This 'simplified item system'  allows for only 2 types of crafted items: 'Single Use' and 'Spell Use'.
In addition, this method helps to scale magic items based on how useful they are compared to spellcasting without magic items (so you can literally see how much stronger/weaker something is compared to each other based on SPELL LEVEL rather than arbitrary crafting rules that don't take spell level, uses per day and caster level into account equally).

Magic Unit Component Costs:

'Single Use' includes
Potions, Tokens, Lotions, & Oils,
GRENADES:
Grenades are crafted like potions except that only attack spells and area-of-effect spells can be added to them (see invisibility spell to determine what defines an “attack” spell) If a spell requires a melee attack, it cannot be added to a grenade. .
  • A grenade functions as a light thrown weapon, activating the spell crafted into it upon hitting a target's Touch AC. This attack replaces any other attacks that are part of casting the spell in it.
  • If the spell does not have an attack roll, you merely make the ranged touch attack against the AC of the ground you wish to target (AC 3). The space you hit is affected as if you had cast the spell in the area.
  • If a grenade hits something before reaching its target, the object hit becomes the new target.
  • Deflect Arrows and similar effects deflect a grenade 1d4x10 feet away from the target and grant the deflector a +4 circumstance bonus to saving throws against the effect (if any).
  • Snatch Arrows allows a target to catch a grenade without activating it.
  • Deflect Arrows, Snatch Arrows and similar effects cannot be used on a grenade that does not target the creature.
      - For example, if a grenade of Fireball were thrown at a monk’s space but not at the monk, they could not snatch the grenade because the target of the attack roll was the ground space below the monk, not the monk. However, if a grenade of Scorching Ray were thrown at a barbarian and hit, all rays resulting from the grenade would automatically hit because the grenade hit (and all would miss if the grenade missed).
 


SPELL USE ITEMS:
Spell use items function like command word items except that they also require somatic components as well as the verbal component. Unless exclusively noted otherwise by the GM, blind activation of an item is not possible. When possible, blind activation requires a Use Magic Device check (DC20 + item's caster level).
  • Obvious Inaccessible Foci: If the item is a worn item, all spells on it are restricted to be (self only) spells, meaning that they can only target the wearer and/or the wearer’s gear. However, spells activated from worn items benefit from requiring 1 action less than normal (1 round->standard->move->swift->immediate->free). This tradeoff is a result of the fact that it requires more time to don a worn item (full-round action for each except armor which requires 1 minute for light, 3 minutes for medium, 10 minutes for heavy).
  • Accumulative Spell levels [ASL]: Add up the spell levels of all spells in the item. 0-level spells are treated as 1/2 for this calculation. The ASL cannot exceed double the Caster Level of the item and no one spell level either base or total can exceed half the Caster Level of the item.
  • Spell Uses: Each spell in an item is usable 1/day. The same spell can be added multiple times to a single item for multiple uses per day (increasing the ASL).
  • Meta-magic: Can be used to directly increase the ASL.
    Quicken Spell can ONLY be applied to (self only/personal) spells be used to reduce the time to cast a spell from a magic item by 1 action type by increasing its spell level by 1 (1 round->standard->move->swift->immediate->free). This application can be stacked increasing the ASL and reducing the casting time to the minimum activity.
    Quicken may not be applied to attack spells or area-of-effect spells.  Spells that create movement as part of casting them (such as teleport or force hook charge) cannot be reduced below a move action.
    In addition, a caster level can never be below double the highest level spell's spell level before applying these adjustments (such as -1 worn, -1 self only or +2 quickened).
  • Move/Swift: Even though normally you cannot replace a move action with a swift action, you can use a move or standard action to activate an item that normally has an activation time of 1 swift action.