I'm playing a character who intends to enchant his talismanin the very near future.
My character is a heavily intellego focused Guernicus his strongest forms are mentem and corpus. In the next few years his intention is to learn a fair amount of Herbam because the covenant has a good supply of herbam vis and he in going to enchant a wooden staff as a talisman (+3 affect living wood, +4 affect dead wood, +4 control things at a distance).
The character is quite pious and fear of damnation is his greatest motavator. the character is also obsessed with unraveling a mystery regarding the destruction of a covenant 20 years ago.
I was originaly thinking of creating a Staff of hazel witha rock crystal in it.
Thus opening the possibility of, if needed, attuning the following shape and material bonuses;
+3 affect living wood,
+4 affect dead wood,
+4 control things at a distance
+4 destroy things at a distance
+3 project bolt ot missle
+2 repel things
+3 healing
+5 clairvoyance
+3 divination
I had thought to open up the bonuses for clairvoyance and divination immediately and perhaps the dead wood bonus.
But upon looking over the enchantment rules I found the following in invested devices,
p97. "May not contain more compoents than your magic theory score "
Now the character has a magic theory score of 6 with a specialization in enchnated devices and puissant magic theory. In addition to the 2 elements above he could also incluse seven other components into his talisman.
And if, in character, understands the talisman creation parameters he probably would (better safe than sorry). So What else would the character wish to put in his talisman?
My first thoughts would be that he might include tey to include red coral in it (+10 vs. demons but his restriction flaw would prevent hm from ever being able to use it) and shod the foot of the staff with iorn (which would be practial even if it does make the Merinita uneasy.
What else could be included without being silly?