When you cast this spell, you call forth the might of copyright law to present itself on a contract you have prepared. Your witness becomes magically knowledgeable about the minefield of copyright, and will assist you in either creating a new patent of your own, or licensing an existing patent.
When you create a new patent, you present a design document outlining the specifics of your invention to your witness, who then will determine if it fits the arbitrary rules of divine copyright law, or make sure it is not already a patented idea. If it fits the proper criteria (DM's discretion), you gain copyright of this patent for 10 years. Whenever someone casts this spell to license your patent, you recieve 10 gp (or more if your DM determines your patent would be worth more). You can regain this patent again once it expires by casting the spell in this way. If you don't renew it, it goes into the public domain until you or the inventors listed on the patent decide to renew it.
When you use this spell to license a patent, your witness drafts up a contract outlining the allowed uses of the patent, how much it will cost to use it (it may be more than the spell's 10 gp, DM's discretion), and any other information that may be notable. When you sign this document, you then touch one object to give it the branding of the patent for 1 hour. During this hour, creatures wearing or wielding the object gain either a +1 to their weapon damage, spell damage, or skill check rolls depending on the patent (DM's choice).
* - (A contract, a witness, and 10 gp, all of which the spell consumes)
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