From my campaign background and house rules.

Heartstone: a smooth, reddish stone (faintly warm to the touch) that adds +1 bonus or more to any reaction or other defensive rolls vs. any form of intimidation or fear.

Warding Rune: a small token made of wood, metal, bone, or stone with arcane runes carved on both sides that adds +1 bonus or more to any reaction or defensive rolls vs. spells or magical attacks

Battle Charm: a miniature metal shield token that adds +1 bonus or more to any reaction or other defensive rolls vs. physical attacks.

Magestones: an irregular piece of amber that adds +1 bonus or more to aid any tests or die rolls involved in casting spells or attacking with magic.

Token of Purity: a smooth turquoise stone that adds +1 bonus or more to aid any reaction or other defensive roll vs. sorcery of any sort or an attacker who has a positive corruption score.

Jewelry of Detection: rings, amulets, and other ornaments that glow or grow warm when near a specific type of thing (magic items, poisons, active spells, corrupt items, etc.), doing so with more intensity as they get closer.

Spell Matrix: allows the user to cast a specific spell without having learned it. Each time it is used it consumes vital energy, reducing the users Weariness level by one step automatically (no Stamina test). It requires a lore/arcane roll vs. TN 12 to activate (specialty: items)

Mana Shard: a blue crystal that will power one spell casting without the need to make a Stamina test against losing a Weariness level. Consumable.

Force Lash: a rod that is wielded as if a whip handle, it discharges streams of lightning at a target within BRNG x 3 yards for 3D6 damage against armour. NIM attack or by skill (ranged magic attack (item)). Stamina test TN 8 to activate the lash (no penalty for subsequent use). -1D6 damage per reduced level of weariness. Cannot be used by anyone with any Corruption points.

Spell Sword: a hilt that projects a blade made of arcane energy, D6 damage, ignores armour, use WIT bonus for damage bonus

Wand: can have various magical properties, using a wand requires a successful lore/arcane roll, takes 2 actions, and the user cannot dodge or parry while doing so.

Enchanted weapons: bonuses to hit, damage, initiative, range, and/or parry

Paladin Sword: (longsword) bonus to hit and damage = BRNG bonus, +2 Inspire and Intimidate skills when flourished or displayed in hand. These weapons were forged for an order of holy knights in the old Kole Empire.

Insightful weapon: bonus to hit and damage = WIT bonus

Rune Metal weapons: master work and considered enchanted, they are also easier to enchant (-2 TN bonus to any rolls)

Holy weapon: a weapon forged in an ancient age made of an unknown alloy of metals. +1D6 or +2D6 damage vs. undead

Blessed weapon: a weapon forged in an ancient age made of an unknown alloy of metals. +1D6 or +2D6 vs. demons

Bane weapons: master work weapons enchanted with a Bane spell

I was, in the main, designing items to fit the ME environment but some were inspired by or taken from Andre Nortons Witch World series.