIVE DAYS

You need the gem available during the inscription.

You do not consume:

FIVE GEMS

one each day.

The specified consumed component is consumed:

WHEN THE SCROLL IS COMPLETED


PART SIXTY-THREE — INTERRUPTING THE PROJECT DOESN'T CONSUME THE MATERIAL EARLY

If a scroll takes:

25 DAYS

and after Day 10 you pause the project, a consumed Material component isn't automatically consumed merely because:

SOME WORK HAS BEEN DONE

The rule says consumed components are consumed:

WHEN YOU COMPLETE THE SCROLL


PART SIXTY-FOUR — SCRIBING COST AND SPELL COMPONENTS ARE DIFFERENT REQUIREMENTS

Suppose a Level 3 scroll costs:

150 GP

to scribe.

You must still also satisfy the rule requiring:

THE SPELL'S MATERIAL COMPONENTS

The 150 GP figure is:

THE SCRIBING COST FROM THE TABLE

The Material-component requirement is:

A SEPARATE PREREQUISITE


PART SIXTY-FIVE — THE SCROLL USES YOUR SPELL SAVE DC

When you scribe the scroll, its spell uses:

YOUR SPELL SAVE DC

 

Remember the normal spell formula:

SPELL SAVE DC = 8 + SPELLCASTING ABILITY MODIFIER + PB

when your Spellcasting feature uses that formula.


EXAMPLE

Wizard Intelligence:

18

Modifier:

+4

PB:

+3

Wizard Spell Save DC:

8 + 4 + 3 =

DC 15

A scroll created under this scribing rule uses:

DC 15

for that spell's Saving Throw, if applicable.


PART SIXTY-SIX — THE SCROLL USES YOUR SPELL ATTACK BONUS

The scroll's spell also uses:

YOUR SPELL ATTACK BONUS

 

Typical formula:

SPELL ATTACK BONUS = SPELLCASTING ABILITY MODIFIER + PB


EXAMPLE

Intelligence modifier:

+4

PB:

+3

Spell Attack Bonus:

4 + 3 =

+7

The resulting scroll uses:

+7

for that spell's Spell Attack Roll if one is required.


PART SIXTY-SEVEN — SCROLL STATISTICS COME FROM THE SCRIBE

This means two spellcasters could potentially create scrolls of the:

SAME SPELL

but have different:

SPELL SAVE DC

or:

SPELL ATTACK BONUS

because the crafting rule uses:

THE SCRIBE'S VALUES


EXAMPLE

Scribe A:

Spell Save DC:

13

Scribe B:

Spell Save DC:

17

If each independently creates a qualifying scroll under this rule, the spell on each scroll uses:

THAT SCRIBE'S SPELL SAVE DC

according to the scribing procedure.


PART SIXTY-EIGHT — CANTRIPS HAVE A SPECIAL RULE

If the scribed spell is a:

CANTRIP

the version on the scroll works as if:

THE CASTER WERE YOUR LEVEL

where "your" refers to the:

SCRIBE

 


WHY THIS MATTERS

Some Cantrips improve when a character reaches:

HIGHER LEVELS

The scroll doesn't simply ignore those level-based improvements.

The scribing rule anchors the Cantrip's version to:

THE SCRIBE'S LEVEL


PART SIXTY-NINE — CANTRIP EXAMPLE

Suppose a level:

11 SPELLCASTER

scribes a Cantrip whose spell description changes based on:

CHARACTER LEVEL

The version on that scroll functions as though its caster were:

LEVEL 11

for those Cantrip effects.

It doesn't use:

LEVEL 1

merely because:

CANTRIP = LEVEL 0 SPELL

Spell level and character level are:

DIFFERENT THINGS


PART SEVENTY — SPELL LEVEL IS NOT CHARACTER LEVEL

This is essential.

A:

LEVEL 3 SPELL

is not necessarily being cast by:

A LEVEL 3 CHARACTER

Spell Level means:

THE SPELL'S POWER CATEGORY

Character Level means:

THE CHARACTER'S LEVEL

The scroll cost table uses:

SPELL LEVEL


PART SEVENTY-ONE — NO ASSISTANT RULE IS LISTED FOR SPELL-SCROLL SCRIBING HERE

The nonmagical crafting subsection explicitly provides:

ASSISTANT RULES

The Spell Scroll subsection does not state that another character can divide:

SCROLL-SCRIBING TIME

Therefore don't silently apply:

THE NONMAGICAL ASSISTANT FORMULA

to Spell Scrolls.

