Magic is highly regulated in Trozan, and in order to legally cast spells of this nature, the mage or illusionist must hold a green card. This green card allows spell use within the capital city and most other locations under control of Trozan (a blind eye might be turned in more remote areas if the spell is helpful to the people although the caster will be told to go apply forthwith), otherwise the spell casting is illegal and subject to a fine, at minimum. Applicants for a green card apply at the capital at Crandal's Keep, and the process normally takes 6-12 days to complete. It will be presumed that at the start of the game, any spell-casting PC will have already received that card. Normal apprenticeship begins with residence with a master mage and common use of some minor cantrips (particularly those used to clean and repair things around the house); by the time the apprentice is considered capable of more, the green card would be applied for and the apprentice will then be able to cast magic outside the home of the master mage.
Because the “find familiar” spell is so cost-prohibitive, but the addition of familiars is something that can enhance the game, at the time of creation, any mage may elect to have a familiar. This familiar may be chosen by chance (roll as per the table in the PHB) or selected with my approval (either any variety in the PHB table or some other creature). Note that cats do not have to be black, but can be any color/pattern of common feline. Selected familiars may also be other non-magical animal. This does not require inclusion of the spell in your spellbook. While familiars may have an extended lifespan compared to other creatures of their type, many do not have a lifespan equal to that of the mage. If a familiar dies from old age, there are no ill-effects on the mage—those ill-effects are only the result of death as a result of direct mistreatment, neglect, or recklessly placing the familiar into harm's way.
Surviving low levels is hard. As the rules are written, it seems like there is little difference between the mage with the INT of 9 and the mage with an INT of 18—you memorize your one spell, cast it, and spend the rest of the day either throwing darts or using a sling while trying very hard to stay out of harm's way, but it's a lot of rinse-and-repeat and using the same spell (sleep or magic missile, depending on which one is in the spellbook) every time. Therefore, I am providing the opportunity to use bonus spells based on INT and the ability to cast spells of the given level (this is in addition to the extra spell for specialists):
INT | Chance to Learn | Max Spell Level | Max # Spells/Spell Level | Bonus Spells |
9 | 35% | 4th | 6 | NA |
10 | 40% | 5th | 7 | NA |
11 | 45% | 5th | 7 | NA |
12 | 50% | 6th | 7 | NA |
13 | 55% | 6th | 9 | 1st level |
14 | 60% | 7th | 9 | 1st level |
15 | 65% | 7th | 11 | 2nd level |
16 | 70% | 8th | 11 | 2nd level |
17 | 75% | 8th | 14 | 3rd level |
18 | 85% | 9th | 18 | 4th level |
In other words, a 1st level mage or illusionist with an INT 13 will be able to cast two 1st level spells/day, and a 1st level mage or illusionist with an INT 14+ will be able to cast 3 1st level spells/day.
At 3rd level, a mage with INT 15 will be able to cast 4 1st level and 2 2nd level spells; the mage with INT 16+ will be able to cast 4 1st level and 3 2nd level spells.
Magic-users and Illusionists will each be granted a separate group which will be the spell book(s) for the character. In this thread, the spells scribed in a spellbook will be listed, and you may make any additional notes regarding the casting (what phrase you want to use for a verbal component, the gestures for somatic components, etc.) as well as indicating which spells are memorized for a given in-game day. A spellbook contains 200 pages, and a spell takes a number of pages determined as [level] + (1d6-1), so each first level spell could take between 1 and 6 pages to scribe into the book. A cantrip is considered 0 level for this calculation but would take a minimum of 1 page.
Spell components are used, but it will be assumed that any material component with a PHB cost under 100gp can be obtained by the magic-user during “down time”. More expensive or rare components will require intentional sourcing and must be recorded on the character sheet when obtained.