From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(Magic)
 
(→‎Magic points: 16-bit differences)
 
(14 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Header Nav|game=Ultima III: Exodus}}
{{Header Nav|game=Ultima III: Exodus}}


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


== Quick reference ==
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.
{| {{prettytable}}
 
! MP || Key || Wizard spell || Cleric spell
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.
 
{|{{prettytable|notwide=1|text center=1}}
! Skill !! Cleric magic users !! Wizard magic users
|-
| 100% || [[File:Ultima3 AMI sprite cleric-druid.png]] Cleric (MP = WIS) || [[File:Ultima3 AMI sprite wizard-alcmt-ilsnt.png]] Wizard (MP = INT)
|-
|  75% ||colspan=2| [[File:Ultima3 AMI sprite cleric-druid.png]] Druid <br>(MP = half the higher WIS-INT)
|-
|  50% || [[File:Ultima3 AMI sprite wizard-alcmt-ilsnt.png]] Illusionist (MP = half WIS) <br>[[File:Ultima3 AMI sprite ftr-pldn-brbrn.png]] Paladin (MP = half WIS) || [[File:Ultima3 AMI sprite wizard-alcmt-ilsnt.png]] Alchemist (MP = half INT) <br>[[File:Ultima3 AMI sprite lark.png]] Lark (MP = half INT)
|-
|  25% ||colspan=2| [[File:Ultima3 AMI sprite ranger.png]] Ranger <br>(MP = half the lower WIS-INT)
|-
|  0% ||colspan=2| [[File:Ultima3 AMI sprite ftr-pldn-brbrn.png]] [[File:Ultima3 AMI sprite ftr-pldn-brbrn.png]] [[File:Ultima3 AMI sprite thief.png]] <br>Fighter, Barbarian, Thief
|}
 
 
'''Version differences:'''
* '''16-bit ports ([[Amiga|AMI]] - [[Atari ST|AST]]):''' the Druid and the Ranger have the same magic system; their max MP equal half the best of INT and WIS; they replenish 2MP per turn up to half the lower of INT and WIS (then, they restore 1 MP per turn).
* '''Ponycanyon ports (NES, etc.):''' the Druid replenishes just 1MP per turn, as any other character.
 
== 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.
 
{|{{prettytable|text center=1|sortable=1|notwide=1}}
! MP !! Letter !! Cleric spell !! Description !!width=120| Users !! Wiz
|-
| 5 || B ||''' Appar Unem (Open) '''||align="left"| '''Field 1:''' safely open chest avoiding any trap. ||style="background:black;"|  [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 50
|-
| 10 || C ||''' Sanctu (Heal) '''||align="left"| '''Field 2:''' cure health points. ||style="background:black;"|  [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 55
|-
|-
| 0 || A || '''Repond''': Destroy orcs/goblins/trolls || '''Pontori''': Destroy skeletons/ghouls/zombies
| 35 || H ||''' Alcort (Cure) '''||align="left"| '''Field 3:''' cure poison. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 80
|-
|-
| 5 || B || '''Mittar''': Magic missile || '''Appar Unem''': Disarm chest safely
| 50 || K ||''' Sanctu Mani (Heal 2) '''||align="left"| '''Field 4:''' cure more health points. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]] || 95
|-
|-
| 10 || C || '''Lorum''': Minor light spell || '''Sanctu''': Minor healing
| 55 || L ||''' Vieda (Map) '''||align="left"| '''Field 5:''' view map of the surrounding area. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}}
|-
|-
| 15 || D || '''Dor Acron''': Down one dungeon level || '''Luminae''': Minor light spell
| 65 || N ||''' Surmandum (Raise) '''||align="left"| '''Field 6:''' cure dead status; if it fails, target turns into ash. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}}
|-
|-
| 20 || E || '''Sur Acron''': Up one dungeon level || '''Rec Su''': Up one dungeon level
| 75 || P ||''' Anju Sermani (Recall) '''||align="left"| '''Field 7:''' cure ash status. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}}
|-
|-
| 25 || F || '''Fulgar''': Fireball || '''Rec Du''': Down one dungeon level
!colspan=6| Dungeon spells <small>(more expensive than wizardry counterparts)</small>
|-
|-
| 30 || G || '''Dag Acron''': Random teleport on surface || '''Lib Rec''': Random teleport in dungeon
| 15 || D ||''' Luminae (Glow) '''||align="left"| '''Dungeon 1:''' light. ||style="background:black;"|  [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 60
|-
|-
| 35 || H || '''Mentar''': Magic missile (INT based) || '''Alcort''': Cure poison
| 20 || E ||''' Rec Su (Rise) '''||align="left"| '''Dungeon 2:''' teleport vertically one floor up. ||style="background:black;"|  [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 65
|-
|-
| 40 || I || '''Dag Lorum''': Major light spell || '''Sequitu''': Exit from dungeon
| 25 || F ||''' Rec Du (Sink) '''||align="left"| '''Dungeon 3:''' teleport vertically one floor down. ||style="background:black;"|  [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 70
|-
|-
| 45 || J || '''Fal Divi''': Cast a cleric spell || '''Sominae''': Major light spell
| 30 || G ||''' Lib Rec (Move) '''||align="left"| '''Dungeon 4:''' teleport randomly on same floor. ||style="background:black;"|  [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 75
|-
|-
| 50 || K || '''Noxum''': Multi-fireball || '''Sanctu Mani''': Major healing
| 40 || I ||''' Sequitu (Surface) '''||align="left"| '''Dungeon 5:''' teleport outside. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 85
|-
|-
| 55 || L || '''Decorp''': Death bolt || '''Vieda''': Overhead view of surroundings
| 45 || J ||''' Sominae (Star) '''||align="left"| '''Dungeon 6:''' longer light. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 90
|-
|-
| 60 || M || '''Altair''': Negate time || '''Excuun''': Death bolt
!colspan=6| Attack spells
|-
|-
| 65 || N || '''Dag Mentar''': Major multi-fireball (INT-based) || '''Surmandum''': Resurrection
| 0 || A ||''' Pontori (Undead) '''||align="left"| '''Attack 1:''' wipe all skeletons/ghouls/zombies. ||style="background:black;"|  [[File:Ultima III character priest.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 45
|-
|-
| 70 || O || '''Necorp''': Weakens enemies || '''ZXKUQYB''': Multi-death bolt
| 60 || M ||''' Excuun (Banish) '''||align="left"| '''Attack 2:''' instantly defeats one enemy. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}}
|-
|-
| 75 || P || '''(----)''': Multi-death bolt || '''Anju Sermani''': Recall from ashes
| 70 || O ||''' Zxkuqyb (Destroy) '''||align="left"| '''Attack 3:''' instantly defeats all enemies. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}}
|}
|}


