The mare makes her way to the whole that descends to the floor below. If she’s lucky, she’ll be able to reach something large enough to enchant without having to reveal herself. Looking around she spots some junk.
The first she thought was just a metal teaplate. It turns out to be a cheap, slightly battered tin watch. The watch face is intact, but it doesn’t seem to work when spun up and she can’t hear any gears turning. The other is a single horseshoe meant for a stallion much larger than herself. It’s surprisingly light, and the mare wonders if it’s a novelty item.
She decides to put the “Travel-Person-Protection” on the horseshoe. “Travel” and “Person” almost look like horseshoes themselves. Seems like fate.
That leaves “Gift-Knowledge-Person” for the clock.
All that’s left is if she should add “Big” runes to any of them.