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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.
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.
Profession abreviations are the ones used in the NES video game: Pldn = Paladin, Ilsnt = Illusionist, Alcmt = Alchemist, Rngr = Ranger
 
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).


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


{|{{prettytable|notwide=1|sortable=1}}
{|{{prettytable|notwide=1|sortable=1}}
! Spell !! MP !! System !! Type !! Target !! Effect !! Users
! Spell !! MP !! System !! Use !! Target !! Effect !! Users
|-
|-
| Undead || 0 || Cleric || Attack || All enemies || 50% chance to kill all undead || Cleric, Wizard, Paladin, Druid, Illusionist, Ranger
| Undead || 0 || Cleric || Attack || All enemies || 50% chance to kill all undead || Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
|-
|-
| Open || 5 || Cleric || Peace || an obstacle || Opens a chest disarming any trap || Cleric, Wizard, Paladin, Druid, Illusionist, Ranger
| Open || 5 || Cleric || Noncombat || an obstacle || Opens a chest disarming any trap || Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
|-
|-
| Heal || 10 || Cleric || Peace || one ally || Cures Health Points || Cleric, Wizard, Paladin, Druid, Illusionist, Ranger
| Heal || 10 || Cleric || Anytime || one ally || Cures Health Points || Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
|-
|-
| Glow || 15 || Cleric || Dungeon || an obstacle || Lights the dungeon || Cleric, ''(Wizard)'', ''(Druid)'', Paladin, Illusionist, ''(Ranger)''
| Glow || 15 || Cleric || Noncombat<br>(dungeons) || an obstacle || Lights the dungeon || Cleric, ''(Wizard)'', ''(Druid)'', Pldn., Ilsnt., ''(Rngr.)''
|-
|-
| Rise || 20 || Cleric || Dungeon || All allies || Moves party upwards one level || Cleric, ''(Wizard)'', ''(Druid)'', Paladin, Illusionist, ''(Ranger)''
| Rise || 20 || Cleric || Noncombat<br>(dungeons) || All allies || Moves party upwards one level || Cleric, ''(Wizard)'', ''(Druid)'', Pldn., Ilsnt., ''(Rngr.)''
|-
|-
| Sink || 25 || Cleric || Dungeon || All allies || Moves party downwards one level || Cleric, ''(Wizard)'', ''(Druid)'', Paladin, Illusionist, ''(Ranger)''
| Sink || 25 || Cleric || Noncombat<br>(dungeons) || All allies || Moves party downwards one level || Cleric, ''(Wizard)'', ''(Druid)'', Pldn., Ilsnt., ''(Rngr.)''
|-
|-
| Move || 30 || Cleric || Dungeon || All allies || Moves party randomly on the same level || Cleric, Wizard, Druid, Paladin, Illusionist, Ranger
| Move || 30 || Cleric || Noncombat<br>(dungeons) || All allies || Moves party randomly on the same level || Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
|-
|-
| Cure || 35 || Cleric || Peace || one ally || Cures poison || Cleric, Wizard, Druid, Paladin, Illusionist, Ranger
| Cure || 35 || Cleric || Anytime || one ally || Cures poison || Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
|-
|-
| Surface || 40 || Cleric || Dungeon || All allies || Moves party back to theentrance || Cleric, Wizard, Druid, Paladin
| Surface || 40 || Cleric || Noncombat<br>(dungeons) || All allies || Moves party back to the entrance || Cleric, Wizard, Druid, Pldn.
|-
|-
| Star || 45 || Cleric || Dungeon || an obstacle || Lights the dungeon longer || Cleric, ''(Wizard), (Druid)'', Paladin
| Star || 45 || Cleric || Noncombat<br>(dungeons) || an obstacle || Lights the dungeon longer || Cleric, ''(Wizard), (Druid)'', Pldn.
|-
|-
| Heal2 || 50 || Cleric || Peace || one ally || Cures Health Points || Cleric, Wizard
| Heal2 || 50 || Cleric || Anytime || one ally || Cures Health Points || Cleric, Wizard
|-
|-
| Map || 55 || Cleric || Peace || an obstacle || Shows map of surface or dungeon level || Cleric
| Map || 55 || Cleric || Noncombat || an obstacle || Shows map of surface or dungeon level || Cleric
|-
|-
| Banish || 60 || Cleric || Attack || one enemy || Fireball || Cleric
| Banish || 60 || Cleric || Attack || one enemy || Fireball || Cleric
|-
|-
| Raise || 65 || Cleric || Peace || one ally || Cures Death || Cleric
| Raise || 65 || Cleric || Anytime || one ally || Cures Death || Cleric
