Perks as Spells

Perks as Spells is part of the Inventing New Spells section of GURPS Sorcery.
Weirdly it says that perks can't take limitations but then effectively lets them take them anyway:
#These perks cannot take either of the limitations above, because perks don’t take modifiers
#by making the perk into a sorcery spell, it is automatically bound by the Sorcery limitation
The "give the perk a little more power or versatility" suggestion is essentially saying to apply some kind of enhancement to offset the discount.
Like for example, if you had Fur as a perk, then to offset magical -10% you could take switchable +10%. This works out to 0% and in exchange for the benefit of being able to make the fur vanish, it MUST vanish in No Mana zones.
category:rules