Classes and magic points
|Mage||MP = 200% Int|
|Druid||MP = 150% Int|
|MP = 100% Int|
|Tinker||MP = 50% Int|
|Shepherd||MP = 0 (NES: sheep flute)|
|Fighter||MP = 0|
In the NES remake, when the Stranger becomes an Avatar, his/her maximum MP promptly becomes 99. This holds true for every profession (in the subsequent episodes of Ultima, the Avatar will always be the character with the highest MP).
The Shepherd has no Magic Points, but in the NES remake she is the only character who can use the Sheep Flute, an item that casts the Sleep spell on all opponents.
- See also the Britannian Yellow Pages #Apothecaries.
Six reagents can be purchased in every apothecary shop, but the remaining two are the subject of side quests.
In the spell lists below, the following abbreviations and prices are used for the reagents:
|Button||Reagent||Best price||NES price|
|H||Man: mandrake root||6 G (cost of "Cure"): secret poison swamps||9 G (Cure)|
|E||Mos: blood moss||4 G: Skara Brae||6 G|
|B||Gin: ginseng||4 G: Paws, Skara Brae||5 G|
|D||Sil: spider silk web||3 G: Moonglow||3 G|
|C||Gar: garlic||2 G: Paws||6 G|
|A||Ash: sulfurous ash||2 G: Moonglow, Skara Brae||2 G|
|F||Prl: black pearl||1 G: Buccaneer's Den||9 G|
|G||Nig: nightshade fungus||0 G: secret but free||0 G|
In the table below, spells are grouped by type, then sorted by the gold cost of reagents. Indeed, what determines the availability of a spell are not magic points, but the gold to buy reagents. The GP cost of reagents does not consider Fungus and Manroot, that can be obtained for free.
Prompt specifies whether a spell is available since the beginning of the game ("yes") or if the characters should find something during the game (the recipe and/or some rare reagents). Three spell prompts are labeled as "new mix": the manual describes a recipe, but the characters can find a better recipe to cast them in the game. In the SMS port, instead, two of those recipes (plus a third one) are completely omitted from the manual, and the player can learn it from the game only.
- Healing: spells that can be used both during and after battle (exception: Resurrect);
- Field: spells that can only be used outside battle;
- Support: battle spells that target the allies;
- Disable: battle spells that target the enemies but deal no damage;
- Attack: battle spells that damage the enemies.
In the recipes, the keyboard button combinations are listed between brackets.
|Spell name||MP||Gold & Reagents||Type & Target||Effect||Prompt|
|~ Healing spells ~|
|Cure||05||06: gin, gar (BC)||Heal 1 ally||Cures "poison" status||Yes|
|Heal||10||07: gin, sil (BD)||Heal 1 ally||Cures health points||Yes|
|Resurrect||45||21: ash, gin, gar,
sil, mos, man (ABCDEH)
|Heal 1 ally||Cures "death" status||Recipe, man|
|~ Field spells ~|
|Light||05||02: ash (A)||Field (dungeons)||Lights up dungeons||Yes|
|Dispel||20||05: ash, gar, prl (ACF)||Field||Removes any magic field||Yes|
|Open||05||06: ash, mos (AE)||Field||Opens a chest avoiding any trap||Yes|
|Wind Change||10||06: ash, mos (AE)||Field||Changes direction of the wind||Yes|
|View||15||06: nig, man (GH)||Field (dungeons)||See map of area or dungeon level||nig, man|
|Z (Down)||05||07: sil, mos (DE)||Field (dungeons)||Teleports down one level in dungeons||Yes|
|Y (Up)||10||07: sil, mos (DE)||Field (dungeons)||Teleports up one level in dungeons||Yes|
|Blink||15||07: sil, mos (DE)||Field & support||Short-ranged teleport spell;
also allows to flee battle
|X (Exit)||15||09: ash, sil, mos (ADE)||Field (dungeons)||Teleports back to the dungeon entrance||Yes|
|Gate Travel||40||09: ash, prl, man (AFH)||Field||Teleports to any of the 8 towns||Recipe, man|
|~ Support spells ~|
|Awaken||05||06: gin, gar (BC)||Support 1 ally||Cures "sleep" status||Yes|
|Protection||15||08: ash, gin, gar (ABC)||Support all allies||Increases defense||Yes|
|Quickness||20||10: ash, gin, mos (x2) (ABEE)||Support all allies||Act many times per turn||New mix|
|~ Disabling spells ~|
|Undead||15||04: ash, gar (AC)||Disable all enemies||Undead enemies flee||Recipe|
|Energy Field||10||06: ash, sil, prl (ADF)||Disable some enemies||Creates one of the 4 magic fields||Yes|
|Jinx||30||07: prl, nig, man (FGH)||Disable all enemies||Enemies attack each other||nig, man|
|Sleep||15||07: gin, sil (x2) (BDD)||Disable all enemies||Put enemies to sleep||New mix|
|Negate Magic||20||10: ash, gar, man (ACH)||Disable all enem. & all.||Spells cannot be cast||man|
|~ Attack spells ~|
|Kill||25||01: prl, nig (FG)||Attack 1 enemy||Ranged attack||nig|
|Fireball||15||03: ash, prl (AF)||Attack 1 enemy||Ranged attack||Yes|
|Magic Missile||05||03: ash (x2), prl (AAF)||Attack 1 enemy||Ranged attack||New mix|
|Iceball||20||07: prl, man (FH)||Attack 1 enemy||Ranged attack||man|
|Tremor||30||12: ash, mos, man (AEH)||Attack all enemies||Mass destruction attack||man|
- SMS port: the Quickness recipe is completely omitted from the manual, the characters will learn the new recipe only.
