Hi
I have been working on how to but Charms and Amulets into the game. Both were a mayor part of medieval folk lore.
Ideas below
Talisman's - Charms and Amulets
You need the right skill and can create the effects below or any new ones that fit. They can only be used once and have a limited life time duration you can use extra MP to improve this duration. You can also learn Detect Magic and cast it. The MP cost for this helps represent the effort required in making these items.
Charm’s - a person with a knowledge of old natural magic, using Skill Craft Charms, can make Charms from plants, herbs, minerals and animal parts mixed with prayers or other invocations; they are used to inflect or curse, or remove effects on a person, place or animal, like an illness or falling in love. The person, place must be specified when made and only effects that person as long as they are within a few feet of it.
You can use Fate [blessing/curse], Befuddle [curse], Counter magic charms [protect], Demoralise [curse], Disruption [curse] duration is in weeks. The magnitude and therefore MP cost is limited to 1/10 of your skill, it takes an hour per MP to make.
Charms used to remove an effect must be of the same level as the one to be cancelled, once placed in the effected area it neutralises the evil charm for as long as it lasts.
Love charms would be Fate giving a minus to persistence; Illness could be Disruption giving a random illness i.e. a leg infection or a chesty cough etc or Befuddlement. Use your imagination
Amulet’s; allows a person to use natural and holy items to create a form of protection for others to use, using the skill Craft Amulets. Amulets are for protection against one narrowly defined thing or effect. They are made from various things including the host [communion bread].
You can only have one effective amulet at a time but can carry more than one, they only work once [for a limited time] and you have to invoke the effect [remind the GM you have it], within its life time months, which is a free action.
You create an item giving it Damage, Poison, Disease or Injury resistance, effect, specifying a narrow cause and effect, this effect stays in place for months or until used. Each magnitude gives a 1 point protection or a +10% bonus to a roll to resist said effect.
For example a Amulet V's slashing damage would be Damage resistance cutting. A Amulet V's a cold would be Disease resistance colds.
What do you think?