[tab][/tab][tab][/tab]Crafts and Art
[tab][/tab]We will be following the rules from Covenants pg 49, City and Guild pg 67 and Arts and Academe pg 132. For creating stuff with magic there is a roll of Per+Finesse for craft items, Int+Finesse for art items, with the modifiers and restrictions stated in those segments. Craft items can be created in quantity, even bulk, but do not get overboard. Art is another matter...I will not allow someone do the whole works of Van Gogh in one afternoon. Inspiration needs time and stimulus, all artists face long periods of soul searching.
There are roughly three methods of magical creating stuff, Rego, Muto, Creo.
[tab][/tab]You need the original materials to make the craft/art item and are restricted by their quality. Your Finesse is capped by your Craft or Profession, you need to know what you are doing. You may or may not use specialized equipment. I will consider the whole process as one, even when casting multiple spells and/or spontaneous ones. Just roll highest one with maximum botch dice, no need to roll every single spell alone (ie. You are crafting a wooden sculpture using ReHe formulaic spells of 15, in an aura of 10. Periodically, you use spontaneous PeHe 5 to correct mistakes outside the aura. When finished you cast a MuHe(Te) 25 ritual to turn it into glass, again outside the aura. I will ask for a single roll of MuHe(Te)25, with botch dice of 10).
[tab][/tab]Two broad methods. Making an item, then using vis to permanently change its composition, features or qualities (ie weaving an armor shirt from plant fibers of different colors, then changing them to metal, getting a flexible but strong, non-flammable armored shirt); or temporarily changing the base material to something you can use a different craft upon, then allowing it to change back to its original material (ie turning a block of marble to clay, using craft:clay or Profession: pottery/sculpting to mould it, then turn it back to stone). In both cases your Finesse is capped by your Craft or Profession again.
Note: Some supernatural powers might be able to see that the item has been changed (like second sight spotting a weird frog that was a prince).
[tab][/tab]Creo magic deals with the realm of ideals. You need vis to make something permanent. However your Finesse is not capped by any Craft; in fact you dont even need to know the craft or profession. The catch is, you still use the finesse as above; for craft items, the quality can never be below Standard quality or above Excellent quality. For art, if your roll passes the test, the art quality is always one (1), no matter what your rolled. All art is inherently flawed and inspiration transcends ideals. There is only one perfect inspiration, The Divine.
Note: As with Muto, some supernatural powers might be able to see that the item is conjured, but it is more difficult to do so and the repercussions are far less than Muto (turning leaves into gold makes you a cheat, but no-one will refuse permanently created gold, though there are inflation issues).
[tab][/tab]Verditius magi may substitute the Finesse roll with their craft roll (str or dex or whatever is appropriate) in any of the three methods, due to their specialized mystery. When crafting complex items and architecture you need Art Liberales:2+ and Philosophae:1+ in addition to the craft/profession.