7.15 ENCHANTED ITEMS

Enchanters can charge spells upon items that can then be used by anyone. The spells available to enchanters depends on whether they have learned cosmic magic, elemental magic or music. Enchanters also empower magic scrolls created by bookbinders, which work similarly to other enchanted items. Different types of item can hold a varying number of charges:

SPELLCRAFT ITEMS           TINKERING ITEMS
Rings (10 charges)         Horns (30 charges)
Bracelets (20 charges)     Musicboxes (50 charges)
Timepieces (40 charges)    Necklaces (30 charges)
Heirlooms (40 charges)
Wands (50 charges)         BOOKBINDING ITEMS
Crowns (80 charges)        Scrolls (50 charges)

Using an enchanted item depends upon what spell is charged upon it (which you can tell by probing it). POINT <item> AT <target> and RUB <item> are used to activate jewellery enchantments that require and do not require a target respectively. BLOW <horn> [AT <target>] is used to activate enchanted horns. CRANK <box> activates musicboxes, while WIND <timepiece> activates enchanted watches. READ <scroll> [TO <player|item>] to activate a magic scroll. You will need to WEAR most enchanted items before using them. You must instead WIELD a wand before using it. Scrolls, horns and musicboxes can be used from the inventory directly, and do not need to be wielded or worn.

If you use the last charge of an enchanted item, the enchantment will fade. Before that point, the enchantment can be restored using an energy cube with RECHARGE <item> FROM <cube>. Energy cubes can store up to 1000 enchantment charges and are refilled by enchanters. A clockwork regulator (created by a tinker) can be attached to an enchanted item to automatically recharge it from your energy cubes each time you expend a charge, but this will only work if you have an energy cube with charges in your inventory (and not in a backpack or other container).