Introduction
My players found a book which contains knowledge mortals probably shouldn't have. Amongst other things, it details why patrons have warlocks, what their primary function is, and how to make a warlock. That is, it contains a series of spells and rituals which if used together would allow a sufficiently powerful spell caster to (in theory) become a Patron to a low level Warlock. Here are 4 of the spells contained in the book (with commentary on each one). I'm looking for feedback on the balance of these as standalone spells.
The Bound Item spell is mainly used to create the bond warlocks typically have with their pact item (a weapon, a tome, or a familiar). Their patrons will make this bond permanent via Permanency.
Bound Item
3rd level Conjuration (Wizard, Sorcerer, Bard)
Casting Time: 1 hour
Range: Self
Components: V, S
Duration: 24 hours
Choose a weapon or object weighing no more than 10 pounds which can reasonably be held in one hand. This object must be in your possession for the entire hour of casting this spell. Once the spell is complete the item disappears into a pocket dimension. You can use your action to summon the item into your empty hand or to dismiss the item into the pocket dimension as long as you are in possession of it. Once the spell ends, if the item is in the pocket dimension, if appears within 5 ft of you or in the nearest unoccupied space. You can only have 1 item bound to you in this way at a time.
Patrons need to be able to see what their warlocks see and to communicate with them across large distances. Once this spell has been made permanent, the patron can then begin granting the warlock magical power from a long distance.
This spell also explains the origins of familiars which is why it is so thematically similar. I want to allow the Bound Item spell to work on a familiar created by Familiarity (as long as the familiar is less than 10 pounds, can reasonably fit in 1 hand, and can survive without food water or air for prolonged periods of time in a pocket dimension).
Familiarity
3rd level Divination (Wizard, Sorcerer, Bard, Warlock, Ranger)
Casting Time: 1 action
Range: Touch
Components: C, S, M (charcoal, a piece of chain)
Duration: 10 minutes
Choose any willing creature within range you can see. Trace a personal, identifying arcane symbol on the target to mark them as your familiar. With this spell you can have multiple familiars at the same time. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. When you cast a spell with range of self, you can have your familiar gain the benefits instead.
At higher levels: When you cast this spell using a 4th level spell slot, the duration increases to 1 hour. Using a 5th level slot increases the duration to 8 hours, increases the 100ft distance to 1 mile, and the spell is no longer concentration. Using a 6th level spell slot increases the duration to 24 hours and you gain the benefits of this spell as long as you and your familiar are on the same plane of existence. Using a 7th level spell slot gives you the benefits of this spell even if you and your familiar are on different planes of existence.
The next spell is what gives warlocks their magical power. I stole the name from a similar spell in 3.5 (which is also present in the book, but by another name). As written the spell only imbues items with magical power. If you instead try to imbue a creature with magical power directly, bad and unexpected things can happen (typically resulting in a wild magic sorcerer). Warlocks would get their power through a version of this spell which targets both an arcane focus (which will later be the warlocks Pact Item) and the Warlock themselves. This version of the spell strikes a happy balance and doesn't result in wild magic.
Imbue with Spell Ability
5th level Evocation (Wizard, Sorcerer, Bard)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (an arcane focus, 10gp worth of gems for each spell slot level expended which the spell consumes, and any material components normally required for the imbued spells)
Duration: Until Dispelled
Arrange the gems and any other material components close to the arcane focus. Trace arcane symbols representing each unique spell you are imbuing on the ground near the arcane focus. Expend any number of spell slots each of which is of a lesser level than the spell slot you used to cast this spell. For each spell slot you expended, choose a spell you have prepared of a level equal to or less than the spell slot level (a cantrip counts as a level 0 spell for this purpose). Once the spell is complete, the arcane focus is imbued with the spell slots you expended and the spells you selected while casting this spell. Any creature with an intelligence of at least 6 can use this arcane focus to cast one of the imbued spells at its lowest level, expending the corresponding spell slot. The spells are cast using your spell casting ability modifier and your spell casting attack bonus. Cantrips are cast as if the wielder was level 1.
