So a hold is like a meta currency that you can spend on what the move that gave them to you says you can spend them on. In your example, you can ask 1 question from the list it gives you for each hold the roll awarded you. Hold 3 means 3 questions, while hold 1 means 1 question.
As for Forward and Ongoing, these give you a +1 to your very next roll (forward) or all rolls (ongoing) so long as the source of the forward or ongoing is still relevant. For your example, if you roll 10 or higher and do something that would stop your vision from happening, the first roll you make towards that end gets a +1 added to it (with the way 2d6 is, every +1 is huge, hence why there are rarely any +2s anywhere).
As for magic items or such, there aren't really magic items like you think of D&D or Pathfinder or similar fantasy games. Instead, it is all about the narrative. If it makes sense narratively that something you want to do requires ingredients or a special item to be held, the Keeper (game master) tells you. If they don't say anything, you can just do it (depending on your roll of course). Most people who actually use magic are assumed to have some sort of basic item on them that helps them invoke magic, but that's more of a narrative thing. In the Spooky playbook, there is a picture of a little girl floating in the air. You might imagine the teddy bear she is holding is her magic channeling item because of its connection to her.