Improvised Items

works like a Gizmo for:
*spellstone
*scroll
*temporary Enchantment
except it vanishes after 10 seconds
a perk on page 25 of Magical Styles
==flexibility==
ANY of the following "decided when you invoke" is the best part, it's a huge amount of flexibility
==Manastone vs Powerstone==
the third bullet (70 to enchant permanently) would appear to allow a 14-energy manastone to be generated per session, or per week if using Game Time.
Manastones (5/level) are more expensive than One-Use Powerstones (3/level) since they can normally be reused at higher levels.
One-use manastones (0.75/level) are cheaper still but that pricing can't be used here, it must be priced for permanent, the Temporary divisor is built into the assumption
Such a manastone would be unstealable and would need to be used up within a single casting. It would need to be used within 60 seconds of appearing.
There's basically no incentive to have this be a powerstone, so perhaps that could be mandated, in which case 60 energy cost for 3 energy
The x4 cost multiplier for not using valuable objects might or might not be necessary.
If it were then Powerstones would not be an option at all (this would cost 80, beyond the 70 energy limit) so ONLY manastones (at 20 energy per level: 60 levels) would make sense.
You probably would need to know Manastone or Powerstone to do this though.
==Spellstone of Lend Energy==
Bullet 2 allows a 1-energy spellstone to be created. This would actually require knowing the Lend Energy spell, but it does not require knowing Spellstone.
Spellstones of 1 energy cost 20 energy to make. Compared to 3rd bullet: something 70 energy to enchant permanently per M56 is 15% cost, 15% of 70 is 10.5 energy, so Spellstone is a great deal.
This could be used to replenish lost energy.
This is less good for personal use but has the advantage of being usable toward non-mages and at a distance.
Note that a manastone could also be used to power lend energy if you knew it, to replenish your own.
==70 or less enchantments==
The Enchantment Costs table could be consulted.
Benefit this has over scroll is reduced casting time (and effect not limited to 2 energy) and not needing to be able to read, but does require skill roll.
Benefit over Spellstone is that it would not be limited to 1 energy.
Examples would be:
*Amulet (50)
*Alarm (60)
*Cornocopia (50)
*Curse (30)
*Delete Commercials (10 or 20)
*Hide Object (100 per pound possibloy allows 0.7 pounds)
**Hideaway as above
*Knot (up to 6ft)
*Mystic Mark (30)
*Purify Air (50)
*Purify Water (50)
*Seek Air/Earth/Fire/Fuel/Plant/Plastic/Power/Fire/Radiation
"works only once" is basically "cast a spell" because passive ongoing stuff doesn't match with that, unless it lasts the full minute
Skull Spirit would be off limits since it already functions like a Temporary Enchantment.
A theoretical "reusable" skull spirit could be invented, but 40 would be 15% of over over 266 points which is beyond the limit of this perk.
*a "Spell Stone of Skull Spirit" OTOH would cost 400 energy.
==permanence strategy==
*to avoid it vanishing, take permanent +300% to make this a 4 point advantage.
*producing 1 spellstone per week that can actually be sold
*it's worth $20 to sell (dollar per energy) and you can make 4 ($80) per month
*4 levels of Independent Income (B26) gives 4% of Starting Wealth per month.
*1/25 of Starting Wealth is 10 dollars at TL0
*so you can earn 8x as much in spellstones, though being 'used' they probably only sell at half price (40 dollars)
*1/25 SW is 20 at TL1, 30 at TL2, 40 at TL3, 80 at TL4... at this point it's just cheaper to buy the manastones
**unless GM says 20 energy qualifies for 33/energy "slow" rates. In that case you're making 132 dollars per month...
**TL 5 gives 200/mo though so you still fall behind by that point.
This however just assumes AVERAGE wealth. II actually gives % of "YOUR" starting wealth, so it could be much higher, or lower at 1/5. You can't have II at all if "Broke" since you have no SW.
1/5 (Struggling) applied, TL 5 only gives 40/mo so you can keep counting:
*TL6 gives 80/mo, TL7 gives 120/mo, TL8 gives 160/mo
Even struggling mages would make more money by having independent income at TL8. However it can be advantageous to be able to whip out a spellstone and recover your energy. It helps you avoid needing to go to the bank and then to the magic shop to buy your Spellstone of Lend Energy.
This strat is a great way for BROKE mages to make money though if they want to do so via zero-effort manufacturing.
Category:Perks