yes I was aware thanks, here is how it was done.
Spell Storing Item
Transmutation
Level: Artifi cer 1
Components: S, XP (see text)
Casting Time: 1 minute
Range: Touch
Target: Item touched
Duration: 1 hour/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)
This infusion allows you to place a spell effect into an
item to draw it forth later, at your command. The item
becomes, in effect, a wand with a single charge, which
only you can use.
You can imbue any spell of 4th level or lower
into the item, as long as its spell level is no greater
than one-half your artifi cer level. Your artifi cer
level is the spell’s caster level. You must make a
successful Use Magic Device check (DC 20 + [spell
level × 3]) to emulate the spell and store it in the
item. If you fail this check by 10 or more, you
suffer a mishap. The DM determines the result
of a mishap, as with scroll mishaps. As a default,
either the spell is activated immediately instead of
being placed in the item, affecting you if possible,
or the spell erupts in a burst of uncontrolled energy,
dealing 2d6 points of damage to you.
A single item can carry only one spell at a time.
You must provide any expensive material components
or XP component the spell requires at the time
you imbue it into the item. You must provide any focus
the spell requires at the time you cast it from the item.
XP Cost: Your caster level × the spell level. For example,
to place a scorching ray spell in an item, you must spend XP
equal to your caster level × 2.
OK so it cost me 2 xp and an action point to rapidly infusion it to make it a standard action.