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Core Recipes & Preparations

Core Recipes & Preparations collects established crafting procedures that do not fit the ordinary purchase-price-based crafting rules used by most mundane equipment.

Potion of Healing and Spell Scrolls use their dedicated D&D 2024 crafting procedures. Workshop Salve and Tamper Wax are established Eldareth Recipes with their own defined costs, yields, and uses.

None of the Recipes in this article requires a learned Formula. A crafter must still meet the listed proficiency, material, tool, spell, and other requirements.

Recipe Type Material Cost Crafting Time Required Tool or Proficiency Yield Formula Required
Potion of Healing Magical Consumable 25 gp 1 workday Herbalism Kit 1 Potion None
Spell Scroll Magical Inscription Varies by spell level Varies by spell level Arcana or Calligrapher's Supplies 1 Scroll None
Workshop Salve Nonmagical Medicinal Preparation 2 gp 5 sp 1 workday Alchemist's Supplies or Herbalism Kit 5 applications None
Tamper Wax Nonmagical Sealing Preparation 1 gp 1 workday Alchemist's Supplies 10 seals None

Potion of Healing

Type: Magical Consumable
Purchase Price: 50 gp
Material Cost: 25 gp
Crafting Time: 1 workday
Required Tool: Herbalism Kit
Tool Proficiency: Required
Compatible Property: Restorative
Formula Required: None

Potion of Healing uses its dedicated crafting procedure rather than the ordinary rule of calculating Material Cost from an item's Purchase Price.

A completed Potion of Healing functions normally. As a Bonus Action, a creature can drink the Potion or administer it to another creature within 5 feet. The creature regains 2d4 + 2 Hit Points.

Materials

Conventional Materials can provide the entire 25 gp Material Cost.

An appropriate Reagent with the Restorative Property can instead provide Ingredient Credit when it is physically and functionally suitable for the preparation. Conventional Materials provide any remaining cost.

No Special Material is required.

A raw material's Direct Use remains separate from the finished Potion. Using Moonfern, Ivorybell, or another qualifying Restorative Reagent does not change the Potion's healing, action economy, or other normal mechanics.

Spell Scrolls

Type: Magical Inscription
Required Proficiency: Arcana or Calligrapher's Supplies
Formula Required: None

Spell Scrolls use their own spell-level-based crafting procedure rather than the ordinary mundane crafting rules.

To scribe a Spell Scroll, the crafter must be a spellcaster and must have the spell prepared on every day spent creating the Scroll.

Any Material components required by the spell must also be available. If the spell normally consumes a Material component, that component is consumed when the Scroll is completed.

Spell Level Crafting Time Material Cost
Cantrip 1 workday 15 gp
1st 1 workday 25 gp
2nd 3 workdays 100 gp
3rd 5 workdays 150 gp
4th 10 workdays 1,000 gp
5th 25 workdays 1,500 gp
6th 40 workdays 10,000 gp
7th 50 workdays 12,500 gp
8th 60 workdays 15,000 gp
9th 120 workdays 50,000 gp

Finished Scroll

The completed Scroll uses the scribe's spell save DC and spell attack bonus.

A cantrip on a Spell Scroll functions as though cast by a character of the scribe's level.

Special Materials

Appropriate Special Materials can provide Ingredient Credit toward the listed Material Cost when they form a genuine part of the inscription process.

This can include a suitable material used as:

magical ink, pigment, substrate, Treatment, or another appropriate inscription material.

Examples include processed materials such as Quillflax Paper or specialist magical inks when their use is appropriate.

Ingredient Credit does not replace spell-specific Material components.

If a spell requires a particular component, another Special Material cannot substitute for it merely because the two materials have equal Value.

Ordinary Spell Scrolls do not require Galarium.

Using a specialist substrate, ink, pigment, or other material does not automatically improve the Scroll's spell save DC, spell attack bonus, spell level, durability, or Crafting Time. A separate established Formula or rule must explicitly create such an effect.

Workshop Salve

Type: Nonmagical Medicinal Preparation
Purchase Price: 5 gp per small jar
Material Cost: 2 gp 5 sp
Crafting Time: 1 workday
Required Tool: Alchemist's Supplies or Herbalism Kit
Tool Proficiency: Required
Yield: 1 small jar containing 5 applications
Compatible Property: Medicinal
Formula Required: None

Workshop Salve is a common medicinal preparation used for superficial burns, chemical irritation, cracked skin, mild inflammation, and similar minor injuries.

When the DM calls for a Wisdom (Medicine) check to treat an appropriate minor injury, a creature can apply one use of Workshop Salve to gain Advantage on that check.

The application is expended after use.

Workshop Salve restores no Hit Points. It does not treat the Poisoned condition, serious wounds, major magical injuries, or effects already governed by their own rules.

Materials

Conventional Materials can provide the entire Material Cost.

An appropriate Reagent with the Medicinal Property can provide Ingredient Credit when physically and functionally suitable for the preparation.

Medicinal and Restorative are separate Properties. A material does not qualify for Workshop Salve merely because it is Restorative unless it also satisfies the Recipe through another appropriate interaction.

Workshop Salve is not limited to one crafting tradition. Tindleburrow produces its own formulations, but comparable preparations are used elsewhere in Eldareth.

Tamper Wax

Type: Nonmagical Sealing Preparation
Purchase Price: 2 gp per batch
Material Cost: 1 gp
Crafting Time: 1 workday
Required Tool: Alchemist's Supplies
Tool Proficiency: Required
Yield: 10 seals
Formula Required: None

Tamper Wax hardens into a brittle seal intended to reveal whether a sealed package, container, correspondence, or similar object has been opened or disturbed.

Applying one seal takes approximately 1 minute.

Opening a properly sealed object normally leaves obvious evidence and expends the seal.

Replicating a Seal

A creature attempting to create a convincing replacement seal can use a Forgery Kit.

The normal DC is 20.

A successful forgery is not automatically exposed by ordinary examination.

Examining a Suspicious Seal

If a failed replacement is not already obviously incorrect, a suspicious seal can normally be examined with a DC 15 Intelligence (Investigation) check.

On a success, the examiner identifies the discrepancy.

Limitations

Tamper Wax provides no magical protection.

It does not prevent divination, teleportation, magical access, or another supernatural method of bypassing the sealed object. Its purpose is to provide physical evidence that an ordinary seal has been disturbed.