== 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.''
=== 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.


:''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.''
{| {{prettytable}}
! Spell || The Ancient Liturgy of Truth
|-
| <font size="+1">'''Appar Unem'''</font><br/>NES: Open
| Magic Cost: 5<br/>Input: {{kbd|B}}<br/>Effect: Disarm chest safely <br/>Often the chest which you shal find along your journeys will contain a trap, the intent of which is to damage you and your party. To open a chest with no risk of injury to yourself or your party, use this spell. The chest will open freely and allow you to grasp its inner treasures.
|-
| <font size="+1">'''Sanctu'''</font><br/>NES: Heal
| Magic Cost: 10<br/>Input: {{kbd|C}}<br/>Effect: Minor healing<br/> Your powers for healing will be often needed. The healing of minor wounds can be accomplished with this simple supplication. In the beginning your ability will be limited to this spell, but with your later powers, your capacity to act as a healer will grow.
|-
| <font size="+1">'''Alcort'''</font><br/>NES: Cure
| Magic Cost: 35<br/>Input: {{kbd|H}}<br/>Effect: Cure poison <br/>Alcort is a specialized form of healing. Poison is a horror all beings fear because with it comes almost certain death. Only with this spell or with the expensive assistance of a healer you can halt the ravages of this great evil.
|-
| <font size="+1">'''Sanctu Mani'''</font><br/>NES: Heal2
| Magic Cost: 50<br/>Input: {{kbd|K}}<br/>Effect: Major healing <br/>After you have trod many paths and gained much wisdom, you have now the power to perform actual miracles. This spell costs exactly five times the previous one, but it restores exactly five times the lost health.
|-
| <font size="+1">'''Vieda'''</font><br/>NES: Map
| Magic Cost: 55<br/>Input: {{kbd|L}}<br/>Effect: view a map of surrounding area <br/>If you should lose your way, the miracle of Vieda can light your way. Whether you are in a dungeon or on the surface, a vision of your current surroundings will come to you.
|-
| <font size="+1">'''Surmandum'''</font><br/>NES: Raise
| Magic Cost: 65<br/>Input: {{kbd|N}}<br/>Effect: Resurrection <br/>This enlightenment has led you to step into the realm of death and draw one who has been there engulfed back into the world of life. If, however, your 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.
|-
| <font size="+1">'''Anju Sermani'''</font><br/>NES: Recall
| Magic Cost: 75<br/>Input: {{kbd|P}}<br/>Effect: Recall from ashes <br/>Once a body has turned to ash, the soul which once inhabited it is sent on to its next life. If you perceive that the need for the return of your companion is so great as to be willing to give '''five marks of your wisdom''' in sacrifice, then as your tears mix with the ashes, so shall they reconstitute before you, and life shall be restored.
|}


:''May thou live and grow wise in interesting times!''
=== 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 [[#Wizard Spells]] system, but the Wizards one are usually a few MP cheaper.


::''The Druid Selzhanik,''
{| {{prettytable}}
 
! Spell || The Ancient Liturgy of Truth
::''Arch Mage, keeper of the''
|-
| <font size="+1">'''Luminae'''</font><br/>NES: Glow
| Magic Cost: 15<br/>Input: {{kbd|D}}<br/>Effect: Minor light spell <br/>Resting at your hand is the ability to enchant objects in a manner which will make them glow. Realize, however, that this light will no be long sustained. For the power brought through you will slowly radiate away and soon will dim and fade.
|-
| <font size="+1">'''Rec Su '''</font><br/>NES: Rise
| Magic Cost: 20<br/>Input: {{kbd|E}}<br/>Effect: Up one dungeon level <br/>As you descend deeper and deeper into the bowels of the earth, you shall likewise be descending into greater evil. Being yourself of a good nature, this tends to give you a natural buoyancy, as if in water. Speak the name of this supplication: you and your party will freely float to the next higher dungeon level.
|-
| <font size="+1">'''Rec Du'''</font><br/>NES: Sink
| Magic Cost: 25<br/>Input: {{kbd|F}}<br/>Effect: Down one dungeon level <br/>Far below the earth's surface, here also resides The Great Evil. Due to your 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: you and your party will slowly sink to the next lower dungeon level.
|-
| <font size="+1">'''Lib Rec'''</font><br/>NES: Move
| Magic Cost: 30<br/>Input: {{kbd|G}}<br/>Effect: Random teleport on same dungeon level <br/>Lib Rec differs from the two previous supplications in the following way: as you fade in one location you shall slowly appear in another on the same dungeon level.
|-
| <font size="+1">'''Sequitu'''</font><br/>NES: Surface
| Magic Cost: 40<br/>Input: {{kbd|I}}<br/>Effect: Exit from dungeon <br/>Occasionally during journeys unto the lower depths of the subterranean, your party may run into great trouble. This could be the death or near death of a party member, starvation besieging your entire party, or becoming lost with little hope of finding your way. If you cry out the name of this invocation, you and your companions shall rise forth from the depths unto the Sosarian surface.
|-
| <font size="+1">'''Sominae'''</font><br/>NES: Star
| Magic Cost: 45<br/>Input: {{kbd|J}}<br/>Effect: Major light spell <br/>The first light which your Truth created for you 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. Know that even this light cannot be sustained indefinitely.
|}


