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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