|-
|-
| Destroy || 70 || Cleric || Attack || All enemies || Flash || Cleric
| Destroy || 70 || Cleric || Attack || All enemies || Flash || Cleric
|-
|-
| Recall || 75 || Cleric || Peace || one ally || Cures Ash || Cleric
| Recall || 75 || Cleric || Anytime || one ally || Cures Ash || Cleric
|-
|-
| || || || || || ||
| || || || || || ||
|-
|-
| Repel || 0 || Wizard || Attack || all enemies || 50% chance to instant kill Orcs and Goblins || Wizard, Druid, Alchemist, Lark, Ranger
| Repel || 0 || Wizard || Attack || all enemies || 50% chance to instant kill Orcs and Goblins || Wizard, Druid, Alcmt., Lark, Rngr.
|-
|-
| Missile || 5 || Wizard || Attack || one enemy || Fireball || Wizard, Druid, Alchemist, ''(Lark), (Ranger)''
| Missile || 5 || Wizard || Attack || one enemy || Fireball || Wizard, Druid, Alcmt., ''(Lark), (Rngr.)''
|-
|-
| Light || 10 || Wizard || Dungeon || an obstacle || Lights the dungeon || Wizard, Druid, Alchemist, Lark, Ranger
| Light || 10 || Wizard || Noncombat<br>(dungeons) || an obstacle || Lights the dungeon || Wizard, Druid, Alcmt., Lark, Rngr.
|-
|-
| Descend || 15 || Wizard || Dungeon || All allies || Moves party downwards one level || Wizard, Druid, Alchemist, Lark, Ranger
| Descend || 15 || Wizard || Noncombat<br>(dungeons) || All allies || Moves party downwards one level || Wizard, Druid, Alcmt., Lark, Rngr.
|-
|-
| Ascend || 20 || Wizard || Dungeon || All allies || Moves party upwards one level || Wizard, Druid, Alchemist, Lark, Ranger
| Ascend || 20 || Wizard || Noncombat<br>(dungeons) || All allies || Moves party upwards one level || Wizard, Druid, Alcmt., Lark, Rngr.
|-
|-
| Flame || 25 || Wizard || Attack || one enemy || Fireball || Wizard, Druid, Alchemist, ''(Lark), (Ranger)''
| Flame || 25 || Wizard || Attack || one enemy || Fireball || Wizard, Druid, Alcmt., ''(Lark), (Rngr.)''
|-
|-
| Trans || 30 || Wizard || Peace || All allies || Moves party randomly on the surface || Wizard, Druid, Alchemist, Lark, Ranger
| Trans || 30 || Wizard || Noncombat || All allies || Moves party randomly on the surface || Wizard, Druid, Alcmt., Lark, Rngr.
|-
|-
| Psi || 35 || Wizard || Attack || one enemy || Fireball || Wizard, Druid, Alchemist, ''(Lark), (Ranger)''
| Psi || 35 || Wizard || Attack || one enemy || Fireball || Wizard, Druid, Alcmt., ''(Lark), (Rngr.)''
|-
|-
| Bright || 40 || Wizard || Dungeon || an obstacle || Lights the dungeon longer || Wizard, Druid
| Bright || 40 || Wizard || Noncombat<br>(dungeons) || an obstacle || Lights the dungeon longer || Wizard, Druid
|-
|-
| Cleric || 45 || Wizard || Peace || caster || Access "Cleric" spell system || Wizard, ''(Druid)''
| Cleric || 45 || Wizard || Anytime || caster || Access "Cleric" spell system || Wizard, ''(Druid)''
|-
|-
| Poison || 50 || Wizard || Attack || All enemies || Flash || Wizard
| Poison || 50 || Wizard || Attack || All enemies || Flash || Wizard
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| Kill || 55 || Wizard || Attack || one enemy || Fireball; instant kill chance || Wizard
| Kill || 55 || Wizard || Attack || one enemy || Fireball; instant kill chance || Wizard
|-
|-
| Stop || 60 || Wizard || Peace || All enemies || Stops all characters except allies || Wizard
| Stop || 60 || Wizard || Anytime || All enemies || Stops all characters except allies || Wizard
|-
|-
| PsiKill || 65 || Wizard || Attack || All enemies || Flash; instant kill chance || Wizard
| PsiKill || 65 || Wizard || Attack || All enemies || Flash; instant kill chance || Wizard
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| Death || 75 || Wizard || Attack || All enemies || Flash; instant kill chance || Wizard
| Death || 75 || Wizard || Attack || All enemies || Flash; instant kill chance || Wizard
|}
|}
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:
{|{{prettytable|notwide=1|text center=1}}
! Profession !! Spend 2000 GP at the proper shrines
|-
| Cleric, Wizard || +20 MP, +4 spells
|-
| Druid || +10 MP, +4 spells
|-
| Paladin, Illusionist, Lark, Alchemist || +10 MP, +2 spells
|-
| Ranger || +5 MP, +2 spells
|-
| Thief, Barbarian, Fighter || +0 MP, +0 spells
|}


