You realize you can research spells from other casters and utilize them in you own creations.
Research:
You can spend a reaction [if no action taken] to have your character roll a d100 (DM sets dc) if the spell is within 60 feet of you (disadvantage if caster is not). Upon beating the dc your character writes down the spell [from any class] in his/her journal for later use. You character cannot cast this spell but can use it to imbue it into it's creations.
Artificial Spell Slots:
You can create artificial spell slots to add to your creations. Spell slots regen after long rest. Higher level slots are harder to make. Slots require the soul of a creature (depends on creature's CR).
Material-Level-CR
copper-1- 0 ^ gold-6- 11 ^ Platinum-7- 13 ^
silver-2-0.5 ^ electrum-5- 9 ^ mythral-8- 15 ^
brass-3-5 ^ bronze-4- 7 ^ adamantine-9-17 ^
Imbuement:
You can Imbue components/devices with spells you have learned, provided the component is capable of providing required somatics (ie. need to point at something, component/device has a spike). Cleric/Paladin/Warlock or any other spell caster who has a patron/god to derive their spells from must put the symbol of the god/patron in the creation in order for any of their spells to function. Ritual Spells consume double spell slots instead of none. Verbal components aren't needed for the device. If device requires material component, incorporate component compartment near where the spell will be casted from. Appropriate artificial spell slot for spell is required for spell to function.
Banned Spells:
WISH
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