This is a top-notch article here. Can't add more other then to say thank you for this article. I have read a lot of WWII history and although I knew what the Enigma machine was, I really did not clearly understand how it worked. This helps immensely! Go to Comment
I'd leave that up for the DM of course :) And yes, one could omit the safeties such as being usable only outdoors and not being able to enclose things in rock-strong cloud. Then they become dangerous indeed.
Great article. I also like the idea of treating Mind Control as basically a form of illusion. It has the disadvantage of requiring notes/private chats/etc to implement fully though.
Willingly playing out the effects of mind-control should provide some form of reward to the player, even in the case it leads to their character's demise. Perhaps some form of boon on their next character.
Expansion from the Horse Brass item: Specific Armor charms.
Cooling Touch Charm: protects horse against extreme heat, and fire, magical and mundane
Jove's Favor: tin charm shaped by a lightning bolt that protects a horse primarily from natural lightning, but also potentially from lightning based attacks. In real life, lightning kills quite a few horses and cattle a year.
Hermes' Blessing: gold charm that grants the horse magic resistance, and perhaps immunity to cantrip level magics.
Vulcan's Steed: This large iron charm in epic fashion renders the steed invulnerable to iron weapons. Such things clatter off of the animal's hide like twigs.