7.21.1 ENCHANTMENT ITEMS

Enchantment allows both the creation of magical items, as well as the imbuing of ordinary items with magical properties. The different items and powers that can be enchanted are:

Sigils
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* Sigils are created items. Some take effect simply by being placed in a room, while others must be ATTACHed to another item, using the syntax ATTACH <sigil> TO <item>.

o Fist - When attached to a wieldable item, it will be more difficult for that item to be knocked from your hand.

o Flame - Items with an attached flame sigil cannot be picked up from the ground or from containers.

o Key - Automatically closes and locks doors when leaving a room containing the sigil.

o Teardrop - Links a vial to the liquid rift.

o Palm - Prevents automatic taking of items in the room (e.g. from Acquisitio).

o Eye - Prevents souls from entering the room in which it's placed, as well as slowing the movement of dreamwalking Dreamweavers.

o Monolith - Prevents most forms of magical travel into or out of the room in which it's placed.


Spells (High Magic Base)
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* Spells must be enchanted on jewellery, with different numbers of charges allowed based on the jewellery allowed. Spells must activated via RUBbing or POINTing, using the syntaxes RUB <spell> or POINT <item> AT <target>. The enchanter must have corresponding abilities in High Magic to enchant an item with these spells.

o Pentagram - Raises a protective shield, preventing most attacks until the shield is broken.

o Void - Destroys the magical shield around an opponent.

o Kingdom - Grants a defence that speeds passive clotting of bleeding.

o Beauty - Grants a defence that passively restores ego.

o Focus - Enchantable only on baubles, used to clear debating afflictions. 

o Perfection - Grants a defence that passively restores mana.

o Mercy - Grants a defence that passively restores health.


Scrolls
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* Magical scrolls are created by Bookbinders, and must be charged by an Enchanter. Scrolls must be READ to be used, using the syntax READ <scroll> [TO <target>].

o Healing - Restores health, mana, and ego when read.

o Protection - Provides a defence that protects against Mage and Druid demenses.

o Disruption - Unlocks target's psionic channels.

o Curses - Afflicts target with a random affliction.


Misc
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o Greatrobes - Allows the enchanter to place magical effects upon great or splendor robes. Both with and without tailoring knots.

o Magic Tarot Deck - Allows Tarot users to access the Tarot rift.

o Magic Rune Bag - Allows Runes users to access the Runes rift.

o Dreamcatcher - Allows Dreamweavers to access the Motes rift.

o Curse - Enchanted on armour, jewellery, or clothing, prevents the item from being removed when worn.