Ultima III: Exodus/Magic: Difference between revisions

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(fixed "IT'S" typos; added some tactical and strategical information)
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| 75 || P || '''(----)''': Multi-death bolt || '''Anju Sermani''': Recall from ashes
| 75 || P || '''(----)''': Multi-death bolt || '''Anju Sermani''': Recall from ashes
|}
|}
== 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''
=== Support spells ===
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.
{| {{prettytable}}
! Spell || The Ancient Liturgy of Truth
|-
| <span style="font-size:large;">'''Appar Unem'''</span><br/>Magic Cost: 5<br/>Input: {{kbd|B}}<br/>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 its inner treasures.
|-
| <span style="font-size:large;">'''Sanctu'''</span><br/>Magic Cost: 10<br/>Input: {{kbd|C}}<br/>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.
|-
| <span style="font-size:large;">'''Alcort'''</span><br/>Magic Cost: 35<br/>Input: {{kbd|H}}<br/>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.
|-
| <span style="font-size:large;">'''Sanctu Mani'''</span><br/>Magic Cost: 50<br/>Input: {{kbd|K}}<br/>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.
|-
| <span style="font-size:large;">'''Vieda'''</span><br/>Magic Cost: 55<br/>Input: {{kbd|L}}<br/>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.
|-
| <span style="font-size:large;">'''Surmandum'''</span><br/>Magic Cost: 65<br/>Input: {{kbd|N}}<br/>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.
|-
| <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 its 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.
|}
=== Dungeon spells ===
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.
{| {{prettytable}}
! Spell || The Ancient Liturgy of Truth
|-
| <span style="font-size:large;">'''Luminae'''</span><br/>Magic Cost: 15<br/>Input: {{kbd|D}}<br/>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.
|-
| <span style="font-size:large;">'''Rec Su '''</span><br/>Magic Cost: 20<br/>Input: {{kbd|E}}<br/>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.
|-
| <span style="font-size:large;">'''Rec Du'''</span><br/>Magic Cost: 25<br/>Input: {{kbd|F}}<br/>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.
|-
| <span style="font-size:large;">'''Lib Rec'''</span><br/>Magic Cost: 30<br/>Input: {{kbd|G}}<br/>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.
|-
| <span style="font-size:large;">'''Sequitu'''</span><br/>Magic Cost: 40<br/>Input: {{kbd|I}}<br/>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.
|-
| <span style="font-size:large;">'''Sominae'''</span><br/>Magic Cost: 45<br/>Input: {{kbd|J}}<br/>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.
|}
=== Attack spells ===
These spells simply deal damage to the enemies. Multi-target spells can wipe out all enemies at once.
{| {{prettytable}}
! Spell || The Ancient Liturgy of Truth
|-
| <span style="font-size:large;">'''Pontori'''</span><br/>Magic Cost: 0<br/>Input: {{kbd|A}}<br/>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.
|-
| <span style="font-size:large;">'''Excuun'''</span><br/>Magic Cost: 60<br/>Input: {{kbd|M}}<br/>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.
|-
| <span style="font-size:large;">'''ZXKUQYB'''</span><br/>Magic Cost: 70<br/>Input: {{kbd|O}}<br/>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.
|}


== Wizard spells ==
== Wizard spells ==
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::''Ninth Circle''
::''Ninth Circle''
=== Support spells ===
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 Gems 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 Book of Amber Runes description
! Spell || The Book of Amber Runes description
|-
|-
| <span style="font-size:large;">'''Repond'''</span><br/>Magic Cost: 0<br/>Input: {{kbd|A}}<br/>Effect: Destroy orcs/goblins/trolls (50% fail)
| <span style="font-size:large;">'''Dag Acron'''</span><br/>Magic Cost: 30<br/>Input: {{kbd|G}}<br/>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:
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.
 
<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;">'''Fal Divi'''</span><br/>Magic Cost: 45<br/>Input: {{kbd|J}}<br/>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:
 
<center>FAL DIVI DOM MI NEA<br/>FAL DIVI REQUI SEM</center>


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.
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.
|-
|-
| <span style="font-size:large;">'''Mittar'''</span><br/>Magic Cost: 5<br/>Input: {{kbd|B}}<br/>Effect: Magic missile
| <span style="font-size:large;">'''Altair'''</span><br/>Magic Cost: 60<br/>Input: {{kbd|M}}<br/>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.
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:
 
First, gather a fistful of sand, and while repeating the enchantment of Altair let it flow from thy hand onto the ground:


