Okay, it seems the consensus is that these are a bit weak. I want to keep the main concept intact, so here are my suggested fixes:
Illumination Charm
Action-Charm
$3
Trash up to 3 cards from your hand. Gain a Charm.
I think this one is well balanced, so I'm leaving it as is. Note that it really only reduces your deck size by 2 because you gain a charm.
Growth Charm
Action-Charm
$3
+3 cards
Reveal your hand. If there are any action cards in it, discard 2 cards.
Gain a Charm.
This may be too powerful, but I think it is unique, and because you have to gain a charm each time, you can't just play this as a cheaper smithy.
Life Charm
Action-Charm
$3
+2 actions
Look at the top card of your deck. You may discard it or put it back.
Gain a Charm.
This obviously interacts with tons of other cards, so I think it's a bit stronger.
Let me know what you think of these revisions.