How SK Magic Water Purifiers Remove Contaminants from Your Tap Water

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The SK Magic Water Purifier is an innovative and advanced device that aims to provide clean and safe drinking water to households. It is designed to eliminate impurities and contaminants from tap water, ensuring that users have access to water that is not only free from harmful substances but also tastes great. One of the key features of the SK Magic Water Purifier is its multi-filtration system. This system comprises several filters that work together to remove different types of impurities. The filters target sediments, bacteria, viruses, chlorine, heavy metals, and other pollutants that may be present in the water. This thorough filtration process guarantees the removal of 99.


Dealing with Hostile Critters: avoid them or take them out before they take you out. Avoiding goes back to illusion-type effects and being sneaky. It was intended that the "Wizard Lock" effect would help keep hostile critters safely out of the way, but I haven't found that it works very well. In fact, it usually has the opposite effect: try to wizard lock one door and you wind up locking ALL doors. Great for the lockpicking skill; lousy for anything else. This is the area where players are tempted to load up on attribute-enhancing items. Because of the problems already mentioned with these items, I recommend using them only when you find yourself overmatched.

So the game parameters are set up to where the average character will have a somewhat difficult, but not impossible time in achieving his her objective. Assuming he wants to pay off the item in 5 years, he needs to make 12,000 30 4 5 365 25, or 12,322 by selling the 73 items he created - or 170 per item.

Enchanting spell in close proximity

This thorough filtration process guarantees the removal of 99.9% of impurities, ensuring that the water is clean and safe for consumption. In addition to its filtration capabilities, the SK Magic Water Purifier also offers alkaline water.

Enchanting spell in close proximity

OK, one trick that some people don't seem to catch is that as a Staff can be up to six feet long you can put a Powerstone at each end and they won't interfere with each other's recharging. Now presumably you can draw upon both of these for a single spell, breaking the normal rule of one Powerstone per spell.

Now this on it's own is very powerful as you're doubling your recharge speed and significantly cutting cost.

But for enchanting, which is so highly limited by energy this could be very attractive.

Which brings me to my question: Can I use a Staff with embedded Powerstones to enchant? If so are there any limitations?

Join Date: Aug 2004 Location: Austin, TX Re: [Magic] Staffs And Enchanting Quote: Originally Posted by scc

OK, one trick that some people don't seem to catch is that as a Staff can be up to six feet long you can put a Powerstone at each end and they won't interfere with each other's recharging. Now presumably you can draw upon both of these for a single spell, breaking the normal rule of one Powerstone per spell.

Now this on it's own is very powerful as you're doubling your recharge speed and significantly cutting cost.

But for enchanting, which is so highly limited by energy this could be very attractive.

Which brings me to my question: Can I use a Staff with embedded Powerstones to enchant? If so are there any limitations?

You can't use more than one Powerstone to power a spell because that's a limitation on Powerstones. It has nothing to do with how close or far apart they are from each other. A wizard who is 6'4" could wear a powerstone in his hatband and another on his boot with 6' of separation and they'd recharge at full rate, but he still couldn't use both of them in the same spell.

Dedicated powerstones provide twice as much energy when used to cast spells by or through the relevant magic item. None of the Enchant spells can be Enchanted into an item so that you can the spell by the item, so that's out.

It isn't clear if you can cast Enchantment spells through an item enchanted with the Staff spell: the effects of the Staff spell (p 13) mostly deal with Regular, Area, and Melee spells, and Enchantment spells are a different class. Let's assume you can, using the default magic item economics on pages 20-24 of Magic:

A circle of 6 mages can create Q&D items of up to 60 energy for about $1/energy at the rate of 22 items per week.

A lone wizard with a Staff item ($30) and a 25 point dedicated Powerstone ($12,000) can create a Q&D item of up to 60 energy every 25 days. It takes an hour of his time ($4). Assuming he wants to pay off the item in 5 years, he needs to make $12,000 + $30 + $4 * 5 * 365 / 25, or $12,322 by selling the 73 items he created - or $170 per item. So this is not a good solution for making money.

