Let's do the experiments.
All right!
Pain guns are uncivilized, impractial and potentially dangerous to our person. Spending a week on the subject is a waste of time and effort that could be put towards more productive pursuits.
These experiments will have far reaching implications, beyond the scope of the pain gun alone.
You spend the rest of the day designing your experiments. The next day you build the required apparatus from bits and bobs and gather the materials to be used. You have chicken for dinner. You then spend several days setting up various 'spell'-casting-machines of varying complexities. The simplest can be operated by a chicken with a bit of string tied to their foot; the most complex refuse to work even when operated by your good self. You mix and match Etherical Guidelines, trying to find the part of the Spell that defines who can use it. By the seventh day, you think you have it. On the eight day, you successfully modify a setup that could previously only be used by yourself to be useable by a chicken. There is some magical fall-out, causing several side-effects, including a ceiling that shoots beams of fire at anything blue, but you consider your experiments a success. On the ninth day you write up your results and add a several new Guidelines into your Tome, which basically come down to:
-You can split a spell in two, by causing the first spell to cast the second.
-The mental momentum required for a spell to work is generated in the beginning; a two phase-spell generates this momentum twice, allowing those of a lesser mental focus to operate them.
-Linked spells require more Etherical Force to operate
-Linked spells cause magical fallout due to interference
After some internal deliberation you decide against creating an infinite feedback device, although the premise sounds fascinating, if dangerous.
Instead, we should complete and install the water pump before making a study of any etheric phenomena (I refuse to use the term spell) which are known to produce heat or flames. Then, attempt to create a steam engine which runs off of these etheric effects, either fully or in part.
Your pump! How could you forget it. You retrieve it from its hiding place in the woods and finish it up, then take it down to the village. The pump is set up over the village well, connected to the steam engine, and turned on. The steam engine coughs into life, the bits of metal do their bobbing and spinning, and after a few minutes the pump spits out its first dribble of water, which soon increases into a torrent. The villagers, who had previously been bowing and scraping and hoping to themselves that this would not blow up, seem genuinely impressed, and a taste check reveals that it tastes 'no worse than it used too'. Of course, there is no way the villagers will ever
need this much water, but it looks cool and makes impressive black smoke.
Chalk one up for science!
Once home again, you look into your Tome of Spells for means of creating fire or heat. You copy out one that looks especially suited to the purpose of steamworks. It requires:
-A Rare Powder (Frogman Ash) (You have some; not enough for extended use though)
-A Fire-proof object (a rock will do)
-3 hours unsubtle preparation
-15 minutes casting
It will cause the object to radiate extreme heat for several hours.
It is 39 days since you returned home. It is afternoon.
One (1) fairly dusty old family home in the country
Crappy Forge
Vegetable Patch (growing vegetables)
Chicken Run (contains 5 hens)
Hidden Shack (empty)
Estates surrounding your dusty old family home (forests and hills)
£175 in cashe
£0 in banke account
Etheric Steamworks Lab:
-Decent Etherical Equipment
-Poor Steamwork Equipment
-Shitty Alchemical Equipment
-Shitty Physical Equipment
Book on Alchemistry
Book on Physics
Tome of Spells
Tome of Etheric Guidelines
Licence to Science
A note on things: Unless otherwise noted, you have enough things to do all small-scale experiments and design prototypes.
Assorted Magical Crystals
Magical Reagents
-Frogman Ash (a little)
Silver Wire
Samples of Rare Woods
Rusty Plumbing (Includes pipes, valves, boilers, ect)
Rusty Gears (mechanisms)
A further note on things: Many simple things can be found lying about the house. Your family did not throw things away.
Spells:
Local Fertility Boost: common herbs, uncommon herbs, animal sacrifice (>=chicken), 3 hours subtle preparation, 3 hours casting
Hot Stone Spell: Frogman Ash, a fire-proof object, 3 hours unsubtle preparation, 15 minutes casting.
Potions:
Spontaneously Combusting Goop: common herbs, uncommon herbs, 2 hours subtle preparation.
Beetle Killing Poison: common herbs, uncommon herbs, 3 hours subtle preparation.
Etherical Contraptions:
Powerful Affliction Implement that Neutralizes Gnawish Unyielding Nonscientists (Or PAINGUN): 1 uncommon gemstone, 1 piece of animal bone, 1 piece of plumbing, 1 gun stock/bits and pieces + 2 hours crafting, 3 hours crafting, 2 hours casting. Fires pain.
Steam Machines:
Medium Steam Engine: 10 pieces of plumbing, 1 boiler, some gears and pistons, 2 square meters of sheet metal, 1 big wheel, 4 days of crafting&forging. Consumes large amounts of coal, provides moderate power.
Small water pump: 25 pieces of plumbing, some gears and pistons, 1 water container, 2 days of crafting&forging. Consumes moderate power, provides moderate water.
Etheric Sciences (Lv3)
Steamworks (Lv2)
Spells cast:
Local Fertility Spell
Contraptions created:
The P.A.I.N.G.U.N.: Looks like a shoddily-constructed pistol. Fires magical bolts of pain on pulling the trigger.
Machines built:
Medium Steam Engine (Installed in Village)
Small Water Pump (Installed in Village)
Mundane Accomplishments:
£100 of Potato Farm
Fireplace Ironwork