Use the specific:

SPELL SCROLL TIME TABLE

unless another applicable rule says otherwise.


PART SEVENTY-TWO — SAME PRINCIPLE FOR POTION OF HEALING

Potion of Healing:

1 DAY

Spell Scroll:

TABLE TIME

Nonmagical item:

PURCHASE COST ÷ 10

These are:

THREE SEPARATE TIME PROCEDURES


PART SEVENTY-THREE — COMPLETE SPELL SCROLL PROCEDURE

To create a Spell Scroll:

STEP 1 — BE A SPELLCASTER


STEP 2 — CHOOSE THE SPELL


STEP 3 — CHECK ITS SPELL LEVEL

Cantrip through:

LEVEL 9


STEP 4 — HAVE ONE REQUIRED PROFICIENCY

Either:

ARCANA

or:

CALLIGRAPHER'S SUPPLIES


STEP 5 — HAVE THE SPELL PREPARED

On:

EVERY DAY YOU WORK ON THE SCROLL


STEP 6 — PROVIDE MATERIAL COMPONENTS

Have them:

AT HAND


STEP 7 — CHECK WHETHER ANY MATERIAL IS CONSUMED

If yes:

CONSUME IT WHEN THE SCROLL IS COMPLETED


STEP 8 — PAY THE TABLE COST

Based on:

SPELL LEVEL


STEP 9 — WORK THE REQUIRED DAYS

Each day:

8 HOURS

Days needn't be:

CONSECUTIVE


STEP 10 — RECORD THE SCROLL'S SPELL STATISTICS

It uses:

YOUR SPELL SAVE DC

and:

YOUR SPELL ATTACK BONUS


STEP 11 — IF IT IS A CANTRIP

Its version uses:

YOUR LEVEL

for relevant Cantrip scaling.


PART SEVENTY-FOUR — COMPLETE LEVEL 1 SCROLL EXAMPLE

A level 5 Wizard wants to scribe a Level 1 spell.

Wizard has:

ARCANA PROFICIENCY

Spell:

PREPARED

Material components:

AVAILABLE

Spell Save DC:

15

Spell Attack Bonus:

+7


TIME

Level 1:

1 DAY


WORK

8 HOURS


COST

25 GP


RESULT

A Spell Scroll containing:

THAT SPELL

using:

SPELL SAVE DC 15

and:

SPELL ATTACK +7

where applicable.


PART SEVENTY-FIVE — COMPLETE LEVEL 3 SCROLL EXAMPLE

Cleric wants to create a:

LEVEL 3 SPELL SCROLL

Cleric has:

CALLIGRAPHER'S SUPPLIES PROFICIENCY

The spell remains prepared on:

EVERY INSCRIPTION DAY


TIME

5 DAYS


COST

150 GP


WORK

5 × 8 =

40 HOURS


MATERIAL COMPONENTS

Must be:

AT HAND

Consumed components:

CONSUMED ON COMPLETION


PART SEVENTY-SIX — COMPLETE LEVEL 9 PROJECT

A qualified spellcaster wants to inscribe:

A LEVEL 9 SPELL

Time:

120 DAYS

Cost:

50,000 GP

Work:

120 × 8 =

960 HOURS

The spell must be prepared on:

EACH OF THOSE 120 INSCRIPTION DAYS

And all Material-component requirements must also be:

SATISFIED

This is no longer a casual crafting project.

It is:

A MAJOR CAMPAIGN UNDERTAKING


PART SEVENTY-SEVEN — WHY SCROLLS ARE USEFUL

This is gameplay interpretation rather than an additional crafting rule.

A Spell Scroll can allow magic to be:

STORED IN AN ITEM

instead of requiring the original spellcaster to cast the spell:

AT THAT MOMENT

That can make scroll creation valuable for:

PREPARATION

EMERGENCIES

RESOURCE PLANNING

and:

ADVENTURE LOGISTICS

But the actual rules for:

WHO CAN READ A SPELL SCROLL

CASTING FROM ONE

HIGHER-LEVEL SCROLLS

and:

COPYING A WIZARD SCROLL INTO A SPELLBOOK

belong to the Spell Scroll item rules and later parts of the course.


