Our crafting system covers literally any form of creation whether its a trinket, tool, armor piece, herbal tea, spell book, and so on. However, not everything will require the use of dice! Dice are only used if the craft is a mechanic enhancement for altercations or magical in nature. For the sake of simplicity the building of homes, structures, shops, or anything of that nature do not use any type of system.
Anything crafted in game must be documented in our Wiki's Craft Database board. It is a mass directory of crafts with all relevant information alongside restrictions. Additionally it will hold the use case information that dictates if the craft is no longer available/has been used up where it will then move off to the archives.
Crafting does not include any personal things relevant to a character before death (so jewelry, armor, belongings, etc. that followed them into the afterlife). These things are considered a part of the characters essence here IF they arrived with it. But they are void of any dice required crafts use cases so old magic necklaces will no longer be magical and armor isn't really of any use as it won't add enhancements to mechanics.
Anything created outside the scope of dice required crafting is not regulated. Have fun, be creative, do as you please with this but don't forget to log the item in the Craft Database.
Lets say, for example purposes, your character is a healer and lover of herbs that do all kinds of good things. That character can make a business of collecting herbs and mixing them together to create tinctures that can have healing affects. Something along this nature is considered such a small thing we don't regulate it. However, if there is magic infused that dictates it will heal upon consumption it would be a Magical Craft.
For anything that is a mechanic enhancement for altercations or magical in nature dice will be required for that extra bit of spice.
If you create a magical craft you'll use the magic mechanic as normal specifying the use case as "magical ____ (whatever it is)" and then describing what the craft is meant to do in the description. The magic mechanic outcome will determine how useful the craft actually is (don't worry, if you plan on selling an item that isn't a critical failure the buyer probably won't know its a piece of crap until they try to use it, or if it has visible flaws, or if your character is honest).
Magical crafts have a shelf life! Shelf life is typically dependent on the magic roll outcome and age.
Oh yes, characters can make creations that will add minor features such as a damage bonus, defense bonus, or auto success hit! Things like official armor would fall under this category.