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.