The document discusses enchanting objects to fulfill primal human wishes. It identifies six categories of enchanted objects: [1] omniscience, [2] communication, [3] protection, [4] health, [5] teleportation, and [6] expression. Examples of enchanted objects are provided for each category, such as an orb that provides knowledge or a vitality blister pack that improves medication adherence. The document argues that enchanted objects can enhance user experience, provide brand presence, and act as avatars for digital services. It poses the question of which real-world objects should be enchanted next.