The start of the magic items section in the DMG has a value range based on item rarity. The spell scroll entry in the magic items section assigns rarity based on what level of spell which can help to guide what level your item should be at. As for days to obtain, to my knowledge there's nothing of guidance in the DMG. (ETA: The PHB rules on how long it takes a wizard to add spells to their spellbook would be a good guide for something like this. Per the PHB: "For each level of hte spell, the process [of transcribing the spell into your spellbook] takes 2 hours and costs 50 GP.")
For an augury spell scroll, it's a 2nd level spell so based on the DMG chart, it would be an uncommon magic item. That would put the price range at 101-500 gold. So if you want your shopkeep to be totally ripping off the party, giving the party a chance for a social encounter and the risk of ticking off the shopkeep more, 600 god and almost a full month of wait time is a good way to do it.
I was evaluated the scroll to be 500 gold to make as per downtime activities. I did not realize that was a max. the 100 gold more was meant as a reasonable 20% mark up. 600 gold at the 25 gold per day rate had this item crafted at 24 days.
now with the implication that you have brought. A spell like augury is probably 50 or 250 gold for a character to make, half uncommon value because it's a consumable. I would say commissioning an NPC to craft a scroll would go for 100 to 300 gold and be done in less than a week.
it would seem a different level spell totally changes as the value.
An alternate set of prices for magic items is in the "sane magical prices" pdf - https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view you can take a look and see if it makes sense to you. According to that list they'd put a level 2 spell scroll at 120 GP. (Though they do suggest the caveat that if the scroll has significant direct value that it should be priced higher. And of course these are all just suggestions.)
l'd say decide whether you want the shopkeep to have that spell in stock or not. If it's not in stock, then it's a custom order - they'll have to scribe a scroll special. Use the DMG guidelines to decide how much time it takes and how much it costs the shopkeep to scribe the scroll, then add markup for their own profit margin.
(Possibly the shopkeep can have subcontracted scribes specializing in each of the various schools of magic, so you can hand-wave and use the minimum time & gp for creation, giving the shopkeep a decent profit margin without gouging your PCs. Just remember - arcane shopkeepers have to eat too, they're not about to do something for zero profit margin...)
I realize you're talking about scrolls only at this point, but here's a thought about being able to purchase magic items in general - which some GMs are fine with, others not so much. It 's totally your decision for your game.
If the Characters are popping down the local shops and picking up magic items, should not the Villain of the campaign, plus his minions? If items can be purchased in your world, then you ideally should also up the magical items of the antagonists, or have a reason why the Players can buy items while the Villains cannot, or ... just don't address it, and probably no one will notice ;)
Whenever I've allowed Characters to purchase items, they're usually quite minor - healing potions and the like, and I've given them to the bad guys as well - or I've had them "purchase" from notable Wizards or Enchanters in the game world, and such individuals usually want something other than simple money. They want an item, or a rare component, or information about a rival, or need someone to go on a mission, etc.- essentially I turn it into an Adventure hook.
That allows the Characters to "purchase" items, sets up an Adventure, and explains why the bad guys aren't popping down to Magic-Swords-R-Us and outfitting all their troops.
It all depends on the "feel" of the Campaign world you want to create, and how consistent you want it to be ( which, honestly, it doesn't need to be totally consistent ).
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If you wanted to make potions and spell scrolls easily available, you can use Adventurer's League prices:
From the Player's Guide 9.1:
Buying Potions and Scrolls Your character can buy potions and scrolls, as follows:
Potion of… Cost Healing - 50 gp Climbing - 75 gp Animal friendship - 100 gp Greater healing - 100 gp Water breathing - 100 gp Superior healing - 500 gp Supreme healing - 5,000 gp Invisibility - 5,000 gp
Spell Scroll Level Cost* Cantrip - 25 gp 1st - 75 gp 2nd - 150 gp 3rd - 300 gp 4th - 500 gp 5th - 1,000 gp
I have reviewed some of the info on this but haven't seen anything solid.
Can a player purchase a scroll?
What is the availability/ wait time?
Is there a price formula?
I am thinking 600 gold and a 24 day wait for a spell like Augury
Any thoughts?