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{{Footer Nav|game=Ultima III: Exodus|prevpage=Characters|nextpage=Items}}

Revision as of 13:32, 21 June 2012

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.

Quick reference

MP Key Wizard spell Cleric spell
0 A Repond: Destroy orcs/goblins/trolls Pontori: Destroy skeletons/ghouls/zombies
5 B Mittar: Magic missile Appar Unem: Disarm chest safely
10 C Lorum: Minor light spell Sanctu: Minor healing
15 D Dor Acron: Down one dungeon level Luminae: Minor light spell
20 E Sur Acron: Up one dungeon level Rec Su: Up one dungeon level
25 F Fulgar: Fireball Rec Du: Down one dungeon level
30 G Dag Acron: Random teleport on surface Lib Rec: Random teleport in dungeon
35 H Mentar: Magic missile (INT based) Alcort: Cure poison
40 I Dag Lorum: Major light spell Sequitu: Exit from dungeon
45 J Fal Divi: Cast a cleric spell Sominae: Major light spell
50 K Noxum: Multi-fireball Sanctu Mani: Major healing
55 L Decorp: Death bolt Vieda: Overhead view of surroundings
60 M Altair: Negate time Excuun: Death bolt
65 N Dag Mentar: Major multi-fireball (INT-based) Surmandum: Resurrection
70 O Necorp: Weakens enemies ZXKUQYB: Multi-death bolt
75 P (----): Multi-death bolt Anju Sermani: Recall from ashes

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
Spell The Book of Amber Runes description
Repond
Magic Cost: 0
Input:  A 
Effect: Destroy orcs/goblins/trolls (50% fail)

There was a time, long ago, when the lands were free of the wretched creatures known as Orcs, Goblins, and Trolls. These creatures did not evolve naturally, but rather are the magical mutations performed by demented magicians. Now these creatures have prospered through many generations and their horrors are well known.

Have with thy person a staff of Yew, preferably cut from a hard and fine grained sapling. If Orcs, Goblins, or Trolls threaten thy party, raise thy staff before them and speak the name of this Rune of dispelling. By casting this Rune, thou shalt be attempting to dispel the magic which is part of their inner being.

Mittar
Magic Cost: 5
Input:  B 
Effect: Magic missile

Place upon thy palm and close in a strong fist any small projectile of wood or stone. Strike it once upon thy breast, while chanting the incantation of Mittar:

ANJI MULA NESPON LEVI MITTAR NOPSEN ALUM CAVI

Hurl this talisman toward thine enemy. Magic in the form of a shimmering sphere of iridescent light will spring from thy hand to strike thy foe. The magic contained therein will enter his body and disrupt his life force.

Depending on the skill and concentration invested in its conjuring, this spell can deliver the blow of an insolent child or a stalwart knight.