::''Ninth Circle''
=== Attack spells analysis ===
These spells simply deal damage to the enemies. Multi-target spells can wipe out all enemies at once.
{| {{prettytable}}
{| {{prettytable}}
! Spell || The Book of Amber Runes description
! Spell || The Ancient Liturgy of Truth
|-
|-
| <span style="font-size:large;">'''Repond'''</span><br/>Magic Cost: 0<br/>Input: {{kbd|A}}<br/>Effect: Destroy orcs/goblins/trolls (50% fail)
| <font size="+1">'''Pontori'''</font><br/>NES: Undead
|
| [[File:Ultima3 NES enemy2 skeleton.png|right]] [[File:Ultima3 NES enemy2 ghoul.png|right]] Magic Cost: 0<br/>Input: {{kbd|A}}<br/>Effect: Destroy skeletons/ghouls/zombies (50% fail) <br/>Skeletons, ghouls, and zombies roam free in dungeons, forests and open terrain. Although they are low-level opponents in battle, there is a further weakness in their essence. If you shall encounter undead creatures, stand strong in the spirit of Good: evil shall be dispelled from their beings and only their rotting corpses shall remain. <br>In the '''NES port''', this spell succeeds when the enemy weapons are lowered (right-hand frames to the right).
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.
|-
 
| <font size="+1">'''Excuun'''</font><br/>NES: Banish
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.
| Magic Cost: 60<br/>Input: {{kbd|M}}<br/>Effect: instant death <br/>Occasionally you and your 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. By speaking the name of this great miracle, the life within one of your foes shall cease.
|-
|-
| <span style="font-size:large;">'''Mittar'''</span><br/>Magic Cost: 5<br/>Input: {{kbd|B}}<br/>Effect: Magic missile
| <font size="+1">'''ZXKUQYB'''</font><br/>NES: Destroy
|
| Magic Cost: 70<br/>Input: {{kbd|O}}<br/>Effect: instant defeat all <br/>If you should encounter a situation so evil as to require their use, speak them softly only to the air beside thee. Most of your foes will be struck down with a force so strong it will end this life, and all other potential lives within them.
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:
|}


<center>ANJI MULA NESPON LEVI MITTAR NOPSEN ALUM CAVI</center>
== Wizard spells ==
Wizard spells are designed to both aid the party and attack or disable any enemies that you encounter.


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


Depending on the skill and concentration invested in its conjuring, this spell can deliver the blow of an insolent child or a stalwart knight.
{|{{prettytable|text center=1|sortable=1|notwide=1}}
! MP !! Letter !! Wizard spell !! Description !!width=100| Users
|-
| 30 || G ||''' Dag Acron (Trans)  '''||align="left"|''' Field 1:''' teleports randomly around the surface of Sosaria. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
|-
| 45 || J ||''' Fal Divi (Cleric)  '''||align="left"|''' Field 2:''' allows to cast a clerical spell using remaining MP. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]]
|-
|-
| <span style="font-size:large;">'''Lorum'''</span><br/>Magic Cost: 10<br/>Input: {{kbd|C}}<br/>Effect: Minor light spell
| 60 || M ||''' Altair (Stop)      '''||align="left"|''' Field 3:''' stops time. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]]
|  
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:
 
<center>OBREY URICUM OBLA SUM</center>
 
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.
|-
|-
| <span style="font-size:large;">'''Dor Acron'''</span><br/>Magic Cost: 15<br/>Input: {{kbd|D}}<br/>Effect: Down one dungeon level
!colspan=6| Dungeon spells
|  
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:
 
<center>LIEDLAN SPULGER IDSKRIN<br/>GRUEN BEAST TRENTLE BAN</center>
 
When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation.
|-
|-
| <span style="font-size:large;">'''Sur Acron'''</span><br/>Magic Cost: 20<br/>Input: {{kbd|E}}<br/>Effect: Up one dungeon level
| 10 || C ||''' Lorum (Light)      '''||align="left"|''' Dungeon 1:''' light. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
|  
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:
 
<center>LIEDLAN SPULGER IDSTRIN<br/>FAUN BEAST FENTRI CHEM</center>
 
As the words are chanted thy party will be lifted through the floor above thee to the dungeon's next higher level.
|-
|-
| <span style="font-size:large;">'''Fulgar'''</span><br/>Magic Cost: 25<br/>Input: {{kbd|F}}<br/>Effect: Fireball
| 15 || D ||''' Dor Acron (Descend) '''||align="left"|''' Dungeon 2:''' teleport vertically one level down. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
|  
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:
 
<center>FLAMIN FLEETIS PONDI</center>
 
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.
|-
|-
| <span style="font-size:large;">'''Dag Acron'''</span><br/>Magic Cost: 30<br/>Input: {{kbd|G}}<br/>Effect: Random teleport on surface
| 20 || E ||''' Sur Acron (Ascend)  '''||align="left"|''' Dungeon 3:''' teleport vertically one level up. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
|  
This incantation requires that a pattern of rays extending from a common origin be drawn on the ground whilst the following chant is recited:
 
<center>DAG FULNUS ACRON<br/>FRIEDA ACRON BOONT</center>
 
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.
|-
|-
| <span style="font-size:large;">'''Mentar'''</span><br/>Magic Cost: 35<br/>Input: {{kbd|H}}<br/>Effect: Magic missile (INT based)
| 40 || I ||''' Dag Lorum (Bright)  '''||align="left"|''' Dungeon 4:''' longer light. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]]
|  
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:
 