<center>ANJI MULA NESPON LEVI MITTAR NOPSEN ALUM CAVI</center>
<center>ALT MAN FUL MINAR<br/>LAE FIN CRIM BONTAIR</center>  


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.
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.
|}


Depending on the skill and concentration invested in its conjuring, this spell can deliver the blow of an insolent child or a stalwart knight.
=== Dungeon spells ===
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 description
|-
|-
| <span style="font-size:large;">'''Lorum'''</span><br/>Magic Cost: 10<br/>Input: {{kbd|C}}<br/>Effect: Minor light spell
| <span style="font-size:large;">'''Lorum'''</span><br/>Magic Cost: 10<br/>Input: {{kbd|C}}<br/>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:
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>
<center>OBREY URICUM OBLA SUM</center>
Line 83: Line 217:
|-
|-
| <span style="font-size:large;">'''Dor Acron'''</span><br/>Magic Cost: 15<br/>Input: {{kbd|D}}<br/>Effect: Down one dungeon level
| <span style="font-size:large;">'''Dor Acron'''</span><br/>Magic Cost: 15<br/>Input: {{kbd|D}}<br/>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.
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:
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:
Line 93: Line 226:
|-
|-
| <span style="font-size:large;">'''Sur Acron'''</span><br/>Magic Cost: 20<br/>Input: {{kbd|E}}<br/>Effect: Up one dungeon level
| <span style="font-size:large;">'''Sur Acron'''</span><br/>Magic Cost: 20<br/>Input: {{kbd|E}}<br/>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.
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:
Once again, gather thy party into a ring and while holding the wing intone this verse of magical movement:
Line 102: Line 234:
As the words are chanted thy party will be lifted through the floor above thee to the dungeon's next higher level.
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
| <span style="font-size:large;">'''Dag Lorum'''</span><br/>Magic Cost: 40<br/>Input: {{kbd|I}}<br/>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:
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>
<center>OBRUM URICA OBLA SUM<br/>URICA MANI SUM LEVI</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.
When the need for extended illumination arises, hold the silken bag and shake it. A small portion of the bust will release its energy in the form of an enduring, golden, shimmering light.
|-
|}
| <span style="font-size:large;">'''Dag Acron'''</span><br/>Magic Cost: 30<br/>Input: {{kbd|G}}<br/>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:


<center>DAG FULNUS ACRON<br/>FRIEDA ACRON BOONT</center>
=== Attack spells ===
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.


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.
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 description
|-
| <span style="font-size:large;">'''Repond'''</span><br/>Magic Cost: 0<br/>Input: {{kbd|A}}<br/>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.


This run can only be used on the Sosarian surface. It will always take thee someplace, but thy destination is a matter of speculation.
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.
|-
|-
| <span style="font-size:large;">'''Mentar'''</span><br/>Magic Cost: 35<br/>Input: {{kbd|H}}<br/>Effect: Magic missile (INT based)
| <span style="font-size:large;">'''Mittar'''</span><br/>Magic Cost: 5<br/>Input: {{kbd|B}}<br/>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:
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>ANJI MULA NESPON LEVI MITTAR NOPSEN ALUM CAVI</center>


<center>ZANBAR LEECHEN<br/>CERDI MENTAR</center>
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.


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.
Depending on the skill and concentration invested in its conjuring, this spell can deliver the blow of an insolent child or a stalwart knight.
|-
|-
| <span style="font-size:large;">'''Dag Lorum'''</span><br/>Magic Cost: 40<br/>Input: {{kbd|I}}<br/>Effect: Major light spell
| <span style="font-size:large;">'''Fulgar'''</span><br/>Magic Cost: 25<br/>Input: {{kbd|F}}<br/>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:
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>
<center>FLAMIN FLEETIS PONDI</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.
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;">'''Fal Divi'''</span><br/>Magic Cost: 45<br/>Input: {{kbd|J}}<br/>Effect: Cast a cleric spell
| <span style="font-size:large;">'''Mentar'''</span><br/>Magic Cost: 35<br/>Input: {{kbd|H}}<br/>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:
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>ZANBAR LEECHEN<br/>CERDI MENTAR</center>


<center>FAL DIVI DOM MI NEA<br/>FAL DIVI REQUI SEM</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.
 
