Minimum 1energy/day

The minimum 1 energy/day rule is found on T109.
It applies to enchantment, setting the minimum amount of energy you could enchant into an item regardless of magery.
This parenthesis adds on to a rule saying:
:the energy any participant can contribute daily equals his Magery level
The example does not actually use the rule though because it says:
:Magery 3 enchanter with a Magery 2 assistant
Just as "minimum 2" would imply you could Enchant w/ just Magery 1, the need of a "minimum 1" implies not only that, but that you could Enchant w/ just Magery 0 (or even NO MAGERY AT ALL).
The basic rules do not appear to allow those considerations. M16:
:To perform enchantments, the caster and any assistants must know both the Enchant spell
M56:
:Prerequisites: Magery 2
M5 glossary mentions what prerequisite means:
:prerequisite: A requirement for learning a spell.
M6 continues in left:
:Some spells specify a particular level of Magery as a prerequisite: if you lack the required Magery level, you cannot learn the spell.
and right:
:Some spells require a minimum Magery level; for instance, “Magery 2” means you must have Magery 2 or more to learn the spell
M22 too:
:Prerequisites: Other spells you must know (at least one point in the spell) before you may study this spell, as well as any Magery, IQ, or other requirements.
"Learn" verb may be interpreted by many as just the process of getting the 1st point (going from 0 to 1) however the use of "study" is more broad, because that implies you also need to know prereqs to IMPROVE the spell as well.
==Casting Without Prereqs==
Since the key verb is "learn" or "improve" (ie put points in) it should be possible to be missing a prequisite skill or spell and still CAST it.
However that casting would not count as "on the job training" towards gaining skill if you lacked prereqs, since you can't "study" it.
This explains why "minimum 1" would exist: because non-mages and Magery 0 counts as Magery 1 in terms of how much energy you can enchant per day: half as good as people who (still) have the Magery 2 prereq.
==Penalties Without Prereqs==
M135 indicates a reliance on prereqs under Forgetfulness:
:If (for instance) a forgotten spell is a prerequisite for other spells, the other spells can still be used, at -2 to skill.
It is unclear if "can" is meant to be a unique situation (normally if you "forgot" a prereq permanently, you could not cast it's dependents?) based on those italics.
If other means of losing prereqs still allow casting, it's not clear if it's meant to be at this -2, or something else.
Wild Talent gives a -4 penalty when skipping prereqs to learn a skill beyond them, for example. This might be more reasonable to use when a prereq is permanently missing, instead of just clouded by a spell which might be removed later.
Assuming 2 prereqs, missing BOTH of them is probably meant to be worse than missing one, so a "per prereq" penalty could be used.
This would quickly make high-level spells uncastable if many prereqs were wiped out or forgotten.
Even though it is cheaper to put 1 point in a prereq to get it back than to buy up the desired spell by 2 points, you can't just throw points into something you forgot, you'd have to re-learn it from a grimoire (perhaps one you wrote!) or see someone else cast it.
===Ritual Magic===
A suggestion is given to apply a -1 penalty per 10 character points of missing advantages but that isn't very harsh at all. A spell/skill prereq is a perk to invest in, but you can't get magery 1 as a perk!
The pattern should be -1 per character point minimum. In the case of magery, it could be made 1/5 cost per One-Spell Magery, so that would be -3 for magery 1, -5 for magery 2, -7 for magery 3.
Ritual Magic could explain why the minimum (they don't actually have magery, so they can't set "energy per day" fixed w/ a trait.)
This is because ritual mages do not use prereqs to "learn" spells (they already know ALL of them)
The downside: since a path is a single skill, Forgetfulness can wipe out a slew of spells instantaneously.
*on the plus side: maintaining a skill is much easier because ANY use of a spell (a technique of that skill) counts as practice
Balance comparison: -5 for 50% time spent allows someone to put in 2 energy per day if they're normally limited to 1.
So allowing Magery 2 for a -5 penalty ties with that.
-7 for Magery 3 would compare to Time Spent -70%
In 10 days, the first could put in 30 energy (30 per day).
Using 30% time, 30% of 10 days is a tenth (1 day) times 3: 3 days to put in 10 energy. Multiply that by 3 and you get NINE days to put in 30 energy.
There isn't really anything broken at all about using the Magery penalty (-2 per level) in combination. It won't allow reduction below 90% time, just increase what could be output during that time.
These could boost Quick+Dirty too: instead of 1*100 it could be Magery*100 per hour.
To keep a balance: if assuming 1/8hours is "Magery 2" (5x5 points value) you could do 3x5 (0.6) energy per 8 hours if Magery 1, 0.2 per hour at Magery 0, 0 per hour for non-mages.
High Mana giving +0.2/hour to everyone!
Or:
Category:Rules