- SMS port: the Sleep recipe is completely omitted from the manual, the characters will learn the new recipe only.
- SMS port: the new Missile recipe is the one already described in the manual.
- SMS port: the Iceball recipe is completely omitted from the manual, the characters have to find the recipe.
- Cure poison: necessary; at game start, the Stranger starts with enough reagents to mix three of them; in battle, use it after all poisonous enemies have been defeated.
- Heal: an emergency spell; otherwise, camping or resting at an inn restores more health to all companions (and all MP) for a similar price.
- Resurrect: sometimes necessary; highly recommended in Dungeon Hythloth.
- Open: useless; use "Cure poison" instead, that costs the same MP & GP, but is used only after a character actually got poisoned. Both trapped chests and this spell were omitted from the NES remake.
- Dispel: necessary.
- Wind change: necessary to direct the "lighter-than-air device".
- Blink: useful for short-ranged shortcuts, e.g. cross a river while enemies run after you. In the NES remake, it can only be used to flee from battle, without losing Virtue Points.
- Gate travel: useful for shortcuts to any of the eight towns.
- Light: more convenient than torches.
- View: less convenient than magic gems, because of the scarcity of reagents to cast the spell; both View and the Gems are very useful in dungeons, although they can be cast on the surface, too.
- X (Exit): useful to escape dungeons when the companions are very weakened.
- Y (Up) & Z (Down): possibly game breakers, actually useful to circumvent a bug in the DOS port. Both omitted from the NES remake.
- Awaken: use it strategically, e.g. after all enemy "sleep"-casters have been defeated; when facing a large number of "sleep"-casters, split your party in two: some attack the enemies, others keep waking up the asleep allies.
- Protection: especially useful when the party is low on health points.
- Quickness: useful to speed up a combat, thus reducing suffered damage.
- Energy field: creates one of four magic fields, at the caster's choice; cast it exactly on an enemy, because some enemies can walk around the fields. If an enemy receives fatal damage from a field (poison or fire), the companions earn no experience points (the field itself deserves them...). In the NES remake, a large 3x3 fire field is the only available option.
- Blue lightning field: impassable barrier; can be cast on free tiles only;
- Purple sleep field: inflicts "sleep" on enemies;
- Green poison field: inflicts "poison" on enemies;
- Red fire field: damages enemies.
- Sleep: easy to cast, but enemies killed in their sleep grant just 3 experience points.
- Undead: useful against the strongest undead, i.e. phantoms and liches; still, when an undead flees, the companions gain no experience. Omitted from the NES remake.
- Negate magic: useful against powerful spellcasting enemies, especially reapers.
- Jinx: when it affects many enemies, it becomes a great defensive-offensive spell: less damage to your party and more damage to enemies.
- (Sorted by power) Magic missile, Fireball, Iceball, Kill: damage a single opponent; ranged weapons are more convenient, because they have infinite ammunition and they consume no reagents.
- Tremor: damages all enemies at once; good to speed up battles against large numbers of enemies.
Reagents vs. spells
Knowing how many spells use a specific reagent can be useful to determine the quantity of reagents to be purchased.
|X = exit||A||-||-||D||E||-||-||-|
|Y = up||-||-||-||D||E||-||-||-|
|Z = down||-||-||-||D||E||-||-||-|