<center>ZANBAR LEECHEN<br/>CERDI MENTAR</center>
 
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.
|-
|-
| <span style="font-size:large;">'''Dag Lorum'''</span><br/>Magic Cost: 40<br/>Input: {{kbd|I}}<br/>Effect: Major light spell
!colspan=6| Attack spells
|  
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:
 
<center>OBRUM URICA OBLA SUM<br/>URICA MANI SUM LEVI</center>
 
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.
|-
|-
| <span style="font-size:large;">'''Fal Divi'''</span><br/>Magic Cost: 45<br/>Input: {{kbd|J}}<br/>Effect: Cast a cleric spell
| 0 || A ||''' Repond (Repel)      '''||align="left"|''' Attack 1:''' wipe all goblins/orcs/trolls. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
|  
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:
 
<center>FAL DIVI DOM MI NEA<br/>FAL DIVI REQUI SEM</center>
 
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.
|-
|-
| rowspan="2" |  
| 5 || B ||''' Mittar (Missile)    '''||align="left"|''' Attack 2:''' attack one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
! ''Advanced spells''
|-
|-
|  
| 25 || F ||''' Fulgar (Flame)      '''||align="left"|''' Attack 3:''' attack one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
''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.''
|-
|-
| <span style="font-size:large;">'''Noxum'''</span><br/>Magic Cost: 50<br/>Input: {{kbd|K}}<br/>Effect: Multi-fireball
| 35 || H ||''' Mentar (Psi)        '''||align="left"|''' Attack 4:''' attack one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]]
|  
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:
 
<center>NOXUM MENTON<br/>LANU FLAMA</center>
 
As thou dost, it will catch flame and rush at thy foes, thwarting each with a devastating blow.
|-
|-
| <span style="font-size:large;">'''Decorp'''</span><br/>Magic Cost: 55<br/>Input: {{kbd|L}}<br/>Effect: Death bolt
| 50 || K ||''' Noxum (Poison)      '''||align="left"|''' Attack 5:''' attack all enemies. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]]
|  
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:
 
<center>NON CRONO DI VANI<br/>PAS NUMEN TI SONI</center>
|-
|-
| <span style="font-size:large;">'''Altair'''</span><br/>Magic Cost: 60<br/>Input: {{kbd|M}}<br/>Effect: Negate time
| 55 || L ||''' Decorp (Kill)      '''||align="left"|''' Attack 6:''' instantly defeats one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]]
|  
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:
 
<center>ALT MAN FUL MINAR<br/>LAE FIN CRIM BONTAIR</center>
 
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.
|-
|-
| <span style="font-size:large;">'''Dag Mentar'''</span><br/>Magic Cost: 65<br/>Input: {{kbd|N}}<br/>Effect: Major multi-fireball (INT based)
| 65 || N ||''' Dag Mentar (Psikill) '''||align="left"|''' Attack 7:''' attack all enemies. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]]
|  
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:
 
<center>FENDI MENTAR DIVI<br/>CREMBI MENTAR BONI</center>
 
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.
|-
|-
| <span style="font-size:large;">'''Necorp'''</span><br/>Magic Cost: 70<br/>Input: {{kbd|O}}<br/>Effect: Weakens enemies
| 70 || O ||''' Necorp (Rot)        '''||align="left"|''' Attack 8:''' reduces health of all enemies to 1 HP. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]]
|  
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:
 
<center>DON CORPUS MIEDA FUTZ<br/>RIEDA DON NEMI</center>
 
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.
|-
|-
| <span style="font-size:large;">'''(----)'''</span><br/>Magic Cost: 75<br/>Input: {{kbd|P}}<br/>Effect: Multi-death bolt
| 75 || P ||''' ---- (Death)       '''||align="left"|''' Attack 9:''' instantly defeats all enemies. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]]
|  
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''