Lorum
Magic Cost: 10
Input:  C 
Effect: Minor light spell

Before entering any dungeon, cave, or even houses with unsteady lanterns, be sure that thou hast propertied a goodly supply of Lorum dust. This is easily done by collecting the fine dust from a spider's bath which has been warmed by strong sun for many hours. Gather the dust into a chamois bag and seal the sun's energy within it by singing these words:

OBREY URICUM OBLA SUM

To release the energy, chant these same words in reverse order and cast a small portion of dust into the air. A warm, soft, magical light of short duration will be produced.

Dor Acron
Magic Cost: 15
Input:  D 
Effect: Down one dungeon level

Very useful when one desires to bypass a particularly bothersome portion of a dungeon. Dor Acron is cast with the air of the left forepaw of a badger. Store the paw with care, for if it is damaged in any way, which should hinder the badger's movement, thy way will be similarly impeded.

Having made these preparations, when thou desires to enact the augury, gather thy party into a ring. While holding the paw, chant this ancient rhyme:

LIEDLAN SPULGER IDSKRIN
GRUEN BEAST TRENTLE BAN

When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation.

Sur Acron
Magic Cost: 20
Input:  E 
Effect: Up one dungeon level

This rune is closely related to Dor Acron, direction being the only difference in effect. In this case the dried wing of a bird is needed. The bird must be shot through the breast with an arrow, whilst in flight. Thread the wing on a leather thong and tie it to the tip of thy staff.

Once again, gather thy party into a ring and while holding the wing intone this verse of magical movement:

LIEDLAN SPULGER IDSTRIN
FAUN BEAST FENTRI CHEM

As the words are chanted thy party will be lifted through the floor above thee to the dungeon's next higher level.

Fulgar
Magic Cost: 25
Input:  F 
Effect: Fireball

This incantation is a powerful weapon in battle. It requires a golden rod wrapped with iron and a vial of magical water collected from a meadow pond at the very moment lightning touches its surface. Keep the vial sealed until battle is nigh. Then touch the rod to the vial and level it at thy foe whilst shouting these words:

FLAMIN FLEETIS PONDI

All of the energy will be conducted through the golden rod, and a fiery ball will spin a searing path toward thine enemy. It will unfailingly strike him with a force strong enough to kill most common men and cause great damage to beasts of greater strength.

Dag Acron
Magic Cost: 30
Input:  G 
Effect: Random teleport on surface

This incantation requires that a pattern of rays extending from a common origin be drawn on the ground whilst the following chant is recited:

DAG FULNUS ACRON
FRIEDA ACRON BOONT

As each ray is drawn a member of thy party will disappear and then with the final stroke thee too shall vanish. In the next moment at some random location on the terrestrial plan, each of the members of thy part and finally thyself will appear.

This run can only be used on the Sosarian surface. It will always take thee someplace, but thy destination is a matter of speculation.

Mentar
Magic Cost: 35
Input:  H 
Effect: Magic missile (INT based)

In order to cast this most terrifying spell, an oak gall must be collected of the sort most often found on ancient trees in dark and gloomy forest folds. Dip the oak gall in molten wax while chanting this verse from the tome of Mantar:

ZANBAR LEECHEN
CERDI MENTAR

Then, when battle is upon thee, crush the oak gall within thy hand. As the gall collapses, a blue ball of screaming horror will fly toward thine enemy. It will invade his mind, and irreparably corrupt his mental process, in direct proportion to thine own intelligence.

Dag Lorum
Magic Cost: 40
Input:  I 
Effect: Major light spell

This spell is similar in effect, but more enduring that Lorum. Place a golden dagger in strong sunlight until it is got enough to burn skin. Then scrape it heavily against a stone until a golden dust is produced. As the dust collects on the stone, change these words and gather the dust into a silken bag:

OBRUM URICA OBLA SUM
URICA MANI SUM LEVI

When the need for extended illumination arises, hold the silken bag and shake it. A small portion of the bust will release it's energy in the form of an enduring, golden, shimmering light.

Fal Divi
Magic Cost: 45
Input:  J 
Effect: Cast a cleric spell

The ability to cast a clerical spell is a great power indeed. Fal Divi will open before thee a tremendous range of power otherwise inaccessible to the sixth circle. The performance of this invocation is not a simple task, and often does not succeed.

Sprinkle thy body with holy water and slowly chant the prayer of Fal Divi:

FAL DIVI DOM MI NEA
FAL DIVI REQUI SEM

Refer to the Cleric's spells and do as the spell therein requires. If this prayer is properly chanted, unto thee will come the power to use any of the supplications of the Cleric's Book.

