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Ultima V: Magic
Ranman:
This topic will discuss all types of magic in Ultima V.
Any questions? I'll post some more later.
Spellshaper:
I guess magics wil be parted in elements? fire/water/air/earth
Ranman:
The following information is provided as "in box" documentation but I copied it from the Ultima Onlina Archive and reformatted for this forum.
The Languages of Magic in Ultima V
Some aspects of magical lore have become fairly well known. One such is the language of magic. This is a set of twenty-four syllables compiled by a great language scholar after traveling throughout Britannia for more than seven years. These are all the components of any magic spell yet unknown; but they are little help -- and extremely dangerous -- without knowledge of how to combine them into the phrases that make meaningful incantations.
Following is a list of these powerful syllables, approximations of their meanings.
Syllable Idea
-------- ---------
An ..... negate
Bet .... small
Corp ... death
Des .... down
Ex ..... freedom
Flam ... flame
Grav ... energy
Hur .... wind
In ..... create
Kal .... invoke
Lor .... light
Mani ... life
Nox .... poison
Por .... movement
Quas ... illusion
Rel .... change
Sanct .. protection
Tym .... time
Uus .... up
Vas .... great
Wis .... knowledge
Xen .... creature
Ylem ... matter
Zu ..... sleep
The Mixtures of Magic
Reagents are herbs needed for the preparation of magical mixtures. Most are sold in apothecaries; a few are hard to find and require special effort to obtain. Following is a chart of the magical reagents and the general areas of proficiency they affect (in parentheses).
Black Pearl (Projection)-- A rare version of the standard white pearl, a black pearl is a forceful reagent in the creation of kinesthetic magic, that is, projecting objects.
Blood Moss (Movement)-- Fungal growth usually found in deep forests and warm, damp areas; especially favored as a reagent for its ability to enhance mobility.
Garlic (Warding)-- Ubiquitous and strong-scented reagent, used effectively in warding off evil spirits.
Ginseng (Healing)-- Ancient reagent used extensively in healing.
Mandrake Root (Power)-- Very rare and usually expensive magical herb growing only in swampy areas, mandrake root is said to bring great power to magic that uses it.
Nightshade (poison, Illusion)-- Rare, poisonous plant that appears only when the moons are in a certain conjunction. Those who learn its whereabouts and manage to be there in the dead of night when the moons are full can pick nightshade without danger and benefit from its powerful ability as a reagent to create illusions.
Spider Silk (Binding)-- The magical product of the garden spider and its relatives has no peer in its ability to bind. As a reagent mixed for magic, spider silk magnifies its binding power many times over.
Sulphurous Ash (Energy)-- Common material left by volcanic action, ash is an excellent source of energy in magical mixtures.
The Spells
Spells diverge greatly in term of difficulty, and, correspondingly, in terms of danger to the caster. After years of observation, and experimentation, scholars in magic have classified spells into eight circles of difficulty. Thus, mages who can command only the simplest spells are considered to be in the first circle.
Full mages' magical ability is directly related to their intelligence. Bards appear to have half the magical ability of full mages and fighters rarely have any. Casting spells drains magical powers, limiting how many spells mages can cast before resting. A spell will drain magical powers in amounts proportional to the spell's circle of difficulty.
On the facing page, a chart classifies the spells by circle, with a brief indication of each spell's use, a note on when it can be used, and an ingredient list. Do not take the ingredient lists to be recipes, as wrong quantities or careless mixing could have terrible results.
Note that not all spells can be used in all situations. Quite a few spells need far too much time or concentration to be cast during combat, others feed on the energies present in the battle arena.
Full descriptions of each spell's nature, use and effects follow. In the following chart, dng./com. signifies that the spell works in both dungeons and combat.Chart of Spells
Key: SPELL -- EFFECT -- TIME -- REAGENTS
1st Circle
An Nox -- cure poison -- anytime -- ginseng, garlic
An Zu -- awaken -- combat -- ginseng, garlic
Grav Por -- magical missile -- combat -- ash, pearl
In Lor -- light -- noncombat -- ash
Mani -- heal -- anytime -- ginseng, silk
2nd Circle
An Sanct -- unlock -- anytime -- ash, moss
An Xen Corp -- repel undead -- combat -- garlic, ash
In Wis -- locate -- noncombat -- nightshade, silk, pearl
Kal Xen -- call animal -- combat -- silk, mandrake
Rel Hur -- wind change -- noncombat -- ash, moss
3rd Circle
In Flam Grav -- wall of fire -- dng/com -- pearl, ash, silk
In Nox Grav -- wall of poison -- dng/com -- nightshade, silk, pearl
In Por -- blink (teleport) -- anytime -- silk, moss
In Zu Grav -- wall of sleep -- dng/com -- ginseng, silk, pearl
Vas Flam -- ball of flames -- combat -- ash, pearl
Vas Lor -- great light -- noncombat -- ash, mandrake
4th Circle
An Grav -- dispell field -- anytime -- pearl, ash
Des Por -- downward move -- dungeon -- moss, silk
In Sanct -- protection -- anytime -- ash, ginseng, garlic
In Sanct Grav -- protection field -- dng/com -- mandrake, silk, pearl
Uus Por -- upward move -- dungeon -- moss, silk
Wis Quas -- reveal -- combat -- silk, nightshade
5th Circle
An Ex Por -- magic lock -- anytime -- ash, moss, garlic
In Bet Xen -- insect swarm -- combat -- moss, silk, ash
In Ex Por -- magic unlock -- anytime -- ash, moss
In Zu -- sleep -- combat -- ginseng, nightshade, silk
Rel Tym -- quickness -- combat -- ash, mandrake, moss
Vas Mani -- great heal -- noncombat -- ginseng, silk, mandrake
6th Circle
An Xen Ex -- charm -- combat -- pearl, nightshade, silk
In An -- negate magic -- anytime -- garlic, mandrake, ash
In Vas Por Ylem -- tremor -- combat -- moss, ash, mandrake
Quas An Wis -- confuse -- combat -- mandrake, nightshade
Wis An Ylem -- xray -- noncombat -- mandrake, ash
7th Circle
In Nox Hur -- poison wind -- combat -- nightshade, ash, moss
In Quas Corp -- fear -- combat -- nightshade, mandrake, garlic
In Quas Wis -- peer -- noncombat -- nightshade, mandrake
In Quas Xen -- clone -- combat -- ash, silk, moss, ginseng, nightshade, mandrake
Sanct Lor -- invisibility -- combat -- mandrake, nightshade, moss
Xen Corp -- kill -- combat -- pearl, nightshade
8th Circle
An Tym -- time stop -- anytime -- mandrake, garlic, moss
In Flam Hur -- flame wind -- combat -- ash, moss, mandrake
In Mani Corp -- resurrect -- noncombat -- garlic, ginseng, silk, ash, moss, mandrake
In Vas Grav Corp -- cone of energy -- combat -- mandrake, nightshade, ash
Kal Xen Corp -- summon -- combat -- mandrake, garlic, moss, silk
Vas Rel Por -- gate travel -- noncombat -- ash, pearl, mandrake
There are also 3 undocumented spells that you can find by talking to NPCs during the game.
dragon__lance:
wow, the magic system sounds awesome O_O%)
CDI:
hehe, is it sad that I REMEMBER having that chart and info next to me while playing Ultima7?
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