Ultima III: Exodus/Magic

Each character that is allowed magic has a maximum Magic Point level which is displayed with the Party statistics. A Cleric with a Wisdom attribute of 25, will have an maximum Magic Point level of 25. However, a Ranger whose Intelligence is 15, and whose Wisdom is 10, will only have a maximum Magic Point level of 5, half of his Wisdom, which is the lesser of the two attributes. Spells cost a different amount of energy to cast. A character replenishes that energy at a rate of one point per turn on the surface, and one point every four turns in a town or dungeon. Druids regain two points per turn, which is quite an advantage. Initial character races must be chosen carefully, or your characters may never develop enough mystical force within them to succeed on your quest.

Wizard spells
Wizard spells are designed to both aid the party and attack or disable any enemies that you encounter. Below is an inscription contained in The Book of Amber Runes, followed by the list of spells available to a class capable of casting wizard spells.
 * Welcome O Pilgrim:


 * Take up and guard this book of arcane runes; it contains the tools of thy new power. No longer art thou an Initiate of the Fifth Circle. Thine old book of Jade Runes holds no power here. Surviving the spiritual transfiguration of the Great Stygian Abyss hath earned for thee the Mantle of Adept of the Sixth Circle. Few indeed have the strength or skill to cross the Abyss.


 * Study and use wisely the powerful knowledge contained herein. Their careful use will enable thee to succeed in any quest. Squandering their strength will bring about thy ruin.


 * May thou live and grow wise in interesting times!


 * The Druid Selzhanik,


 * Arch Mage, keeper of the


 * Ninth Circle

Cleric spells
Cleric spells are designed to protect, aid, and heal your party throughout their adventure. Few cleric spells are actually used to attack the enemy, but those that exist are powerful indeed. Below is an inscription contained in The Ancient Liturgy of Truth, followed by the list of spells available to a class capable of casting cleric spells.


 * Know ye that the Ancient Liturgy of Truth hath been in the care of our sect of 3000 years. Never, through the passing of each generation, hath out sacred custodianship been betrayed. We now enjoin thee, guard well the secrets held within these pages. For thee, they shall be an immeasurable blessing, but if they are revealed to one of the unenlightened, great harm could befall him. The proper use of the supplications contained within this manuscript will be thine aid in combating the evils of this world.


 * The supplications herein are listed in ascending order of power. Most of the will be unusable until thou hast trod many paths and gained great wisdom. If thou devotes thy whole being to these Truths, the power to perform actual miracles will be granted thee. As thou art exalted enough to be close to the One, The power even over life and death may be thine. Take heed that thou dost not use these precious gifts in a frivolous manner, but for the betterment of the order.


 * Receive now my blessing through the dark veil of time. Know always that within thyself Truth was discovered, and that this Truth forms the basis of unyielding power.


 * The Prophet


 * Alizarkanon

NES port spells
On the NES port of Ultima 3 spells names were changed. Also, the port had the option of readymade characters with pre-assigned races; the table below lists the spell users according to such predetermied races.

Characters between brackets can learn the spell but don't need it, either because they can access a cheaper version in the other system, or because they can use more effective weapons.

Spells can categorized in three types:
 * Attack spells: 12 spells that can only be used in battle;
 * Dungeon spells: 10 spells that can only be used in dungeons;
 * Peace spells: 10 spells that can be used outside dungeons and/or battles (but sometimes also in dungeons and/or battles).