Advanced spells

Beyond this page lie the advanced spells of the Sixth Circle. Do not venture too soon into the dark range of these spells. Until thou hast not only conquered the Stygian Abyss, but also can use it's power at thy will, the force of these runes will be beyond thy skill.

When the shadow of death has grown familiar to thy sight and thou hast learned the mastery of magic, then at last these spells will be thine.

Before these spells thy foes will cower, but take heed to use them wisely, for they shall be earned at great expense.

Noxum
Magic Cost: 50
Input:  K 
Effect: Multi-fireball

This spell is the first of the multi-pronged attacks, and can be of great aid when thou art attacked by a large band of formidable foes.

When the two moons of Sosaria are new, travel to the entrance of the dungeon of fire. Gather some of the volcanic ash which is abundant there. On the same night, mix this with herbs of cinnamon and ginseng in equal proportion.

The use of this magical mixture requires that thou speak the Rune of Noxum before hurling the ashen mix toward thine enemies:

NOXUM MENTON
LANU FLAMA

As thou dost, it will catch flame and rush at thy foes, thwarting each with a devastating blow.

Decorp
Magic Cost: 55
Input:  L 
Effect: Death bolt

The sun hath made it's consecutive cycles and thou hast gained great experience in magic. Thy skill and power have now reached the sphere of direct magical determination.

With the intonation of this spell, though dost draw on the magical force of all life and focus it upon thy foe.

Sing the song of Decorp and the air will shake with the war of magic rushing to thy command. Upon whomever thou shalt indicate, the Magic shall descent, and their life shall be extinguished - always and completely:

NON CRONO DI VANI
PAS NUMEN TI SONI
Altair
Magic Cost: 60
Input:  M 
Effect: Negate time

Until this time thou hast enacted thy Runic power to bring magic into this world. Now, as an advanced Adept of the Assembly of the Sixth Circle, thou may use the magic of this world to move beyond it.

First, gather a fistful of sand, and while repeating the enchantment of Altair let it flow from thy hand onto the ground:

ALT MAN FUL MINAR
LAE FIN CRIM BONTAIR

As it falls, time itself will slow and finally stop, allowing thy party to move freely in this suspended state. The world will be temporarily frozen and at the mercy of thy will.

Dag Mentar
Magic Cost: 65
Input:  N 
Effect: Major multi-fireball (INT based)

Dag Mentar is a powerful multi-pronged conjuration that will wreck havoc among thy foes in a manner worthy of it's advanced rating. On the darkest night of the summer, trap an owl, old and wise. Sacrifice the owl upon a stone altar, keeping only its eyes. Enchant them with the following verse:

FENDI MENTAR DIVI
CREMBI MENTAR BONI

When battle is nigh, repeat the stanzas until the heaviness of magic in the air becomes oppressive to the labor of thy lungs. Smash the eyes between thy hands. Thy foes will be struck a savage blow with damage directly related to thine intelligence.

Necorp
Magic Cost: 70
Input:  O 
Effect: Weakens enemies

On the night of a full moon, acquire the liver of one who is dying of the black rot. Hang the organ deep within the forest to dry, and allow six fortnights and a day to pass. Grind it into a fine powder while chanting these words:

DON CORPUS MIEDA FUTZ
RIEDA DON NEMI

Store the powder in several small vials. When the need arises, throw a vial above the heads of thine enemy's party. It will magically shatter, releasing the loathsome rot upon their company. They will be quickly transformed into putrid vestiges of their former beings, with little strength left for battle.

(----)
Magic Cost: 75
Input:  P 
Effect: Multi-death bolt

This exorcism has no name, for the words should never be written or spoken - save the occasion when life is to be banished unto the Realm of Night. This most powerful invocation carries the name of the Dark One.

The enactment of this Run requires thine utmost concentration. With a staff of yew, trace upon the ground the protective pentagram. Light a candle at the point most generally in the direction of thine enemies. Cast some sulphur dust into the flame and speak the name of the Evil One. All foes who hear this utterance shall be dashed violently into certain destruction, possessing no more life than the stones upon which they lie.