PART SEVENTY-EIGHT — CRAFTING DOES NOT AUTOMATICALLY MEAN DOWNTIME WITHOUT RISK

The crafting rules describe:

REQUIREMENTS

MONEY

and:

WORKING TIME

They don't create a special protected state where:

NOTHING ELSE CAN HAPPEN

during those days.

The actual narrative circumstances around a crafting project are determined by:

THE CAMPAIGN

and:

THE GM


PART SEVENTY-NINE — CRAFTING AND ADVENTURING CAN BE INTERLEAVED

Because multi-day crafting projects needn't use:

CONSECUTIVE DAYS

a character can potentially:

WORK

ADVENTURE

RETURN

and:

CONTINUE

This makes crafting compatible with a campaign that has:

INTERRUPTIONS

rather than requiring uninterrupted months of game time.


PART EIGHTY — CRAFTING IS NOT THE SAME AS BUYING

Buying asks:

DO I HAVE THE MONEY?

Crafting asks:

DO I HAVE THE TOOL?

DO I HAVE TOOL PROFICIENCY?

ARE THE MATERIALS AVAILABLE?

DO I HAVE THE MATERIAL MONEY?

DO I HAVE THE TIME?

and sometimes:

DO I HAVE THE SPELL?

DO I HAVE IT PREPARED?

Crafting replaces a simple financial transaction with:

A CHARACTER CAPABILITY

and:

A TIME INVESTMENT


PART EIGHTY-ONE — CRAFTING IS NOT THE SAME AS MAGIC-ITEM CRAFTING

This lesson covers:

NONMAGICAL ITEMS

plus the special Equipment rules for:

POTION OF HEALING

and:

SPELL SCROLLS

The SRD has a separate later system for crafting:

OTHER MAGIC ITEMS

That system has additional requirements involving:

ARCANA PROFICIENCY

MAGIC-ITEM CATEGORY

REQUIRED TOOLS

RARITY

TIME

and:

COST

 

We will not silently mix those later rules into:

THIS LESSON'S THREE PROCEDURES


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING EVERY CRAFTING PROJECT USES THE SAME FORMULA

No.

There are separate procedures for:

NONMAGICAL ITEMS

POTION OF HEALING

and:

SPELL SCROLLS


MISTAKE 2 — TRYING TO CRAFT A NONMAGICAL ITEM WITHOUT THE REQUIRED TOOL

You must:

USE THE REQUIRED TOOL


MISTAKE 3 — OWNING THE TOOL WITHOUT PROFICIENCY

You also need:

TOOL PROFICIENCY


MISTAKE 4 — HAVING PROFICIENCY BUT NO TOOL

You need:

BOTH


MISTAKE 5 — ASSUMING AN UNLISTED ITEM REQUIRES NO TOOL

If the Tools section doesn't specify one:

THE GM ASSIGNS IT


MISTAKE 6 — PAYING FULL PURCHASE PRICE IN RAW MATERIALS

Nonmagical crafting requires:

HALF PURCHASE COST

rounded down.


MISTAKE 7 — ASSUMING RAW MATERIALS ARE ALWAYS AVAILABLE

The:

GM DETERMINES AVAILABILITY


MISTAKE 8 — CALCULATING CRAFTING TIME FROM HALF PRICE

Time is based on:

FULL PURCHASE COST IN GP

not:

RAW-MATERIAL COST


MISTAKE 9 — DIVIDING PRICE BY 5 FOR CRAFTING TIME

The formula is:

PURCHASE PRICE ÷ 10


MISTAKE 10 — ROUNDING FRACTIONAL CRAFTING DAYS DOWN

The crafting rule explicitly says:

ROUND A FRACTION UP TO A DAY


MISTAKE 11 — THINKING ONE CRAFTING DAY MEANS 24 HOURS OF WORK

It means:

8 HOURS OF WORK


MISTAKE 12 — THINKING ALL CRAFTING DAYS MUST BE CONSECUTIVE

They:

NEEDN'T BE


MISTAKE 13 — THINKING ANY FRIEND CAN HELP CRAFT

An assistant must also have:

PROFICIENCY WITH THE REQUIRED TOOL


MISTAKE 14 — AUTOMATICALLY USING TEN ASSISTANTS

Normally:

ONLY ONE OTHER CHARACTER

can help.

