7.3 SIGILS

Sigils are small, magical symbols that may be attached to items, or dropped on the ground. They have a variety of effects: a flame sigil makes an item safe from certain attacks that try to rob you of items; a fist sigil helps you hold on to a weapon. You may obtain sigils from city marketplaces or from someone who holds the Conjuration tradeskill.

For those sigils which must be attached to something, you may ATTACH <sigil> TO <whatever>.

For fist sigils attached to a Mage's Elemental Staff, you may DETACH <sigil> FROM <thestaff>.

Fist
When ATTACHED to an item, it cannot be knocked out of your hands easily. For a Mage's Elemental Staff only, may be detached with DETACH <sigil> FROM <staff>.

Fist sigils are returned to you when you plant a quarterstaff with an attached fist sigil, or when you lose puppets/dolls created in arena that had fist sigils attached.

Monolith      
When on the ground in the location you are in, this will prevent most forms of instant teleportation into the room.

Star
When thrown at the ground, this will coat all in the room in a thin layer of reflective dust. This will allow the thrower to track their movements outside of the room, even when they may usually not be visible.

Flame
When ATTACHED to an item, the item will not be able to be wielded, picked up, given away, or put anywhere. In other words, you will be able to drop the item, and that will be it. 

You won't be able to get it afterwards. If you don't drop the item, then it will be safe in your inventory insofar as no one will be able to order you to give it away in any manner, but you won't be able to give it to someone voluntarily either.

Key
The key sigil is a peculiar, and eminently useful sigil. Drop it in a room, and when anyone leaves that room, it will automatically shut and lock the doorway (if there is one) that was passed through, even if it has been locked open.

Mushroom
When ATTACHED to most objects, this sigil will cause a magical explosion, annihilating both the sigil and whatever it was attached to.

Orb           
When thrown at a chaos entity, it will destroy the entity.

Knife         
When on the ground, it will periodically attempt to cut elemental links. Opening a single channel, or doing simultaneity, in the presence of a knife sigil has about a 25% chance of destroying the sigil.

Cube
When on the ground, it will periodically destroy vibrations, unless there is reverberation vibration in the room. Similarly, it will periodically destroy harmonics unless there is a partita harmonic in the room. If thrown in the presence of a reverberation vibration, it will disrupt the effects of that skill.

Eye
When on the ground, an eye sigil will prevent souls from entering the room. On the other hand, when thrown at the ground, (i.e. THROW EYE AT GROUND), an eye sigil will disappear in a flash of light and pull all phased people back into phase with reality.