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
Spell The Ancient Liturgy of Truth
Pontori
Magic Cost: 0
Input:  A 
Effect: Destroy skeletons/ghouls/zombies (50% fail)

Evil takes many forms throughout Sosaria, and some of the most evil are the Undead. Skeletons, ghouls, and zombies roam free in dungeons, forests and open terrain. Although they are formidable opponents in battle, there is a basic weakness in their essence. These servants of evil are vestiges of former living beings now inhabited by an evil force.

If thou shall encounter undead creatures, raise thy ankh of truth before them. If thou dost stand strong in the spirit of Good, evil shall be dispelled from their beings and only their rotting corpses shall remain.

Appar Unem
Magic Cost: 5
Input:  B 
Effect: Disarm chest safely

Often the chest which thou shalt find along thy journeys will contain a trap, the intent of which is to damage thee and thy party. Since thou dost have the innate ability to know the true nature of evil, thou can overcome this difficulty.

To open a chest with no risk of injury to thyself or thy party, pour a few drops of holy water into the lock and invoke the air of the One who is all truth by raising the holy ankh over the chest. It will open freely and allow thee to grasp it's inner treasures.

Sanctu
Magic Cost: 10
Input:  C 
Effect: Minor healing

Thy powers for healing will be often needed. The healing of minor wounds can be accomplished with this simple supplication. Through the channel which thy selfless devotion creates in thee, Truth and forces of Good can act directly in this world.

Merely lay thy hand upon the one who is to be healed, and his wounds will be mended beneath thy touch. In the beginning thine ability will be limited, but with thine other powers, thy capacity to act as a healer will grow and be strengthened by experience.

Luminae
Magic Cost: 15
Input:  D 
Effect: Minor light spell

The powers of thine enlightenment shall gradually unfold before thee. Resting at thy hand is the ability to enchant objects in a manner which will make them glow. Whilst holding thy staff aloft, repeat the name of this enchantment. Doing so, the power of the Truths within thee will cause thy staff to glow with a soft blue light.

Realize, however, that this light will no be long sustained. For the power brought through thee unto thy staff will slowly radiate away and soon will dim and fade.

Rec Su
Magic Cost: 20
Input:  E 
Effect: Up one dungeon level

Part of thine enlightenment is the realization that there are no boundaries. When this truth is known unto thee, the material world is far less limiting that ordinarily supported.

As thou descendth deeper and deeper into the bowels of the earth, though shall likewise be descending into greater evil. Being thyself of a good nature, this tends to give thee a natural buoyancy, as if in water. Speak the name of this supplication whilst touching thy staff to the ceiling of a dungeon passage. This will cause the ceiling to become translucent; thee and thy party will freely float to the next higher dungeon level.

Rec Du
Magic Cost: 25
Input:  F 
Effect: Down one dungeon level

The range of thine ability for spiritual movement is not limited to ascension. Far below the earth's surface, and far below the deepest recesses of the deepest dungeon, flow the molten streams and rivers which feed the earth's core. Here also resides The Great Evil. Due to thy natural buoyancy, downward travel is somewhat more difficult and less desirable than upward. If thou must descent into evil, speak the name of this supplication whilst tapping thy staff upon the floor. The floor will become translucent; thee and thy party will slowly sink to the next lower dungeon level.

Lib Rec
Magic Cost: 30
Input:  G 
Effect: Random teleport in dungeon

This is the most difficult of the spiritual movements. The planar motion allowed here must begin within a dungeon chamber.

Lib Rec differs from the two previous supplications in the following way: Instead of the earth allowing thy physical form to pass, now thy form itself shall become translucent. As thou dost fade in one location thou shalt slowly appear in another.

To initiate this motion, speak the name of this invocation whilst circling thy staff above thy head. As thou stoppeth the spinning staff so wilt thy journey stop.

Alcort
Magic Cost: 35
Input:  H 
Effect: Cure poison

Alcort is a specialized form of healing. Poison is a horror all beings fear for with it comes almost certain death. Only with the assistance of the divine power can thou halt the ravages of this great evil.

With thy touch, the poison coursing in the veins of thy companion shall be transformed into a life-giving fluid which soothes the body and brings peace unto the soul.

Thou can rest confident that thou hast delivered one from the grasp of poison. This power has been promised by the One whose covenant has never been broken.