The GM may permit:

MORE


MISTAKE 15 — DIVIDING MATERIAL COST BY THE NUMBER OF CRAFTERS

Assistants divide:

TIME

The rule doesn't say they divide:

MATERIAL COST


MISTAKE 16 — ASSUMING A CRAFTED ITEM MUST BE SOLD FOR HALF PRICE

The crafting rule specifically allows the completed item to be sold at:

ITS NORMAL PRICE


MISTAKE 17 — THINKING POTION OF HEALING USES THE NORMAL NONMAGICAL FORMULA

It has:

ITS OWN RULE


MISTAKE 18 — MAKING A POTION OF HEALING WITH ALCHEMIST'S SUPPLIES UNDER THIS SPECIAL RULE

The special Equipment rule requires:

HERBALISM KIT

and:

HERBALISM KIT PROFICIENCY


MISTAKE 19 — OWNING A HERBALISM KIT WITHOUT PROFICIENCY

Not sufficient.


MISTAKE 20 — THINKING THE POTION COSTS 50 GP TO CRAFT

The special crafting rule requires:

25 GP OF RAW MATERIALS


MISTAKE 21 — THINKING POTION BREWING TAKES SEVERAL DAYS

Potion of Healing:

1 DAY

8 HOURS


MISTAKE 22 — THINKING THE POTION RECIPE APPLIES TO EVERY POTION

It specifically covers:

POTION OF HEALING


MISTAKE 23 — THINKING ANY CHARACTER CAN SCRIBE A SPELL SCROLL

The SRD begins:

A SPELLCASTER CAN TRANSFER A SPELL TO A SCROLL


MISTAKE 24 — THINKING YOU NEED BOTH ARCANA AND CALLIGRAPHER'S SUPPLIES PROFICIENCY

You need:

ARCANA OR CALLIGRAPHER'S SUPPLIES


MISTAKE 25 — THINKING YOU NEED NEITHER BECAUSE YOU KNOW THE SPELL

Knowing or preparing the spell doesn't replace:

THE PROFICIENCY PREREQUISITE


MISTAKE 26 — THINKING ARCANA PROFICIENCY MEANS YOU MUST ROLL ARCANA

It is:

A PREREQUISITE

The scribing procedure doesn't call for a general:

ARCANA CHECK


MISTAKE 27 — FORGETTING THE SPELL MUST BE PREPARED

It must be prepared on:

EVERY INSCRIPTION DAY


MISTAKE 28 — PREPARING THE SPELL ONLY ON THE FIRST DAY

Not enough for a multi-day scroll.


MISTAKE 29 — THINKING NONCONSECUTIVE WORK REMOVES THE PREPARATION REQUIREMENT

Every day you actually inscribe:

HAVE THE SPELL PREPARED


MISTAKE 30 — IGNORING MATERIAL COMPONENTS

They must be:

AT HAND


MISTAKE 31 — CONSUMING THE SPELL'S MATERIAL COMPONENT EVERY DAY

If the spell consumes it, it is consumed:

ONLY WHEN THE SCROLL IS COMPLETED


MISTAKE 32 — THINKING A FOCUS AUTOMATICALLY REPLACES THE SCROLL'S MATERIAL-COMPONENT PREREQUISITE

The scribing rule explicitly requires:

THE MATERIAL COMPONENTS

to be at hand.


MISTAKE 33 — USING THE NONMAGICAL CRAFTING FORMULA FOR SCROLL TIME

Spell Scrolls use:

THEIR OWN TABLE


MISTAKE 34 — USING THE NONMAGICAL HALF-COST FORMULA FOR SCROLL COST

Spell Scrolls use:

THEIR OWN TABLE


MISTAKE 35 — ASSUMING A LEVEL 5 SCROLL TAKES 5 DAYS

It takes:

25 DAYS


MISTAKE 36 — ASSUMING A LEVEL 9 SCROLL COSTS 9,000 GP

It costs:

50,000 GP


MISTAKE 37 — USING THE READER'S SAVE DC FOR A SCRIBED SCROLL

The crafting rule says the scroll's spell uses:

THE SCRIBE'S SPELL SAVE DC


MISTAKE 38 — USING THE READER'S SPELL ATTACK BONUS

The crafting rule says:

THE SCRIBE'S SPELL ATTACK BONUS


MISTAKE 39 — TREATING A CANTRIP SCROLL AS THOUGH ITS CASTER WERE ALWAYS LEVEL 1

The scribing rule uses:

THE SCRIBE'S LEVEL

for the Cantrip's version.


