Researching Spells (3.5e Variant Rule)

Researching Spells
A wizard also can research a spell independently, duplicating an existing spell or creating an entirely new one.

According to Wizards of the Coast, spellcasters are able to research spells to either gain spells not on their list or to create entirely new ones, and yet completely forgot to tell us how to do this. Psionics mentions creating powers, but their way is dull and uninspiring. Well, no more: the secret of spell research shall now be ours. If employed, this variant is acceptable to replace and use on creating psionic powers as well as arcane.

Before figuring anything out, you need to determine the price of the newly created spell. The price is:

spell level x minimum caster level x 200 gp (cantrips count as 1/2th level)

Classes with a slower progression, like a bard or a sorcerer, use the minimum caster level of a wizard. Thus, a 0th level spell is 100 gp, a 2nd level spell is 1200 gp, and a 9th level spell is 30,600 gp.

To research and create the spell, make a Spellcraft check with the result multiplied by 10. This is your progress in gold pieces in the creation of the spell each day. Once you reach the half-way point, you are able to determine if a spell is viable or not, and choose to continue or abort progress with no loss except for lost time. If you continue and meet the goal, or the initial Spellcraft roll meets or exceeds the amount, you gain the spell as a known spell for your class and you consume the gold cost in the form of various material components for magical research.

Not all spells can be transferred or created, as some are just not viable in other forms. In addition, you can only duplicate or create spells of a spell level you can already cast. You can gain bonuses or take penalties to your Spellcraft score based on your circumstances while crafting, your location, and materials employed (typically +/- 1 to 5). Trying to create a fire based spell in the heart of a volcano with the ashes of a fire elemental would grant a bonus to its creation, while crafting it in the arctic and underwater would create a penalty.

Synergy
Knowledge Arcana grants a +2 bonus on Spellcraft checks when duplicating or creating arcane spells.

Knowledge Nature or Religion grants a +2 bonus on Spellcraft checks when duplicating or creating divine spells.

Knowledge Psionics grants a +2 bonus on Spellcraft checks when duplicating or creating psionic powers.