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Who doesn't want a flaming sword or a wand that levitates things? Magic items break down into roughly three categories, depending on how they intersect with magic. They either enhance magic, store a spell, or are under the impact of magic.
From a mechanics perspective, magic items count as a spell. If your character creates a staff that fires high-yield explosive fireballs for example, it would require an Advanced, third-tier spell write-up and is subject to all other rules of spell creation.
An item that enhances a spellcaster's ability to use spells. Though they have no inherent uses, they can be use to reduce the cost of a specific spell or category or spells, or they can increase control over the spell and allow for more complicated effects. A crown that allows mental control over the squad of golems you summoned. A microphone that allows you to use your sonic scream attack without hurting your throat.
Focus items are entirely useless to non-Mystics.
An item that contains a prepared spell waiting to be unleashed. A potion that gives someone knowledge of brain surgery. A glove that gives a person super strength. Enchanted items can have a maximum of three levels worth of magic in it. This is either one advanced tier spell, an intermediate and a beginner level spell, or three beginner level spells. An item can store enough power for an unused spell for about three days, after which it starts losing one level of power per day. The enchanter would then need to recharge the item.
Anyone can use an enchanted item (assuming, of course, the Mystic hasn't trapped it or something) but only the Mystic who enchanted it can do so continuously.
An item that is currently under the effects of a spell. A sword that is melting due to a spell. A cardboard box that is as strong as steel.
Anyone can use a hexed or charmed item.