MISTAKE 40 — CONFUSING SPELL LEVEL WITH CHARACTER LEVEL

A:

LEVEL 5 SPELL

and:

LEVEL 5 CHARACTER

are completely different concepts.


MISTAKE 41 — AUTOMATICALLY HALVING SPELL-SCROLL TIME WITH AN ASSISTANT

The assistant rule is stated under:

NONMAGICAL CRAFTING

The Scroll procedure does not provide that same rule.


MISTAKE 42 — USING THE POTION OF HEALING RULE TO CRAFT ALL MAGIC ITEMS

Other magic items have:

SEPARATE CRAFTING RULES

later in the SRD.


QUICK RECAP

NONMAGICAL ITEMS

Need:

REQUIRED TOOL

PROFICIENCY WITH THAT TOOL

RAW MATERIALS

and:

TIME


RAW MATERIALS

HALF PURCHASE PRICE

Round:

DOWN


TIME

PURCHASE COST IN GP ÷ 10

Fractional day:

ROUND UP


WORKDAY

8 HOURS


MULTIPLE DAYS

NEEDN'T BE CONSECUTIVE


ASSISTANTS

Must have:

REQUIRED TOOL PROFICIENCY

Divide time by:

NUMBER OF CRAFTERS

Normally:

ONE ASSISTANT

GM may allow:

MORE


COMPLETED NONMAGICAL ITEM

Can be:

USED

or:

SOLD AT NORMAL PRICE

 


POTION OF HEALING

Requires:

HERBALISM KIT PROFICIENCY

HERBALISM KIT

25 GP RAW MATERIALS

1 DAY

8 HOURS OF WORK

Result:

ONE POTION OF HEALING

 


SPELL SCROLL

Scribe must be:

A SPELLCASTER

and have proficiency in:

ARCANA

or:

CALLIGRAPHER'S SUPPLIES

Spell must be:

PREPARED ON EACH INSCRIPTION DAY

Material components:

MUST BE AT HAND

Consumed components:

CONSUMED ONLY ON COMPLETION

Scroll spell uses:

YOUR SPELL SAVE DC

and:

YOUR SPELL ATTACK BONUS

Cantrip:

FUNCTIONS AS IF THE CASTER WERE YOUR LEVEL

 


SPELL SCROLL TABLE

Cantrip:

1 DAY — 15 GP

Level 1:

1 DAY — 25 GP

Level 2:

3 DAYS — 100 GP

Level 3:

5 DAYS — 150 GP

Level 4:

10 DAYS — 1,000 GP

Level 5:

25 DAYS — 1,500 GP

Level 6:

40 DAYS — 10,000 GP

Level 7:

50 DAYS — 12,500 GP

Level 8:

60 DAYS — 15,000 GP

Level 9:

120 DAYS — 50,000 GP

 


PRIME HERO CHALLENGE

Your adventuring group finally reaches a peaceful city and has:

30 DAYS OF DOWNTIME

Three characters want to make different things.


HERO A — THE FIGHTER

Wants to make:

A GREATSWORD

Purchase price:

50 GP

Has:

SMITH'S TOOLS

and:

SMITH'S TOOLS PROFICIENCY


QUESTION 1 — MATERIALS

50 ÷ 2 =

25 GP


QUESTION 2 — TIME

50 ÷ 10 =

5 DAYS


QUESTION 3 — HOURS

5 × 8 =

40 HOURS


QUESTION 4 — CAN THE FIGHTER SELL IT AFTERWARD?

YES

The crafting rule says the finished nonmagical item can be sold at:

ITS NORMAL PRICE

Normal Greatsword price:

50 GP


HERO B — THE RANGER

Has:

HERBALISM KIT PROFICIENCY

and owns:

A HERBALISM KIT

Wants to brew:

POTIONS OF HEALING


QUESTION 5 — ONE POTION

Materials:

25 GP

Time:

1 DAY

Work:

8 HOURS


QUESTION 6 — DOES THE RANGER NEED AN ARCANA CHECK?