Sequitu
Magic Cost: 40
Input:  I 
Effect: Exit from dungeon

Occasionally during journeys unto the lower depths of the subterranean, thy party may run into great trouble. This could be the death or near death of a party member, starvation besieging thy entire party, or becoming lost with little hope of finding thy way.

This supplication is the beseechment of the greater Truth to aid the weary traveler in escaping his rocky tomb. If thou raiseth thy holy ankh into the air and cryeth out the name of this invocation, thee and thy companions shall rise forth from the depths, guided by the divine truth unto the Sosarian surface.

Sominae
Magic Cost: 45
Input:  J 
Effect: Major light spell

Thine enlightenment hath expanded and will continue to unfold like the star-filled heavens above.

The first light which thy Truth created for thee was wondrous indeed, and luminance of this sort will continue to be of great service to thee. Yet in order to fulfill some greater needs, more enduring illumination is required.

If thou dost now meditate on this enchantment, thine entire self will radiate with the light of Truth. Know that even this light cannot be sustained indefinitely, for it doth draw from thine own inner force.

Sanctu Mani
Magic Cost: 50
Input:  K 
Effect: Major healing

The grasses have grown and seeded many times since thy journey began. Thou hast trod many paths and gained much wisdom. Thou hast now the power to perform actual miracles. To take one who has been shredded by an opponent's sword, quivering on the threshold of death, and restore him to life; this miracle is now thine.

Prepare a small tin of fine scented oil and ask this it be blessed with the perfection and holiness of truth. Anoint the wounds with the oil, allowing it to penetrate deeply. Before thine eyes the flesh will draw together and be restored, and the blood will once again begin to flow through his veins.

Vieda
Magic Cost: 55
Input:  L 
Effect: Overhead view of surroundings

If thou should lose thy way, either in the gloomy crevices of a dungeon, or in a dark forbidding forest, the miracle of Vieda can light thy way. Meditate on thy need for guidance for a goodly time, and when thou dost feel sufficiently purified, rub a small quantity of Holy water onto thine eyelids.

If thou hast meditated sufficiently, the greater Truths shall miraculously unfold before thine eyes. Whether thou art in a dungeon or on the surface, a vision of thy current surroundings will come to thee.

Excuun
Magic Cost: 60
Input:  M 
Effect: Death bolt

Occasionally thee and thy companions will be set upon by creatures of great might and evil. Opposing these foes can be a difficult task at best. The liturgy of Truth provides also for this need.

Should thy party encounter an evil foe of great strength thou may wish to call upon the miracle of Excuun. By holding the holy ankh of Truth in the direction of thy foe and speaking the name of this great miracle, thou can direct the pure light of the holy force of Truth at thy foe, and the life within on of thy foes shall cease.

Surmandum
Magic Cost: 65
Input:  N 
Effect: Resurrection

This enlightenment hath led thee to step beyond almost every limitation of this earth. It is now within thy power to step into the realm of death and draw one who has been there engulfed back into the world of life.

Release thy spirit and allow it to venture into the very shadow of death, touching the spirit of the one who slumbers there. Lead thy poor companion back from the shadow of death and life will once again be his. If, however, thy companion's strength of will not strong enough to make the return journey, the backlash from this failed miracle will turn his body to ashes.

ZXKUQYB
Magic Cost: 70
Input:  O 
Effect: Multi-death bolt

The letters which head this page represent the second words of anti-creation. They are the words which release the fury of Truth upon the world. No entire word is ever written, for should even the letters which represent their sounds be brought together on a page, the release of power would cause destruction of untold magnitude.

If thou should encounter a situation so evil as to require their use, speak them softly only to the air beside thee. Most of thy foes will be struck down with a force so strong it will end this life, and all other potential lives within them.

Anju Sermani
Magic Cost: 75
Input:  P 
Effect: Recall from ashes

Once a body hath turned to ash, the soul which once inhabited it is sent on to it's next life. It therefore takes a miracle of enormous magnitude to reclaim it.

Realize first that the spirit must leave another body and another life in order to return to thee. If thou perceives that the need for the return of thy companion is so great as to be willing to give five marks of thy wisdom in sacrifice, then beseech the One who is Truth and Wisdom. Allow a tear from each of thine eyes to fall upon the ashes. As thy tears mix with the ashes, so shall they reconstitute before thee, and life shall be restored.