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" |  
!colspan="2"| ''Advanced spells''
! ''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 its power at thy will, the force of these runes will be beyond thy skill.''
''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.''
''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.''
Line 157: Line 286:
|-
|-
| <span style="font-size:large;">'''Noxum'''</span><br/>Magic Cost: 50<br/>Input: {{kbd|K}}<br/>Effect: Multi-fireball
| <span style="font-size:large;">'''Noxum'''</span><br/>Magic Cost: 50<br/>Input: {{kbd|K}}<br/>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.
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.
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.
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|-
|-
| <span style="font-size:large;">'''Decorp'''</span><br/>Magic Cost: 55<br/>Input: {{kbd|L}}<br/>Effect: Death bolt
| <span style="font-size:large;">'''Decorp'''</span><br/>Magic Cost: 55<br/>Input: {{kbd|L}}<br/>Effect: Death bolt
|  
| The sun hath made its consecutive cycles and thou hast gained great experience in magic. Thy skill and power have now reached the sphere of direct magical determination.
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.
With the intonation of this spell, though dost draw on the magical force of all life and focus it upon thy foe.
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<center>NON CRONO DI VANI<br/>PAS NUMEN TI SONI</center>
<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
|
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)
| <span style="font-size:large;">'''Dag Mentar'''</span><br/>Magic Cost: 65<br/>Input: {{kbd|N}}<br/>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 its 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:
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>
<center>FENDI MENTAR DIVI<br/>CREMBI MENTAR BONI</center>
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|-
|-
| <span style="font-size:large;">'''Necorp'''</span><br/>Magic Cost: 70<br/>Input: {{kbd|O}}<br/>Effect: Weakens enemies
| <span style="font-size:large;">'''Necorp'''</span><br/>Magic Cost: 70<br/>Input: {{kbd|O}}<br/>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:
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>
<center>DON CORPUS MIEDA FUTZ<br/>RIEDA DON NEMI</center>
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|-
|-
| <span style="font-size:large;">'''(----)'''</span><br/>Magic Cost: 75<br/>Input: {{kbd|P}}<br/>Effect: Multi-death bolt
| <span style="font-size:large;">'''(----)'''</span><br/>Magic Cost: 75<br/>Input: {{kbd|P}}<br/>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.
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.
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''
{| {{prettytable}}
! Spell || The Ancient Liturgy of Truth
|-
| <span style="font-size:large;">'''Pontori'''</span><br/>Magic Cost: 0<br/>Input: {{kbd|A}}<br/>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.
|-
| <span style="font-size:large;">'''Appar Unem'''</span><br/>Magic Cost: 5<br/>Input: {{kbd|B}}<br/>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.
|-
| <span style="font-size:large;">'''Sanctu'''</span><br/>Magic Cost: 10<br/>Input: {{kbd|C}}<br/>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.
|-
| <span style="font-size:large;">'''Luminae'''</span><br/>Magic Cost: 15<br/>Input: {{kbd|D}}<br/>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.
|-
| <span style="font-size:large;">'''Rec Su '''</span><br/>Magic Cost: 20<br/>Input: {{kbd|E}}<br/>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.
|-
| <span style="font-size:large;">'''Rec Du'''</span><br/>Magic Cost: 25<br/>Input: {{kbd|F}}<br/>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.
|-
| <span style="font-size:large;">'''Lib Rec'''</span><br/>Magic Cost: 30<br/>Input: {{kbd|G}}<br/>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.
|-
| <span style="font-size:large;">'''Alcort'''</span><br/>Magic Cost: 35<br/>Input: {{kbd|H}}<br/>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.
|-
| <span style="font-size:large;">'''Sequitu'''</span><br/>Magic Cost: 40<br/>Input: {{kbd|I}}<br/>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.
|-
| <span style="font-size:large;">'''Sominae'''</span><br/>Magic Cost: 45<br/>Input: {{kbd|J}}<br/>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.
|-
| <span style="font-size:large;">'''Sanctu Mani'''</span><br/>Magic Cost: 50<br/>Input: {{kbd|K}}<br/>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.
|-
| <span style="font-size:large;">'''Vieda'''</span><br/>Magic Cost: 55<br/>Input: {{kbd|L}}<br/>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.
|-
| <span style="font-size:large;">'''Excuun'''</span><br/>Magic Cost: 60<br/>Input: {{kbd|M}}<br/>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.
|-
| <span style="font-size:large;">'''Surmandum'''</span><br/>Magic Cost: 65<br/>Input: {{kbd|N}}<br/>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.
|-
| <span style="font-size:large;">'''ZXKUQYB'''</span><br/>Magic Cost: 70<br/>Input: {{kbd|O}}<br/>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.
|-
| <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.
|}


== NES port spells ==
== NES port spells ==