However, if you're a lone wizard on an island with nothing but your trusty Staff and 10 available FP, you can could create a 6 energy Dedicated Manastone in about a day's work and use that to cast Powerstone. Without the Dedicated Manastone, you'd need a 10 energy Manastone, and that would take 2 days to create. So if you don't have access to a circle of mages and you need to rebuild your wizardly tools, Dedicated Staff Manastones are useful.

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Join Date: Aug 2004 Location: Buffalo, New York Re: [Magic] Staffs And Enchanting

Regards to a 6' staff being able to mount 2 powerstones without their interfering with each other, I'd suggest that you run that past your GM for their approval. It is, after all, their campaign world. While I am a firm proponent of allowing GMs the right to wander off the reservation as the see fit (ie ignore rules as written in favor of something else) - if the question is "rules as written, is this approach valid", then my response to your question(s) are as follows:

1) up to 6' or 72" means that it may not exceed the limit. As such, a staff that is 72.25" in length would exceed the limit. Ever wonder how gemstones are mounted in rings? Now, if your powerstone is made of metal and fastened around the ends of the precisely 72" staff, the the cornerstones can not be able to physically be further than the 72" recharge limit required by powerstones.

2) "Since a wizard can only use one Powerstone at a time, a large Powerstone is more useful than a handful of small ones." is the key limiting factor prohibiting the use of two powerstones connected by one " staff".

So, as a GM using rules as written, and one of my players proposing as you suggest, my answer to both questions of utilizing two powerstones on a single staff and using two at the same time for any single spell casting would be no.

Conversely, if staves subjected to a STAFF spell can be 80" long and a mage could use as many powerstones as they are physically in contact with?

My answer would be this. "What is good for the goose, is good for the gander. Do you REALLY want me to incorporate this into the game?"

Join Date: Mar 2013 Re: [Magic] Staffs And Enchanting Quote: Originally Posted by mlangsdorf

You can't use more than one Powerstone to power a spell because that's a limitation on Powerstones. It has nothing to do with how close or far apart they are from each other. A wizard who is 6'4" could wear a powerstone in his hatband and another on his boot with 6' of separation and they'd recharge at full rate, but he still couldn't use both of them in the same spell.

It's a quirk of putting them into the Staff, they become one item.

Quote: Originally Posted by mlangsdorf

It isn't clear if you can cast Enchantment spells through an item enchanted with the Staff spell: the effects of the Staff spell (p 13) mostly deal with Regular, Area, and Melee spells, and Enchantment spells are a different class. Let's assume you can, using the default magic item economics on pages 20-24 of Magic:

I'd assume that you'd have to touch the item being enchanted with the Staff.

Quote: Originally Posted by mlangsdorf

A circle of 6 mages can create Q&D items of up to 60 energy for about $1/energy at the rate of 22 items per week.

A lone wizard with a Staff item ($30) and a 25 point dedicated Powerstone ($12,000) can create a Q&D item of up to 60 energy every 25 days. It takes an hour of his time ($4). Assuming he wants to pay off the item in 5 years, he needs to make $12,000 + $30 + $4 * 5 * 365 / 25, or $12,322 by selling the 73 items he created - or $170 per item. So this is not a good solution for making money.

However, if you're a lone wizard on an island with nothing but your trusty Staff and 10 available FP, you can could create a 6 energy Dedicated Manastone in about a day's work and use that to cast Powerstone. Without the Dedicated Manastone, you'd need a 10 energy Manastone, and that would take 2 days to create. So if you don't have access to a circle of mages and you need to rebuild your wizardly tools, Dedicated Staff Manastones are useful.

Your assuming that you don't have access to a high mana area to speed recharging. Also this is more useful for getting the absurdly high power items.

Quote: Originally Posted by hal

Regards to a 6' staff being able to mount 2 powerstones without their interfering with each other, I'd suggest that you run that past your GM for their approval. It is, after all, their campaign world. While I am a firm proponent of allowing GMs the right to wander off the reservation as the see fit (ie ignore rules as written in favor of something else) - if the question is "rules as written, is this approach valid", then my response to your question(s) are as follows:

Sk magic watrr pirifier

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Reviews for "The Advantages of Using SK Magic Water Purifiers Over Bottled Water"

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