Magic User Spells
Players Handbook (page 64)
Magic-users employ a greater variety of material components than do other character classes employing spells, i.e. clerics and druids. Some of the required components will be difficult to find and/or expensive, but alternative spells can always be chosen. The relatively short casting time for those spells with a material component assumes that the magic-user has decided upon which spell he or she will employ, and the material or materials needed are at hand in the numerous pockets and folds of the magic-user's garb. If this is not the case, there will be a delay commensurate to the situation. It has been recommended to the referee that actual time relate to the game time in such situations if at all possible. If it takes 6 seconds to decide on which spell to cast, 1 segment of the round is gone. Having to search through a pack to locate some component is as good as wasting 5 segments - 30 seconds. Substitute materials might be allowed. This is up to your Dungeon Master. It should be noted that such substitution could affect spell range, duration, area of effect, effect, etc. In general, reversible or multiple application spells require the magic-user to determine which form he or she is memorizing prior to the adventure. Consult your referee in this regard.
House Rule
All magic user's must possess an Arcanum (the name given to magic user's Aetherium Focus). This is either their staff or wand, or similar device that is used to focus the magical energy from their mind into the evocation of each spell.
The spells for 1st level are replicated in the Aerisian Players Handbook, detailing verbal, somatic and material components. Also any adjustments to the spell rules/outcome are detailed on the specific pages.
Spells
Additional Notes from Players Handbook (page 40)
Magical spells, those of the magic-user and illusionist, are not bestowed by any supernatural force. Rather, the magic-user (or illusionist) must memorize each spell, verbal and somatic components, and supply himself or herself with any required materials as well. Such memorization requires the character to consult his or her spell books in order to impress the potent, mystical spell formulae upon the mind. Additional items for the material component must then be acquired, if necessary. Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time. (Your Dungeon Master will inform you fully as to what state of refreshment the mind of a spell caster must be in, as well as the time required to memorize a given spell.) As a rule of thumb, allow 15 minutes of game time for memorization of one spell level, i.e. a 1st level spell or half of a 2nd level spell. Such activity requires a mind rested by a good sleep and nourished by the body. Once cast, a spell is totally forgotten. Gone. The mystical symbols impressed upon the brain carry power, and speaking the spell discharges this power, draining all memory of the spell used. This does not preclude multiple memorization of the same spell, but it does preclude multiple use of a single spell memorized but once. When a spell caster shoots his or her spell-bolt, so to speak, it is gone. As previously shown in the Character Classes section, the number of spells usable by a character depend upon class and level. Details of spell castingare given later in the section an combat (q.v.). The nature and components of the various spells are given in the section immediately after the spell tables. These spell descriptions also contain such information as is pertinent, i.e. range, duration, effect, etc. Your Dungeon Master may add to or delete from a spell(s) and may even add or delete entire spells. He will inform you of these changes prior to selecting spells or when new spells become available to your character. Material components for spells are assumed to be kept in little pockets, stored in the folds and small pockets of the spell caster's garb. Of course, some materials are too bulky, and in these cases the materials must be accounted for carefully. Also, some materials are rare, and these must be found and acquired by the spell user. Special cases which pertain to each class of spell-using character type will be noted before each set of spell explanations.
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