Enchanting

A lamp that grants wishes, a ring that makes you invisible, a potion that heals the drinker—these and more magic items are embedded deep in the mythologies of the world. When magic returned to the world, the ability to at least simulate some of these items came into existence, though they cannot always duplicate the vast powers of myth. But when you can throw an empty bottle that explodes into an ice storm, or you can slip an executive a pencil that becomes a listening device when they pick it up, you shouldn’t complain about limitations, because awesome is in your reach. 

Enchanting has two different branches - alchemy, which involves the creation of objects that store spells, and artificing, which involves making items that aid magic use. For Disenchanting, check p. 152 of the 6th Edition Core rulebook.