You cannot regain any of the spell slots you expended by casting this spell until either all the spell slots in the arcane focus are consumed, or the arcane focus is destroyed. If you cast this spell on the same arcane focus for 1 year, selecting the same spells each day, then the arcane focus becomes a magic item which recharges its expended spell slots each day at dawn.
At Higher Level: Casting this spell at higher level allows you to expend spell slots of any level below the level you cast this spell at. For example, casting this spell at level 7 and expending an additional level 6 and level 5 spell slots allows you to imbue the arcane focus with the Arcane Gate and Modify Memory spells.
The Permanency spell is what really brings it all together. Notice the use of Souls as a material component. In my campaign it would be extremely difficult and evil to obtain someone's soul, let alone destroy it in the process of casting a spell.
Permanency
6th level Evocation (Wizard, Sorcerer, Bard, Warlock)
Casting Time: 24 hours
Range: Touch
Components: V, S, M (either a number of souls equal to 1 plus the level of the target spell, or a dagger, a vial of holy water, and a number of 500gp gems equal to 1 plus the level of the target spell (Everything but the dagger is consumed in the casting of this spell))
Duration: Until dispelled
During the casting of this spell, you channel the divine energy of one or more souls into your magic. If you offer souls (trapped in various magical items such as a Night Hag's Soul Bag) as a material component for this spell, they are consumed and destroyed by the casting of this spell.
The creatures they belonged to can never be revived, even by a Wish spell.If you don't offer souls as a material component, part of your own soul will be siphoned off into empowering your magic. This will result in severely weakening the tie your soul has to your body, making it easier to fall into death and harder to bring you back to life. After casting the spell in this way, make a single death saving throw. If you succeed, nothing happens. If you fail, then every time you are reduced to 0 hit points and forced to make death saving throws, you automatically fail one death saving throw. This effect can stack from multiple castings of Permanency. In addition (regardless of whether you passes or failed the death saving throw), your soul is weakened as if you had died and been resurrected a number of times equal to the number of souls that would normally be needed to cast this spell. Only the will of a god can undo the side effects of casting Permanency in this way.
Choose a spell of 5th level or lower that you can cast, that does not require concentration, and that has a duration of at least 24 hours. You cast that spell --called the target spell-- as part of casting permanency, expending spell slots and material components for both. In order to successfully cast permanency, whatever the target spell is effecting must be within the normal range of the spell for the full 24 hours used to cast permanency. The target spell comes into effect upon the successful completion of the permanency spell with the following changes:
• The target spell can only effect one target, even if casting the spell at that level would normally be able to effect multiple targets.
• If the effects of the target spell can normally be changed after casting (such as with Disguise Self), they cannot be changed when cast in this way.
• The duration of the target spell is changed to "until dispelled".
If the target spell is cast at a level which normally effects multiple creatures (such as Water Breathing), you can choose to instead create a magical item imbued with this spells effects. As an additional material component you need a non-magical item whose value is equal to 500gp times 1 plus the level at which you're casting the target spell. After the spell is complete, the item becomes a magical item which requires attunement. While attuned, the wearer gains the benefits of this spell.
At Higher Levels: When you cast this spell using a 7th level spell slot, the target spell can be of level 6 or lower and its duration need only be 8 hours. Every other restriction on casting this spell applies. Using an 8th level slot, you may select a spell of level 7 or lower and with a duration of only 1 hour. Using a 9th level slot, you may select a spell of level 8 or lower with a duration of only 10 minutes.
There are other spells present in this book, but I'm not sure where to being writing them. The spell that's giving me the biggest trouble is a spell which can create "Magically Binding Contracts" similar to those used by devils or the strange binding deals that take place in the Fey Wild. If anyone has advice on how to write that spell, it'd be greatly appreciated.