Charms usually last a full day. They cost nothing to use but generally take a minute or two to activate.
Animal Charm: A domesticated animal gains +1 to all defenses.
Encomium: A formal charm of praise or congratulations for a nearby recipient, who feels honored.
Favored Charm: A single object never gets lost (although it can be stolen).
Function Charm: A mundane device won’t break down, jam, or otherwise stop working.
Hesychia: An agitated person becomes calmer.
Natal Ward: A developing fetus is more likely to be healthy when born.
Repel Dirt: An object, creature, or small area remains clean in all but the most extraordinary of circumstances.
Trusted Object: A weapon or tool won’t break in normal use.