=== 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.
{| {{prettytable}}
{| {{prettytable}}
! Spell || The Ancient Liturgy of Truth
! Spell || The Book of Amber Runes
|-
|-
| <span style="font-size:large;">'''Pontori'''</span><br/>Magic Cost: 0<br/>Input: {{kbd|A}}<br/>Effect: Destroy skeletons/ghouls/zombies (50% fail)
| <font size="+1">'''Dag Acron'''</font><br/>NES: Trans
|
| Magic Cost: 30 <br/>Input: {{kbd|G}} <br/>Effect: Random teleport on surface <br/>As the incantation is recited, a member of your party will disappear and then with the final stroke you too shall vanish. In the next moment at some random location on the terrestrial plan, each of the members of your part and finally yourself will appear. This run can only be used on the Sosarian surface. It will always take you someplace, but your destination is a matter of speculation.
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.
|-
|-
| <span style="font-size:large;">'''Appar Unem'''</span><br/>Magic Cost: 5<br/>Input: {{kbd|B}}<br/>Effect: Disarm chest safely
| <font size="+1">'''Fal Divi'''</font><br/>NES: Cleric
|
| Magic Cost: 45 <br/>Input: {{kbd|J}} <br/>Effect: Cast a cleric spell <br/>The ability to cast a clerical spell is a great power indeed. If this prayer is properly chanted, unto you will come the power to use any of the supplications of the Cleric's Book. Refer to the Cleric's spells and do as the spell therein requires.  
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.  
|-
|-
| <span style="font-size:large;">'''Sanctu'''</span><br/>Magic Cost: 10<br/>Input: {{kbd|C}}<br/>Effect: Minor healing
| <font size="+1">'''Altair'''</font><br/>NES: Stop
|
| Magic Cost: 60 <br/>Input: {{kbd|M}} <br/>Effect: Negate time <br/>As you repeat the enchantment, time itself will slow and finally stop, allowing your party to move freely in this suspended state. The world will be temporarily frozen and at the mercy of your will.
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.
=== 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 [[#Cleric Spells]] system, but the Wizard ones usualy cost a few MP less.
{| {{prettytable}}
! Spell || The Book of Amber Runes
|-
|-
| <span style="font-size:large;">'''Luminae'''</span><br/>Magic Cost: 15<br/>Input: {{kbd|D}}<br/>Effect: Minor light spell
| <font size="+1">'''Lorum'''</font><br/>NES: Light
|
| Magic Cost: 10 <br/>Input: {{kbd|C}} <br/>Effect: Minor light spell <br/>Before entering any dungeon, be sure that you have propertied a good supply of Lorum spells. A magical light of short duration will be produced.
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.
|-
|-
| <span style="font-size:large;">'''Rec Su '''</span><br/>Magic Cost: 20<br/>Input: {{kbd|E}}<br/>Effect: Up one dungeon level
| <font size="+1">'''Dor Acron'''</font><br/>NES: Descend
|
| Magic Cost: 15 <br/>Input: {{kbd|D}} <br/>Effect: Down one dungeon level<br/> Very useful when one desires to bypass a particularly bothersome portion of a dungeon. When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation.
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.
|-
|-
| <span style="font-size:large;">'''Rec Du'''</span><br/>Magic Cost: 25<br/>Input: {{kbd|F}}<br/>Effect: Down one dungeon level
| <font size="+1">'''Sur Acron'''</font><br/>NES: Ascend
|
| Magic Cost: 20 <br/>Input: {{kbd|E}} <br/>Effect: Up one dungeon level <br/>This rune is closely related to Dor Acron, direction being the only difference in effect. As the words are chanted your party will be lifted through the floor above you to the dungeon's next higher 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.
|-
|-
| <span style="font-size:large;">'''Lib Rec'''</span><br/>Magic Cost: 30<br/>Input: {{kbd|G}}<br/>Effect: Random teleport in dungeon
| <font size="+1">'''Dag Lorum'''</font><br/>NES: Bright
|
| Magic Cost: 40 <br/>Input: {{kbd|I}} <br/>Effect: Major light spell <br/>This spell is similar in effect, but more enduring that Lorum. When the need for extended illumination arises, Dag Lorum will release its energy in the form of an enduring light.
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.
=== 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.


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.  
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.
{| {{prettytable}}
! Spell || The Book of Amber Runes
|-
| <font size="+1">'''Repond'''</font><br/>NES: Repel
| [[File:Ultima3 NES enemy1 goblin.png|right]] [[File:Ultima3 NES enemy1 orc.png|right]] Magic Cost: 0 <br/>Input: {{kbd|A}} <br/>Effect: Destroy orcs/goblins/trolls (50% fail) <br/>The wretched creatures known as Orcs, Goblins and Trolls did not evolve naturally, but rather are the magical mutations performed by demented magicians. If Orcs, Goblins, or Trolls threaten your party, raise your staff before them and speak the name of this Rune of dispelling. By casting this Rune, you shalt be attempting to dispel the magic which is part of their inner being. <br>In the '''NES port''', this spell succeeds when the enemy weapons are lowered (right-hand frames to the right).
|-
| <font size="+1">'''Mittar'''</font><br/>NES: Missile
| Magic Cost: 5 <br/>Input: {{kbd|B}} <br/>Effect: Magic missile <br/>Magic in the form of a shimmering sphere of iridescent light will spring from your hand to strike your 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.
|-
| <font size="+1">'''Fulgar'''</font><br/>NES: Flame
| Magic Cost: 25 <br/>Input: {{kbd|F}} <br/>Effect: Fireball <br/>This incantation is a powerful weapon in battle. A fiery ball will spin a searing path toward your 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.
|-
| <font size="+1">'''Mentar'''</font><br/>NES: Psi
| Magic Cost: 35 <br/>Input: {{kbd|H}} <br/>Effect: Magic missile (INT based) <br/>A blue ball of screaming horror will fly toward your enemy. It will invade his mind, and irreparably corrupt his mental process, in direct proportion to your own intelligence.
|-
| <font size="+1">'''Noxum'''</font><br/>NES: Poison
| Magic Cost: 50 <br/>Input: {{kbd|K}} <br/>Effect: Multi-fireball <br/>This spell is the first of the multi-pronged attacks, and can be of great aid when you are attacked by a large band of formidable foes.
|-
| <font size="+1">'''Decorp'''</font><br/>NES: Kill
| Magic Cost: 55 <br/>Input: {{kbd|L}} <br/>Effect: Instant death<br/> Upon whomever you shall indicate, the Magic shall descent, and the enemy's life shall be extinguished, always and completely.
|-
|-
| <span style="font-size:large;">'''Alcort'''</span><br/>Magic Cost: 35<br/>Input: {{kbd|H}}<br/>Effect: Cure poison
| <font size="+1">'''Dag Mentar'''</font><br/>NES: Psikill
|
| Magic Cost: 65 <br/>Input: {{kbd|N}} <br/>Effect: Major multi-fireball (INT based) <br/>Dag Mentar is a powerful multi-pronged conjuration that will wreck havoc among your foes in a manner worthy of its advanced rating. All your foes will be struck by a savage blow with damage directly related to your intelligence.
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.
|-
|-
| <span style="font-size:large;">'''Sequitu'''</span><br/>Magic Cost: 40<br/>Input: {{kbd|I}}<br/>Effect: Exit from dungeon
| <font size="+1">'''Necorp'''</font><br/>NES: Rot
|
| Magic Cost: 70 <br/>Input: {{kbd|O}} <br/>Effect: Weakens enemies <br/>When the need arises, cast this spell on your enemy's party. It will magically release the loathsome rot upon their company. They will be quickly transformed into putrid vestiges of their former beings, with little strength left for battle.
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.
|-
|-
| <span style="font-size:large;">'''Sominae'''</span><br/>Magic Cost: 45<br/>Input: {{kbd|J}}<br/>Effect: Major light spell
| <font size="+1">'''(----)'''</font><br/>NES: Death
|
| Magic Cost: 75 <br/>Input: {{kbd|P}} <br/>Effect: Multi-death bolt <br/>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. All foes who hear this utterance shall be dashed violently into certain destruction, possessing no more life than the stones upon which they lie.
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.
== 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:


