Totally different set of spells / effects. No castable clerical spell can be stored in an item, and no item-spell or effect can be used / cast without that item.
As much as possible, item-magic and casting-magic should not overlap or duplicate each other.
One could separate it out by domain - healing magic can be cast only with "laying on of hands" (no item), while other clerical spells require an item.
Possible detail: non-healing magic used through item not "charged" with the spell, but used as a focus.
Example: Cure Light Wounds castable by touch. Light, on the other hand, requires a torch or lantern...it just works really steadily and well and without any source of fuel. This leaves healing as the only obvious "miracle."
Magic-users make them at the cost of gold and x weeks of time. Example prices are given in the first few pages of Men & Magic.
I am actually looking for things that people do that are different or goes beyond what is in the 3LBBs. Just for ideas, sometimes its nice to have something to tell your players that helps them get a greater buy in to what you are doing.
Gwindeth H-Orc N F/T S16 I12 W10 C12 D17 C7 8GP HPs 6 +1D OpnDrs 5/6 +1 Init +1 M 3 Ret Mov 9" Battle Axe
Togork H-Ogre N F S20 I6 W8 C20 D13 C8 7 GP HPS 8 +2D OpnDrs 4/5/6 +2HP +1 M 3 Ret Mov 12" Massive Club
Grimbane/Grimdeath N F/T S17/18 I9/9 W9/9 C18/14 D15/15 C9/9 +1D 5/6 +1/0HP +1 Init +1H M Move 9 4 Ret Battle Axe GP 42 and 9 All have Slings
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