Two questions:
1. Aside from the quality of items that already have hard-coded quality modifiers, is there any way of tying a reaction or interaction to a particular skill level in a particular skill? For instance, is it possible to make a workshop that trains MAGIC_NATURE, and then give a new interaction to creatures once they have leveled up to a high enough magic level? Or make custom cooking reactions where higher-level cooks can produce more advanced meals?
2. Is there a way to alter the time period that a reaction takes? Like make a workshop reaction that takes a really, really long time to complete?
1. saddly no, and no will crash game.
For the spells/interactions you can do a tennis lvl up system. Your wizard casts a spell on himself (free action) that gives him a "request to lvl up" to throw at a target (free action) target then gets a spell/interaction "give lvl up/give lvl stage 1" (free action) now your wizard has lvled up/moved up a stage and his very first spell can't target him due to the new syndrom class. so he won't be requesting "lvl ups" from the lowest tier. And now only has access to newer spells.
-Custom reactions making meals is bugged = Crash
2. No you can't, but you make the product have a percent chance, making more time and material consuming. which = more costly and time
Cruddy Chart on how Tennis works
Wizard casts tier 1 spells on self >Gains Spells for lvl 1 and upgrader spell
Wizard casts upgrader spell on foes >foe gain "Upgrade wizard"
Foe casts "Upgrade Wizard" > Wizard now can cast "tier 2 spells" on self once tier 1 spells wears off
Wizard cannot targert self with "tier 1 spells" due to new Syn Class of being lvl 2