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.
{|{{prettytable|notwide=1|text center=1}}
! Profession !! Spend 2000 GP at the proper shrines
|-
|-
| <span style="font-size:large;">'''Sanctu Mani'''</span><br/>Magic Cost: 50<br/>Input: {{kbd|K}}<br/>Effect: Major healing
| Cleric, Wizard || +20 MP, +4 spells
|  
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.
|-
|-
| <span style="font-size:large;">'''Vieda'''</span><br/>Magic Cost: 55<br/>Input: {{kbd|L}}<br/>Effect: Overhead view of surroundings
| Druid || +10 MP, +4 spells
|  
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.
|-
|-
| <span style="font-size:large;">'''Excuun'''</span><br/>Magic Cost: 60<br/>Input: {{kbd|M}}<br/>Effect: Death bolt
| Paladin, Illusionist, Lark, Alchemist || +10 MP, +2 spells
|  
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.
|-
|-
| <span style="font-size:large;">'''Surmandum'''</span><br/>Magic Cost: 65<br/>Input: {{kbd|N}}<br/>Effect: Resurrection
| Ranger || +5 MP, +2 spells
|  
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.
|-
|-
| <span style="font-size:large;">'''ZXKUQYB'''</span><br/>Magic Cost: 70<br/>Input: {{kbd|O}}<br/>Effect: Multi-death bolt
| Thief, Barbarian, Fighter || +0 MP, +0 spells
|
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.
|-
| <span style="font-size:large;">'''Anju Sermani'''</span><br/>Magic Cost: 75<br/>Input: {{kbd|P}}<br/>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.
|}
|}


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

Latest revision as of 06:16, 23 March 2017

Magic points[edit]

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.

Skill Cleric magic users Wizard magic users
100% Ultima3 AMI sprite cleric-druid.png Cleric (MP = WIS) Ultima3 AMI sprite wizard-alcmt-ilsnt.png Wizard (MP = INT)
75% Ultima3 AMI sprite cleric-druid.png Druid
(MP = half the higher WIS-INT)
50% Ultima3 AMI sprite wizard-alcmt-ilsnt.png Illusionist (MP = half WIS)
Ultima3 AMI sprite ftr-pldn-brbrn.png Paladin (MP = half WIS)
Ultima3 AMI sprite wizard-alcmt-ilsnt.png Alchemist (MP = half INT)
Ultima3 AMI sprite lark.png Lark (MP = half INT)
25% Ultima3 AMI sprite ranger.png Ranger
(MP = half the lower WIS-INT)
0% Ultima3 AMI sprite ftr-pldn-brbrn.png Ultima3 AMI sprite ftr-pldn-brbrn.png Ultima3 AMI sprite thief.png
Fighter, Barbarian, Thief


Version differences:

  • 16-bit ports (AMI - AST): the Druid and the Ranger have the same magic system; their max MP equal half the best of INT and WIS; they replenish 2MP per turn up to half the lower of INT and WIS (then, they restore 1 MP per turn).
  • Ponycanyon ports (NES, etc.): the Druid replenishes just 1MP per turn, as any other character.

Cleric spells[edit]

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[edit]

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.

MP Letter Cleric spell Description Users Wiz
5 B Appar Unem (Open) Field 1: safely open chest avoiding any trap. Ultima III character priest.gifUltima III character wizard.gifUltima III character druid.gifUltima III character illusionist.gifUltima III character paladin.gifUltima III character ranger.gif 50
10 C Sanctu (Heal) Field 2: cure health points. Ultima III character priest.gifUltima III character wizard.gifUltima III character druid.gifUltima III character illusionist.gifUltima III character paladin.gifUltima III character ranger.gif 55
35 H Alcort (Cure) Field 3: cure poison. Ultima III character priest.gifUltima III character wizard.gifUltima III character druid.gifUltima III character illusionist.gifUltima III character paladin.gifUltima III character ranger.gif 80
50 K Sanctu Mani (Heal 2) Field 4: cure more health points. Ultima III character priest.gifUltima III character wizard.gif 95
55 L Vieda (Map) Field 5: view map of the surrounding area. Ultima III character priest.gif N/A
65 N Surmandum (Raise) Field 6: cure dead status; if it fails, target turns into ash. Ultima III character priest.gif N/A
75 P Anju Sermani (Recall) Field 7: cure ash status. Ultima III character priest.gif N/A
Dungeon spells (more expensive than wizardry counterparts)
15 D Luminae (Glow) Dungeon 1: light. Ultima III character priest.gifUltima III character illusionist.gifUltima III character paladin.gif 60
20 E Rec Su (Rise) Dungeon 2: teleport vertically one floor up. Ultima III character priest.gifUltima III character illusionist.gifUltima III character paladin.gif 65
25 F Rec Du (Sink) Dungeon 3: teleport vertically one floor down. Ultima III character priest.gifUltima III character illusionist.gifUltima III character paladin.gif 70
30 G Lib Rec (Move) Dungeon 4: teleport randomly on same floor. Ultima III character priest.gifUltima III character wizard.gifUltima III character druid.gifUltima III character illusionist.gifUltima III character paladin.gifUltima III character ranger.gif 75
40 I Sequitu (Surface) Dungeon 5: teleport outside. Ultima III character priest.gifUltima III character wizard.gifUltima III character druid.gifUltima III character illusionist.gifUltima III character paladin.gif 85
45 J Sominae (Star) Dungeon 6: longer light. Ultima III character priest.gifUltima III character illusionist.gifUltima III character paladin.gif 90
Attack spells
0 A Pontori (Undead) Attack 1: wipe all skeletons/ghouls/zombies. Ultima III character priest.gifUltima III character druid.gifUltima III character illusionist.gifUltima III character paladin.gifUltima III character ranger.gif 45
60 M Excuun (Banish) Attack 2: instantly defeats one enemy. Ultima III character priest.gif N/A
70 O Zxkuqyb (Destroy) Attack 3: instantly defeats all enemies. Ultima III character priest.gif N/A


Field spells analysis[edit]

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.

