Ah, now here I think I can help
. Magecraft is my specialty!
Now, for your first question:
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Specially charged tools' means implements that have been specifically enchanted with properties that make them useful to the magesmith. They're minor magecrafted artifacts themselves. Here's a breakdown of the tools for you:
1.) Hammers. The complex enchantments imbued into the hammers extract the djed from reagents and ingredients, store it in the head and then press it forcibly into the artifact: three separate, complex operations.
Most RP of magecraft uses precious-metal hammers, like so:
Gold hammer – The purity of the djed in the gold that forms the head of this hammer is the fundamental reason behind this hammer being the most powerful of the common tools. This purity, and hence stability, allows for large-scale transfer and alteration of djed in targets without compromising the structure of the tool itself. Permanent djed voids are built into the makeup of the hammerhead as it is crafted to allow for the storage of reagent/ingredient djed, and further enchantment allows the direction and release of the stored djed into the artifact.
Silver hammer – Often smaller than the gold hammer, the silver hammer is less able to transfer large amounts of djed in one go, but offers finer control to the magesmith, perfect for difficult and fiddly work, like creating an intelligence in an artifact.
Copper hammer – The enchantments impressed into the copper hammer are particularly efficient and optimised for breaking open the djed patterns of an item to allow alteration or the dispersion of djed. This latter property makes the copper hammer most useful for undoing mistakes and when negatively modifying an attribute, such as weight. It is, however, not very powerful and may need to be teamed with one of the other hammers to have the desired effect.
2.) Restraints. The hammers liberate and help direct djed from the reagents and ingredients, but restraints are specialised tools that localise that djed very precisely to the artifact in their grasp, ensuring that nothing is wasted or lost.
There are tongs, vices and clamps, depending on the size of the artifact you're working with, and you can use some of each size to really precisely localise what you're doing to a specific location in your artifact.
Tongs are the smallest class of restraint, and are used extensively on small artifacts, such as rings, necklaces, bracelets, daggers and other, similarly-sized items.
Vices are used to securely clamp and direct djed into medium-sized objects; swords, gauntlets, shields and so forth.
Clamps are far and away the largest restraints, capable of handling massive djed fluxes and large objects such as entire suits of armour and pieces of furniture or statues. They are also expressly designed with synergy in mind; several clamps can work together to allow for the magecrafting of truly vast artifacts.
3.) Sights. All the skill in the world with magecraft is almost useless without the ability to visualise the djed in your ingredients and your artifact. Sights are collaborations between magesmiths and aurists, and allow people without auristics to monitor their artifacts throughout the creation process.
They mostly look like magnifying lenses, although they don't magnify. A few teaching laboratories might have very large versions of these on stands, so that apprentices can watch what's happening, although that would be very rare indeed.
These tools (hammers, selection of restraints, handheld lens) come as part of the package when you buy a magecraft-adapted laboratory, just like an alchemist's lab comes equipped with D-wire circles, for instance.
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Specially charged water' means water that has been appropriately philtered or put in specially-glyphed containers to enhance some of its properties. My personal conjecture with this part of the discipline is that water damps down runaway wild djed; the specially-charged water has a much stronger version of this, which means it forces the artifact's djed to remain inside the object, rather than leaking out all over the place. After a day (or more, if you've got a really powerful artifact) then the djed in your artifact is 'sealed' inside the item from the constant pressure of the charged water and doesn't try and escape, which would ruin all your hard work.
As for your second question, I think that should be doable, since it's a throwing knife and therefore has a 'reason' to sail through the air. You'd need common ingredients in addition to the tools and charged water, though - while you don't need full-on reagents, the high cost of producing even an MC1 item is reflecting the large number of commonly-available ingredients you need for the process. These common ingredients provide the djed you're pushing into the artifact to give it the new powers; it can't come from nowhere, after all.
So for that throwing knife, you'd need a magecrafter's lab with the tools listed above, the charged water and a selection of ingredients.
To shamelessly blow my own trumpet for just a second,
here's a thread that shows the process of crafting a minor artifact.
Hope that helps; if anything's unclear don't hesitate to ask some more!