Ultima III: Exodus/Magic

Magic points
Each character that is allowed magic has a maximum amount of Magic Point which is displayed with the party statistics.

For example, 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.

Version differences:
 * In the NES port, Druids restore 1 MP per turn, as every other character.
 * In the Amiga port, Druids restore 2 MP per turn until MP equal half of the lower of WIS and INT; then, they restore 1 MP per turn.
 * In the Amiga port, Rangers restore 2 MP per turn.

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.

List
NES names are in brackets. "Wiz" refers to the total MP spent by a Wizard when he casts the "Cleric" spell.

Default sorting is by "description", then by MP.

Field spells analysis
These spells include all the healing spells, that can be used both during and after battle, plus some spells that can be used anytime outside battle. In other games they would be referred to as "White Magic". Their usefulness is unrivaled.

Dungeon spells analysis
These spells can only be used in dungeons, to create light or teleport the party. Most of them have an identical counterpart in the system, but the Wizards one are usually a few MP cheaper.

Attack spells analysis
These spells simply deal damage to the enemies. Multi-target spells can wipe out all enemies at once.

Wizard spells
Wizard spells are designed to both aid the party and attack or disable any enemies that you encounter.

List
Default sorting is by "description", then by MP.

Field spells analysis
Wizards are specialized in attack spells, nevertheless these few spells are a good complement to the Cleric. The most useful of these is probably the Time Stopper, although Sands of Time will have the same effect. The Cleric spell is also useful, as it provides more healing for your party. The teleport spell is useful only if you get stuck using the Moongates.

Dungeon spells analysis
These spells can only be used in dungeons, to create light or teleport the party. All of them have an identical counterpart in the system, but the Wizard ones usualy cost a few MP less.

Attack spells analysis
These spells simply deal damage to the enemies. A single-target attack spell deals less damage than a good ranged weapon, moreover it costs MP and cannot be cast repeatedly. On the other hand, powerful multi-target attck spells can wipe out all the enemies at once.

Most likely, your characters will use just four of these spells: the basic repel spell, the cheapest single-target fireball, and the two strongest multi-target flash. The remaining five spells are rather useless.

Improving magic powers
Different professions have different attitude to Magic. Spending the same amount of money at the appropriate shrines (Wisdom and/or Intelligence, depending on the profession), will produce different levels of improvement in different classes: