Are there any drawbacks in crafting a Spellwrought instead of a Spell Scroll?

In Tasha’s Cauldron of Everything pg. 135 it’s presented a magic item called Spellwrought Tattoo, which allows the bearer of the tattoo to cast the spell contained in the tattoo without providing material components.

According to the spellwrought rarity table, a 3rd level spell tattoo would be an uncommom magic item. If we follow the Xanathar’s Guide to Everything rules for crafting magic items, it would be necessary 2 workweeks and 200gp to craft a spellwrought tattoo with a 3rd spell level contained in it. It’s important to note that, as far as I know, even if the spell needs an material component, nowhere states that you need to provide it when crafting this magic item.

If we were to scribe a spell scroll of the same level, it would be required 1 workweek and 500gp to scribe it, plus any material component needed by the spell.

So for Revivify you would spend 2 workweeks + 200gp to create a spellwrought tattoo with it, while to scribe an scroll with the same spell it would be 1 workweek + 800gp (500gp for the scroll and 300gp for the material component)

Unless you are really short on time, it seems to me far more interesting to craft an spellwrought tattoo instead of scribing an scroll with the same spell.

Am I missing something? Is there any other drawback besides time in crafting this magic item instead of scribing the spell scroll?

Does crafting ammunition create one piece, or a batch?

I’m looking at the rules for crafting, and I’m somewhat surprised to see the following:

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

So if a wizard were to craft a staff, it would take 4 days. Fair enough. But suppose the same wizard wanted to craft Spellstrike ammunition – let’s say arrows. Would it take 4 days to craft a single arrow? Or is there a rule somewhere stating that after 4 days, a quiver of, say 10, would be created?

Having it take just as long to craft a magical staff as it would take to craft a single magical arrow seems a little absurd to me – the first is a permanent item, the second is single-use.

Can anyone shed some light on this for me?

Fantasy economy: how to design a deep, sophisticated crafting system?

I want to construct an immersive, complex and functional fantasy economy in order to inform my world-building process. I’m interested in finding a working economic model and applying that into low-tech, low-magic environments, similar to the authentic late medieval/early modern eras.

  1. What sorts of commodities and raw materials are out there and where to get them? A list of commodities would be great.
  2. How does trade and transportation (land and water) work, and what are the possible pitfalls of trading (taxes, bans on certain goods, robberies, etc.)?
  3. Crafting! How would you proceed in creating this sort of a complex, multilayered system, where raw materials are being converted into more polished materials using various vocations and techniques (which ones?)? How would you design a crafting system, where these commodities and materials are used to assemble finished products? How to fit in the price of labor, and the skill of rare artisans?

I’m looking for something of a complexity along the lines of the economic system of EVE Online. However, EVE Online is a computer game, and science fiction besides. I’m looking for something more varied, middle age-ish, with a personal touch, and that can account for differences based on the cultures participating in the whole trading system.

How does a Life Oracle’s enhanced cures revelation affect wand crafting?

I am playing a Life Oracle, and I have the enhanced cure revelation which allows my level to be applied to my cure spells instead of using the max given by the spell, so like cure light usually maxes at 1d8+5, but for me at level 8 it maxes at 1d8+8. So my question is: When I craft a cure light wand at maximum bonus can I use the +8 or am I stuck to the +5?

Crafting Question/ Item Creation

So, this is kind of a silly question but bear with me.

My character’s a power-hungry wizard. I’ve figured that he could use the Circlet of Spell-Eating cursed item to get stronger. Forcing people to wear it and imprisoning them etc. There are two problems with that, however. We don’t have much in the way of down-time in our campaign and I don’t really want to take a feat (Craft Wondrous Item) for something that may never be realized.

Is there a way for my character to be considered the “creator” of an item without, well, creating it?

Can Amazing Tools of Manufacture be used for mundane and/or magic crafting?

The description of the item states, that “The wielder may take raw materials with a value equal to half the price of an object to be crafted…” (for the full description see here).

The ratio of 2:1 for market price vs. costs is normally used for the creation of magic items, therefore this seems to indicate that the creation of magic items is the intended use (for mundane items the ratio is 3:1 or 4:1 using the Unchained Rules).