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.

Profession abreviations are the ones used in the NES video game: Pldn = Paladin, Ilsnt = Illusionist, Alcmt = Alchemist, Rngr = Ranger

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

Spell MP System Use Target Effect Users
Undead 0 Cleric Attack All enemies 50% chance to kill all undead Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
Open 5 Cleric Noncombat an obstacle Opens a chest disarming any trap Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
Heal 10 Cleric Anytime one ally Cures Health Points Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
Glow 15 Cleric Noncombat
(dungeons)
an obstacle Lights the dungeon Cleric, (Wizard), (Druid), Pldn., Ilsnt., (Rngr.)
Rise 20 Cleric Noncombat
(dungeons)
All allies Moves party upwards one level Cleric, (Wizard), (Druid), Pldn., Ilsnt., (Rngr.)
Sink 25 Cleric Noncombat
(dungeons)
All allies Moves party downwards one level Cleric, (Wizard), (Druid), Pldn., Ilsnt., (Rngr.)
Move 30 Cleric Noncombat
(dungeons)
All allies Moves party randomly on the same level Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
Cure 35 Cleric Anytime one ally Cures poison Cleric, Wizard, Druid, Pldn., Ilsnt., Rngr.
Surface 40 Cleric Noncombat
(dungeons)
All allies Moves party back to the entrance Cleric, Wizard, Druid, Pldn.
Star 45 Cleric Noncombat
(dungeons)
an obstacle Lights the dungeon longer Cleric, (Wizard), (Druid), Pldn.
Heal2 50 Cleric Anytime one ally Cures Health Points Cleric, Wizard
Map 55 Cleric Noncombat an obstacle Shows map of surface or dungeon level Cleric
Banish 60 Cleric Attack one enemy Fireball Cleric
Raise 65 Cleric Anytime one ally Cures Death Cleric
Destroy 70 Cleric Attack All enemies Flash Cleric
Recall 75 Cleric Anytime one ally Cures Ash Cleric
Repel 0 Wizard Attack all enemies 50% chance to instant kill Orcs and Goblins Wizard, Druid, Alcmt., Lark, Rngr.
Missile 5 Wizard Attack one enemy Fireball Wizard, Druid, Alcmt., (Lark), (Rngr.)
Light 10 Wizard Noncombat
(dungeons)
an obstacle Lights the dungeon Wizard, Druid, Alcmt., Lark, Rngr.
Descend 15 Wizard Noncombat
(dungeons)
All allies Moves party downwards one level Wizard, Druid, Alcmt., Lark, Rngr.
Ascend 20 Wizard Noncombat
(dungeons)
All allies Moves party upwards one level Wizard, Druid, Alcmt., Lark, Rngr.
Flame 25 Wizard Attack one enemy Fireball Wizard, Druid, Alcmt., (Lark), (Rngr.)
Trans 30 Wizard Noncombat All allies Moves party randomly on the surface Wizard, Druid, Alcmt., Lark, Rngr.
Psi 35 Wizard Attack one enemy Fireball Wizard, Druid, Alcmt., (Lark), (Rngr.)
Bright 40 Wizard Noncombat
(dungeons)
an obstacle Lights the dungeon longer Wizard, Druid
Cleric 45 Wizard Anytime caster Access "Cleric" spell system Wizard, (Druid)
Poison 50 Wizard Attack All enemies Flash Wizard
Kill 55 Wizard Attack one enemy Fireball; instant kill chance Wizard
Stop 60 Wizard Anytime All enemies Stops all characters except allies Wizard
PsiKill 65 Wizard Attack All enemies Flash; instant kill chance Wizard
Rot 70 Wizard Attack All enemies Flash; all enemies reduced to 1 HP Wizard
Death 75 Wizard Attack All enemies Flash; instant kill chance Wizard

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:

Profession Spend 2000 GP at the proper shrines
Cleric, Wizard +20 MP, +4 spells
Druid +10 MP, +4 spells
Paladin, Illusionist, Lark, Alchemist +10 MP, +2 spells
Ranger +5 MP, +2 spells
Thief, Barbarian, Fighter +0 MP, +0 spells