Spell The Ancient Liturgy of Truth
Appar Unem
NES: Open
Magic Cost: 5
Input:  B 
Effect: Disarm chest safely
Often the chest which you shal find along your journeys will contain a trap, the intent of which is to damage you and your party. To open a chest with no risk of injury to yourself or your party, use this spell. The chest will open freely and allow you to grasp its inner treasures.
Sanctu
NES: Heal
Magic Cost: 10
Input:  C 
Effect: Minor healing
Your powers for healing will be often needed. The healing of minor wounds can be accomplished with this simple supplication. In the beginning your ability will be limited to this spell, but with your later powers, your capacity to act as a healer will grow.
Alcort
NES: Cure
Magic Cost: 35
Input:  H 
Effect: Cure poison
Alcort is a specialized form of healing. Poison is a horror all beings fear because with it comes almost certain death. Only with this spell or with the expensive assistance of a healer you can halt the ravages of this great evil.
Sanctu Mani
NES: Heal2
Magic Cost: 50
Input:  K 
Effect: Major healing
After you have trod many paths and gained much wisdom, you have now the power to perform actual miracles. This spell costs exactly five times the previous one, but it restores exactly five times the lost health.
Vieda
NES: Map
Magic Cost: 55
Input:  L 
Effect: view a map of surrounding area
If you should lose your way, the miracle of Vieda can light your way. Whether you are in a dungeon or on the surface, a vision of your current surroundings will come to you.
Surmandum
NES: Raise
Magic Cost: 65
Input:  N 
Effect: Resurrection
This enlightenment has led you to step into the realm of death and draw one who has been there engulfed back into the world of life. If, however, your 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.
Anju Sermani
NES: Recall
Magic Cost: 75
Input:  P 
Effect: Recall from ashes
Once a body has turned to ash, the soul which once inhabited it is sent on to its next life. If you perceive that the need for the return of your companion is so great as to be willing to give five marks of your wisdom in sacrifice, then as your tears mix with the ashes, so shall they reconstitute before you, and life shall be restored.

Dungeon spells analysis[edit]

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

Spell The Ancient Liturgy of Truth
Luminae
NES: Glow
Magic Cost: 15
Input:  D 
Effect: Minor light spell
Resting at your hand is the ability to enchant objects in a manner which will make them glow. Realize, however, that this light will no be long sustained. For the power brought through you will slowly radiate away and soon will dim and fade.
Rec Su
NES: Rise
Magic Cost: 20
Input:  E 
Effect: Up one dungeon level
As you descend deeper and deeper into the bowels of the earth, you shall likewise be descending into greater evil. Being yourself of a good nature, this tends to give you a natural buoyancy, as if in water. Speak the name of this supplication: you and your party will freely float to the next higher dungeon level.
Rec Du
NES: Sink
Magic Cost: 25
Input:  F 
Effect: Down one dungeon level
Far below the earth's surface, here also resides The Great Evil. Due to your 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: you and your party will slowly sink to the next lower dungeon level.
Lib Rec
NES: Move
Magic Cost: 30
Input:  G 
Effect: Random teleport on same dungeon level
Lib Rec differs from the two previous supplications in the following way: as you fade in one location you shall slowly appear in another on the same dungeon level.
Sequitu
NES: Surface
Magic Cost: 40
Input:  I 
Effect: Exit from dungeon
Occasionally during journeys unto the lower depths of the subterranean, your party may run into great trouble. This could be the death or near death of a party member, starvation besieging your entire party, or becoming lost with little hope of finding your way. If you cry out the name of this invocation, you and your companions shall rise forth from the depths unto the Sosarian surface.
Sominae
NES: Star
Magic Cost: 45
Input:  J 
Effect: Major light spell
The first light which your Truth created for you 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. Know that even this light cannot be sustained indefinitely.

Attack spells analysis[edit]

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

Spell The Ancient Liturgy of Truth
Pontori
NES: Undead
Ultima3 NES enemy2 skeleton.png
Ultima3 NES enemy2 ghoul.png
Magic Cost: 0
Input:  A 
Effect: Destroy skeletons/ghouls/zombies (50% fail)
Skeletons, ghouls, and zombies roam free in dungeons, forests and open terrain. Although they are low-level opponents in battle, there is a further weakness in their essence. If you shall encounter undead creatures, stand strong in the spirit of Good: evil shall be dispelled from their beings and only their rotting corpses shall remain.
In the NES port, this spell succeeds when the enemy weapons are lowered (right-hand frames to the right).
Excuun
NES: Banish
Magic Cost: 60
Input:  M 
Effect: instant death
Occasionally you and your 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. By speaking the name of this great miracle, the life within one of your foes shall cease.
ZXKUQYB
NES: Destroy
Magic Cost: 70
Input:  O 
Effect: instant defeat all
If you should encounter a situation so evil as to require their use, speak them softly only to the air beside thee. Most of your foes will be struck down with a force so strong it will end this life, and all other potential lives within them.

