New idea: Arcane Connection insurance, as an option when you buy an item from a Verditius. For only a small increase in price, you can buy a fixed Arcane connection to whatever invested device you bought. So a magical scepter would have a tiny sliver of it shaved off and fixed as an Arcane Connection. When you go out adventuring with the scepter, keep the sliver back in your lab. That way if you lose it, you've got a connection handy to help recover it. Likewise, if you leave your scepter back in the lab, take the sliver with you. You can quickly summon your scepter in an emergency. And it only costs an extra 2 pawns of Vim vis to bundle in with your regular item purchases!
Time to make a house rule on how many Arcane Connections you can fix in a given season. This started as a joke, but I think I might actually have my Verditius do exactly that.
A lab notes exchange program: A group of Magi might agree to pool their learnings and distribute to each other. Every Tribunal, each Magi distributes a preselected number of levels of lab texts to the others. The understanding is that its' each Magus' own works. So if there are 8 members, you'd ahve to make 8 copies of 50 levels of lab texts. But you walk home with an additional 350 levels of lab texts to use.
Other wacky ideas:
A pair of pants with Muto Imaginem, range touch. It makes every chair you sit on feel as though it's cushioned and comfortable. It won't protect you against spikes or other dangers, but it does make a lumpy chair feel like a throne.
Creo Aquam goblet; makes alcohol. A perfect way to win a drinking contest without an annoying hangover.
An air freshener with a CrAu Chamber of Spring Breezes. 2 uses per day; sunrise/set trigger. For an additional 5 levels, it can affect an entire structure.
Combination latrine-cleaner/fertilizer. ReCo(an) effect. It transforms the contents of a building's chamber pots into useable fertilizer. Not only will this save the covenant some money, but the covenfolk will appreciate that the least enjoyable job is now less onerous.
I love the idea of 'clearance' items that sell cheap because of annoying side effects.
Random side effects:
-User is compelled to either sing or speak in rhyme for 2 minutes after using the item. Make a Dignified or Quiet personality roll to overcome this urge.
-User automatically assumes that he is at fault in any debate, argument, or misunderstanding for one day after using item.
-User's voice rises in pitch for 1 hour after using item.
-User is extremely hungry immediately after using item. This is a 'normal' hunger, as if she hadn't eaten for about 6 hours or so.
-The item occasionally tries to activate itself.
-User suffers from the Magic Addiction flaw for 1 day, but applied to invested devices instead of spells. Note that using the device in question does require a roll as per the flaw.
Hope this is helpful!