NO

The special Potion of Healing rule doesn't call for:

AN ARCANA CHECK


HERO C — THE WIZARD

Wants to scribe:

A LEVEL 3 SPELL SCROLL

Has:

ARCANA PROFICIENCY

The spell is:

PREPARED

Spell Save DC:

16

Spell Attack Bonus:

+8


QUESTION 7 — TIME

Level 3:

5 DAYS


QUESTION 8 — COST

150 GP


QUESTION 9 — WORKING HOURS

5 × 8 =

40 HOURS


QUESTION 10 — HOW OFTEN MUST THE SPELL BE PREPARED?

EVERY DAY OF INSCRIPTION


QUESTION 11 — WHAT SAVE DC DOES THE SCRIBED SPELL USE?

16

because the crafting rule uses:

THE SCRIBE'S SPELL SAVE DC


QUESTION 12 — SPELL ATTACK BONUS?

+8


QUESTION 13 — THE SPELL HAS A MATERIAL COMPONENT THAT IT CONSUMES

When is that component consumed?

WHEN THE SCROLL IS COMPLETED

not:

ON EVERY INSCRIPTION DAY


FINAL CHALLENGE

The Fighter wants the Wizard to help forge the Greatsword.

Wizard has:

NO SMITH'S TOOLS PROFICIENCY

Can the Wizard count as the assistant for the nonmagical crafting project?

NO

Any assistant must also have proficiency with:

THE REQUIRED TOOL


LESSON 70 — KEY TAKEAWAYS

Crafting transforms:

TIME

TRAINING

TOOLS

and:

RAW MATERIALS

into:

EQUIPMENT

But the first question is always:

WHAT AM I TRYING TO CREATE?


If it is:

A NONMAGICAL ITEM

use the:

NONMAGICAL CRAFTING FORMULA


If it is:

A POTION OF HEALING

use the:

HERBALISM KIT SPECIAL RULE


If it is:

A SPELL SCROLL

use the:

SPELL-SCRIBING TABLE AND PREREQUISITES


THE NONMAGICAL FORMULA

Materials:

PURCHASE COST ÷ 2, ROUND DOWN

Time:

PURCHASE COST IN GP ÷ 10, ROUND FRACTIONAL DAYS UP

Work:

8 HOURS PER DAY


THE POTION FORMULA

HERBALISM KIT PROFICIENCY

HERBALISM KIT

25 GP RAW MATERIALS

8 HOURS

=

POTION OF HEALING


THE SPELL SCROLL FORMULA

SPELLCASTER

ARCANA OR CALLIGRAPHER'S SUPPLIES PROFICIENCY

SPELL PREPARED EVERY INSCRIPTION DAY

REQUIRED MATERIAL COMPONENTS

TABLE COST

TABLE TIME

=

SPELL SCROLL


Crafting therefore isn't simply:

"I HAVE ENOUGH GOLD"

It asks:

DO I HAVE THE TRAINING?

DO I HAVE THE RIGHT TOOL?

CAN I FIND THE MATERIALS?

CAN I SPEND THE TIME?

and, for Spell Scrolls:

CAN I ACTUALLY PREPARE THE MAGIC I WANT TO STORE?

That completes:

THE EQUIPMENT SECTION

of our course.

We now understand how characters:

BUY

CARRY

USE

SELL

MAINTAIN

and:

CREATE

the equipment that supports their adventures.

Now we are ready to study:

MAGIC ITSELF


NEXT LESSON

LESSON 71 — GAINING SPELLS

The next major section of the course is:

SPELLCASTING AND SPELLS

We will begin with the fundamental question:

HOW DOES A CHARACTER ACTUALLY GET ACCESS TO A SPELL?

Lesson 71 will explain:

PREPARED SPELLS

ALWAYS-PREPARED SPELLS

SPELL LISTS

CLASS SPELL PREPARATION

and the different ways the SRD spellcasting classes change their prepared spells.

We will compare:

BARD

CLERIC

DRUID

PALADIN

RANGER

SORCERER

WARLOCK

and:

WIZARD

Then Lesson 72 will move into:

SPELL LEVELS

CANTRIPS

PREPARED SPELLS

and:

SPELL SLOTS

which will establish the complete foundation for understanding how:

5E MAGIC

actually works at the table.

SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.