The spells a magic user chooses upon leveling up do not require research or money expenditure. They are assumed to be learned through experience. Commonly known spells may be acquired this way upon DM approval. (Let DM know you are “researching” them prior to level up.)
Additional spells or rare and unique spells from sources other than the Player’s Handbook may require research and development, as would uniquely designed new spells.
ADD LIBRARY RULES, CONFIRM RESEARCH FROM XGtE.
Independent Research: A wizard can research a spell independently, duplicating an existing spell or creating an entirely new one.
Step 1: Using the Research downtime activity rules from XGtE (50 gp per spell level per week), accumulate enough pieces of lore to build a formula for the spell being researched. (see table). Lore may be knowledge that must be gained, spells that must be known, type of materials needed for experimentation.
Step 2: Once research is complete, and the formula is "established", experimentation can begin. One week of successful experimentation is required per level of the spell. At the end of the week make an Arcana check based on the spell's level (see table). When you have succeeded the required number of times (equal to the number of workweeks needed), you have your brand new spell. This spell is already inscribed into your spellbook, requiring no additional gold. If, however, the character does not manage to succeed, they gain no progress towards the research of their spell. If you fail three times in a row, all progress and materials are lost, and you must start the experimentation step again.
Spell Experimentation Cost
| Spell Level | Rarity (lore needed) | Time | Difficulty | Cost |
| 0 | Common (1) | 1 workweek (40 hours) | DC 15 | 20 gp |
| 1 | Uncommon (2) | 1 workweeks | DC 15 | 65 gp |
| 2 | Uncommon (2) | 2 workweeks | DC 19 | 90 gp |
| 3 | Rare (3) | 3 workweeks | DC 19 | 250 gp |
| 4 | Rare (3) | 4 workweeks | DC 19 | 300 gp |
| 5 | Rare (3) | 5 workweeks | DC 20 | 1,200 gp |
| 6 | Rare (3) | 6 workweeks | DC 21 | 1,500 gp |
| 7 | Very Rare (4) | 7 workweeks | DC 22 | 12,000 gp |
| 8 | Very Rare (4) | 8 workweeks | DC 23 | 14,000 gp |
| 9 | Legendary (5) | 9 workweeks | DC 25 | 40,000 gp |