On the other hand, crafting of mundane items is not specifically excluded, and the text refers to a skill check for an “object to be crafted”.

Could for example a Master Craftsman with at least 6 ranks in Craft(armor) craft a Mithral Full Plate (market price 10.500 gp) with these tools in 6 days for 5250 gp?

Getting artifacts with XP and crafting artifacts with iotum in Numenera

Numenera Destiny introduces crafting artifacts. Numenera Discovery allows one to spend 3 XP to obtain an artifact. Are these two statements correct?

  • By Destiny rules, crafting an artifact does not take experience, only taking iotum, parts, and time.
  • Through Discovery rules, player can spend 3 XP to instantly-ish gain an artifact, no iotum/parts expended.

I saw this, but it covers Numenera 1 rules and does not touch on Discovery/Destiny.

Detecting conservation, loss, or gain in a crafting game with items and recipes

Suppose we’re designing a game like Minecraft where we have lots of items $ i_1,i_2,…,i_n\in I$ and a bunch of recipes $ r_1,r_2,…,r_m\in R$ . Recipes are functions $ r:(I\times\mathbb{N})^n\rightarrow I\times\mathbb{N}$ , that is they take some items with non-negative integer weights and produce an integer quantity of another item.

For example, the recipe for cake in Minecraft is:

3 milk + 3 wheat + 2 sugar + 1 egg $ \rightarrow$ 1 cake

… and the recipe for torches is:

1 stick + 1 coal $ \rightarrow$ 4 torches

Some recipes could even be reversible, for example: 9 diamonds $ \leftrightarrow$ 1 diamond block

If there’s some combination of recipes we can repeatedly apply to get more of the items that we started with then the game is poorly balanced and this can be exploited by players. It’s more desirable that we design the game with recipes that conserve items or possibly lose some items (thermodynamic entropy in the real world – you can’t easily un-burn the toast).

Is there an efficient algorithm that can decide if a set of recipes will:

  • conserve items?
  • lose items to inefficiency?
  • gain items?

Is there an efficient algorithm that can find the problematic recipes if a game is imbalanced?

My first thoughts are that there is a graph structure / maximum flow problem here but it’s very complex, and that it resembles a knapsack problem. Or maybe it could be formulated as a SAT problem – this is what I’m considering to code it at the moment but something more efficient might exist.

We could encode recipes in a matrix $ \mathbf{R}^{m \times n}$ where rows correspond to recipes and columns correspond to items. Column entries are negative if an item is consumed by a recipe, positive if it’s produced by the recipe, and zero if it’s unused. Similar to a well known matrix method for graph cycle detection, we could raise $ \mathbf{R}$ to some high power and get sums of each row to see if item totals keep going up, stay balanced, or go negative. However, I’m not confident this always works.

Any discussion, code, or recommended reading is very appreciated.

What stops you from crafting items such as wands with Shadow Evocation/Conjuration/Shades?

Since Wish/Limited Wish can indeed be used to craft items(Can you craft magic items using Wish instead of the required spell?)

What stops me from creating a wand of fireball with the help of the spell Shadow Evocation to mimic the spell instead? (or a staff since Shadow Evocation is a 5th level spell and that might not work on a wand)

There might not be RAW solutions to this, but if I ever allow this I’ll treat the wand as a Shadow Evocation (fireball) with the same limitations, but what about Wondrous items that require a certain spell to be crafted? Wish does work per RAW since it provides the prerequisites of the item.

I guess I should just not allow it, much simpler that way.

Does the Quicksmithing feat make the Servo Crafting feat obsolete?

In Plane Shift Kaladesh the Servo Crafting feat (page 13) grants you a mechanical familiar through a ritual casting of Find Familar. On the same page, the Quicksmithing feat allows you to ritual cast a number of spells, including Find Familiar (as well as a few other benefits), and seems to imply you’re doing so by building machines. Wouldn’t that mean that Quicksmithing completely encompasses Servo Crafting? Or does one of these feats do a similar thing differently somehow?