Magic is held not by people, but by items. Those who know how to use these items well are Mages. Those who don't, often blow themself up.
ITEMS:
Any minifig holding a Magic Item may try to use any of it's effects, just like any thing else. Using a Magic Item takes the Minifigs Action.
Flame Staff. (? CP) [Aspect: Fire]
Spell: Fire Ball
Range: 7"
Use: 6
Effect: Flames shoot out from the target, flying 2" away and dealing 1d6 damage to all targets hit.
Spell: Flame Hand
Use: 5
Range: 4"
Effect: Any CC attack made by the target in the next turn deals 2 extra damage.
Icy Rod (? CP) [Aspect: Ice]
Spell: Ice Beam
Range: 5"
Use: 5
Effect: Deals 1D6-1 damage to the target. If this dosen't kill them, they are frozen in Ice for 1 turn, losing the turn in question.
Spell: Frost Armor
Range: 1"
Use: 5
Effect: Target unit gains +1 Armor until the end of the turn.
Lighting Mace (? CP) [Aspect: Lighting]
Spell: Lighting Bolt
Use: Equal to the range expressed in inches
Range: endless
Effect: 2d6+1 damage on hit.
Spell: Warding Storm
Use: 4
Range: 0"
Effect: All units within 2 inches of the caster have cover (equal to 1/3 of a minifig) for 1 turn.
Vine Whip (? CP) [Aspect: Nature]
Spell: Poison Thorn
Use: 4
Range: 0"
Effect: This spell can only effects minifigs and other animals. The target takes 3 damage now and 2 next turn. This stacks with all other damage taken in that turn.
Spell: Healing Earth
Use: 7
Range: 0"
Effect: This spell can, when done right, bring a minifig back to life. The minifig must have a head and at least 2 other limbs (they do not need to be the ones they started with). If the spell fails, remove the head from play (It explodes)
(More Magic Items on the way.)
MAGES
Mages can use Magic Items better than most. They also know how to twist the power inside them to new ends.
Skill: 2d4
Armor: 1d4
Move: 5"
Skill: Magic Atunement.
Due to their training in the magic arts, the Use rating for Magic Items is reduced by 3 in the hands of a Mage
Spell Knowlege: A mage with a magic item may, as a Heroic Feat, attempt a spell of the players creation, so long as it fits the items aspect.
Critical Failures:
Anytime an attack spell is a Critical Failure, the spell autohits the caster. (This is why Mages are 2d4 rather than 1d6, to reduce the odds of this happening.)
EDIT: I would like help pricing these in CP. Ideas are also enjoyed.