Jesus Saves!... Everyone else takes damage.
The start of the magic items section in the DMG has a value range based on item rarity. The spell scroll entry in the magic items section assigns rarity based on what level of spell which can help to guide what level your item should be at. As for days to obtain, to my knowledge there's nothing of guidance in the DMG. (ETA: The PHB rules on how long it takes a wizard to add spells to their spellbook would be a good guide for something like this. Per the PHB: "For each level of hte spell, the process [of transcribing the spell into your spellbook] takes 2 hours and costs 50 GP.")
For an augury spell scroll, it's a 2nd level spell so based on the DMG chart, it would be an uncommon magic item. That would put the price range at 101-500 gold. So if you want your shopkeep to be totally ripping off the party, giving the party a chance for a social encounter and the risk of ticking off the shopkeep more, 600 god and almost a full month of wait time is a good way to do it.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I was evaluated the scroll to be 500 gold to make as per downtime activities. I did not realize that was a max. the 100 gold more was meant as a reasonable 20% mark up. 600 gold at the 25 gold per day rate had this item crafted at 24 days.
now with the implication that you have brought. A spell like augury is probably 50 or 250 gold for a character to make, half uncommon value because it's a consumable. I would say commissioning an NPC to craft a scroll would go for 100 to 300 gold and be done in less than a week.
it would seem a different level spell totally changes as the value.
Jesus Saves!... Everyone else takes damage.
An alternate set of prices for magic items is in the "sane magical prices" pdf - https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view you can take a look and see if it makes sense to you. According to that list they'd put a level 2 spell scroll at 120 GP. (Though they do suggest the caveat that if the scroll has significant direct value that it should be priced higher. And of course these are all just suggestions.)
l'd say decide whether you want the shopkeep to have that spell in stock or not. If it's not in stock, then it's a custom order - they'll have to scribe a scroll special. Use the DMG guidelines to decide how much time it takes and how much it costs the shopkeep to scribe the scroll, then add markup for their own profit margin.
(Possibly the shopkeep can have subcontracted scribes specializing in each of the various schools of magic, so you can hand-wave and use the minimum time & gp for creation, giving the shopkeep a decent profit margin without gouging your PCs. Just remember - arcane shopkeepers have to eat too, they're not about to do something for zero profit margin...)
I realize you're talking about scrolls only at this point, but here's a thought about being able to purchase magic items in general - which some GMs are fine with, others not so much. It 's totally your decision for your game.
If the Characters are popping down the local shops and picking up magic items, should not the Villain of the campaign, plus his minions? If items can be purchased in your world, then you ideally should also up the magical items of the antagonists, or have a reason why the Players can buy items while the Villains cannot, or ... just don't address it, and probably no one will notice ;)
Whenever I've allowed Characters to purchase items, they're usually quite minor - healing potions and the like, and I've given them to the bad guys as well - or I've had them "purchase" from notable Wizards or Enchanters in the game world, and such individuals usually want something other than simple money. They want an item, or a rare component, or information about a rival, or need someone to go on a mission, etc.- essentially I turn it into an Adventure hook.
That allows the Characters to "purchase" items, sets up an Adventure, and explains why the bad guys aren't popping down to Magic-Swords-R-Us and outfitting all their troops.
It all depends on the "feel" of the Campaign world you want to create, and how consistent you want it to be ( which, honestly, it doesn't need to be totally consistent ).
Best of luck!
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
If you wanted to make potions and spell scrolls easily available, you can use Adventurer's League prices:
From the Player's Guide 9.1:
Buying Potions and Scrolls
Your character can buy potions and scrolls, as follows:
Potion of… Cost
Healing - 50 gp
Climbing - 75 gp
Animal friendship - 100 gp
Greater healing - 100 gp
Water breathing - 100 gp
Superior healing - 500 gp
Supreme healing - 5,000 gp
Invisibility - 5,000 gp
Spell Scroll Level Cost*
Cantrip - 25 gp
1st - 75 gp
2nd - 150 gp
3rd - 300 gp
4th - 500 gp
5th - 1,000 gp
More Interesting Lock Picking Rules
Thank you all,
Quite helpful
Jesus Saves!... Everyone else takes damage.