Just noticed that on page 108 under Gear, it references page 62 for magical items. This page refers to the aforementioned spells which can be used to create magic items but, as noted, no actual items are listed.
It refers to the spells on that page that are needed to empower an object with spells and WP points. (Charge, Magic Seal, and Permanence.)
With these spells, a GM can turn any spell in the core book into either a temporary or permanent magic item that either burns WP from a built in battery or the user's WP. It also creates WP batteries as well, though I am on the fence about how long these should be good for as to curb a wizard from using any long periods of downtime to make a ton of them.
Here's the magic item I put together inspired by the these spells.
Willard's Wooden Beans:
Chopped from the tip of a living root of an old, huge tree, these bits of wood are carved and polished to look like large beans. The user must toss the bean at a target and expend 6 WP to activate them. The target is ensnared by roots and branches sprouting out of the bean and the targets are unable to move. Breaking free requires a STR roll with a bane. Each attempt counts as an action in combat. Only one attempt is allowed per round, but others can help. The magic item does not work on monsters. Each bean crumbles into dust after it is used.