Special Abilities:
Spells XMP(Enchant): Artificers may create enchantments that allow others to cast spells through items. They may also use Quick Enchants, which work differently from normal enchantments.
Restrictions: Enchantment spells may be of any element.
Casting Cost: Artificers may choose to either spend 1/10th the cost of the spell each time they cast it in materials, or 1/10th that spell's cost in XP when performing a quick enchant. Fully enchanting an item costs one tenth the cost of the spell, rounded up and squared times fifty dollars for the first charge of a specific spell and 10% that cost additionally for every charge of that spell held past the first. Refilling an enchantment from an item that isn't fully drained is equal to one twentieth the spell's listed cost per charge refilled.
Spell Alterations: The range and targets of a quick enchantment spell are changed to the wielder or wearer and anyone in physical contact with them. The wearer always chooses a single target among them. Full enchantments work as described in the Item section.
Casting Actions/Stat/Skill: An artificer casts an enchantment spell by being in contact with a weapon or a piece of clothing. They may choose to do a quick enchant, which can be done on any non-enchanted weapon or piece of clothing, with a pair of hand actions and a talk action. They may also choose to do a normal enchant, which costs 1 hour per 5 MP of the spell's cost and the normal MP cost for the initial charge and 10 MP and an additional hour for each extra charge of that spell. An item may only have one quick enchantment on it at a time. An enchantment or quick enchantment spell does not use its effects immediately after it is cast by the artificer. Instead, the spell is held in a weapon or armor, either as a single charge for a quick enchant or as a number of charges for a permanent enchantment. The item's user can spend a talk action (or, at the aritificer's choosing, any number of hand actions greater than or equal to one) to cause the spell's effect to go off, either on themselves or someone in contact with the weapon or clothing(such as a character punching the clothing or someone hit by the weapon). The target must then make their oppose roll, with a 2 penalty, or be affected by the spell as normal. The Artificer may choose for the speech action to require a specific phrase or hand actions to require a set gesture, with making it require a Language/Intelligence or an Art/Intelligence roll with a difficulty of anything up to the result of the Artificer's own Art/Intelligenceroll.
Learning spells: Artificers learn their spells by doing permanent enchantments on an item. Once they have taken the time to do that, they can do a quick enchant with that same spell. They may attempt to improvise quick enchants, but this raises the difficulty to cast the spell by +5.
Superior Quality +X: Artificers may create clothing or weapons of superior quality, or refashion existing items with a cost level of less than X to a cost level of up to X, for one third the normal price for such crafting. This takes approximately 4 hours times the total cost level the artificer wishes to impart upon the item. This time can be spread out over any period.
Special Craft: Every 10 levels, an artificer may choose a single type of slot(Weapon, Armor, or Clothing) or a single type of gem(Red, Orange, Yellow, Green, Blue, or Purple) to be able to craft. They may craft any gems from this set that are level 1. Taking additional versions of this special ability in the same color gem increases the level of gems of that color that you can craft by 1. Crafting any of these takes half the normal cost and 24 total hours of work. They may substitute XP for cost at the rate of 1 XP per dollar when crafting these items as well. This time can be spread out over any period. Whenever an artificer finishes a gem, roll d100. On 00, that gem is a double gem, and the artificer chooses a second ability they can craft and adds it to that gem. An artificer may always choose what elements their slots and gems are.