Wizard spells[edit]

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

List[edit]

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

MP Letter Wizard spell Description Users
30 G Dag Acron (Trans) Field 1: teleports randomly around the surface of Sosaria. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
45 J Fal Divi (Cleric) Field 2: allows to cast a clerical spell using remaining MP. Ultima III character wizard.gif
60 M Altair (Stop) Field 3: stops time. Ultima III character wizard.gif
Dungeon spells
10 C Lorum (Light) Dungeon 1: light. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
15 D Dor Acron (Descend) Dungeon 2: teleport vertically one level down. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
20 E Sur Acron (Ascend) Dungeon 3: teleport vertically one level up. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
40 I Dag Lorum (Bright) Dungeon 4: longer light. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gif
Attack spells
0 A Repond (Repel) Attack 1: wipe all goblins/orcs/trolls. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
5 B Mittar (Missile) Attack 2: attack one enemy. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
25 F Fulgar (Flame) Attack 3: attack one enemy. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
35 H Mentar (Psi) Attack 4: attack one enemy. Ultima III character wizard.gifUltima III character druid.gifUltima III character alchemist.gifUltima III character lark.gifUltima III character ranger.gif
50 K Noxum (Poison) Attack 5: attack all enemies. Ultima III character wizard.gif
55 L Decorp (Kill) Attack 6: instantly defeats one enemy. Ultima III character wizard.gif
65 N Dag Mentar (Psikill) Attack 7: attack all enemies. Ultima III character wizard.gif
70 O Necorp (Rot) Attack 8: reduces health of all enemies to 1 HP. Ultima III character wizard.gif
75 P ---- (Death) Attack 9: instantly defeats all enemies. Ultima III character wizard.gif


Field spells analysis[edit]

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.

Spell The Book of Amber Runes
Dag Acron
NES: Trans
Magic Cost: 30
Input:  G 
Effect: Random teleport on surface
As the incantation is recited, a member of your party will disappear and then with the final stroke you too shall vanish. In the next moment at some random location on the terrestrial plan, each of the members of your part and finally yourself will appear. This run can only be used on the Sosarian surface. It will always take you someplace, but your destination is a matter of speculation.
Fal Divi
NES: Cleric
Magic Cost: 45
Input:  J 
Effect: Cast a cleric spell
The ability to cast a clerical spell is a great power indeed. If this prayer is properly chanted, unto you will come the power to use any of the supplications of the Cleric's Book. Refer to the Cleric's spells and do as the spell therein requires.
Altair
NES: Stop
Magic Cost: 60
Input:  M 
Effect: Negate time
As you repeat the enchantment, time itself will slow and finally stop, allowing your party to move freely in this suspended state. The world will be temporarily frozen and at the mercy of your will.

Dungeon spells analysis[edit]

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

Spell The Book of Amber Runes
Lorum
NES: Light
Magic Cost: 10
Input:  C 
Effect: Minor light spell
Before entering any dungeon, be sure that you have propertied a good supply of Lorum spells. A magical light of short duration will be produced.
Dor Acron
NES: Descend
Magic Cost: 15
Input:  D 
Effect: Down one dungeon level
Very useful when one desires to bypass a particularly bothersome portion of a dungeon. When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation.
Sur Acron
NES: Ascend
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. As the words are chanted your party will be lifted through the floor above you to the dungeon's next higher level.
Dag Lorum
NES: Bright
Magic Cost: 40
Input:  I 
Effect: Major light spell
This spell is similar in effect, but more enduring that Lorum. When the need for extended illumination arises, Dag Lorum will release its energy in the form of an enduring light.

Attack spells analysis[edit]

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.

Spell The Book of Amber Runes
Repond
NES: Repel
Ultima3 NES enemy1 goblin.png
Ultima3 NES enemy1 orc.png
Magic Cost: 0
Input:  A 
Effect: Destroy orcs/goblins/trolls (50% fail)
The wretched creatures known as Orcs, Goblins and Trolls did not evolve naturally, but rather are the magical mutations performed by demented magicians. If Orcs, Goblins, or Trolls threaten your party, raise your staff before them and speak the name of this Rune of dispelling. By casting this Rune, you shalt be attempting to dispel the magic which is part of their inner being.
In the NES port, this spell succeeds when the enemy weapons are lowered (right-hand frames to the right).
Mittar
NES: Missile
Magic Cost: 5
Input:  B 
Effect: Magic missile
Magic in the form of a shimmering sphere of iridescent light will spring from your hand to strike your 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.
Fulgar
NES: Flame
Magic Cost: 25
Input:  F 
Effect: Fireball
This incantation is a powerful weapon in battle. A fiery ball will spin a searing path toward your 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.
Mentar
NES: Psi
Magic Cost: 35
Input:  H 
Effect: Magic missile (INT based)
A blue ball of screaming horror will fly toward your enemy. It will invade his mind, and irreparably corrupt his mental process, in direct proportion to your own intelligence.
Noxum
NES: Poison
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 you are attacked by a large band of formidable foes.
Decorp
NES: Kill
Magic Cost: 55
Input:  L 
Effect: Instant death
Upon whomever you shall indicate, the Magic shall descent, and the enemy's life shall be extinguished, always and completely.
Dag Mentar
NES: Psikill
Magic Cost: 65
Input:  N 
Effect: Major multi-fireball (INT based)
Dag Mentar is a powerful multi-pronged conjuration that will wreck havoc among your foes in a manner worthy of its advanced rating. All your foes will be struck by a savage blow with damage directly related to your intelligence.
Necorp
NES: Rot
Magic Cost: 70
Input:  O 
Effect: Weakens enemies
When the need arises, cast this spell on your enemy's party. It will magically release the loathsome rot upon their company. They will be quickly transformed into putrid vestiges of their former beings, with little strength left for battle.
(----)
NES: Death
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. All foes who hear this utterance shall be dashed violently into certain destruction, possessing no more life than the stones upon which they lie.

Improving magic powers[edit]

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