Air Walk

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Air Walk
Air walk.gif
School: Theurgy
Incantation: Vas Hur Por
Focus: wings
Mana cost: 15

The Theurgy spell Air Walk significantly improves the jumping range.

Spell Description[edit]

Calling onto the winds with the spell Air Walk to temporarily give assistance, the Theurgist can jump much farther than normally possible. The jumping distance is easily doubled, although one has to be careful where to jump to. However, the spell can only be granted by Stratos herself after the first audience and is not taught by the order itself. Without the spell it is not possible to again enter her domain at all, thus it is a sign of worthiness.

Without this spell, it also is impossible pass through the Mouth of the Daemon to enter Daemon's Crag, as the lava river is too wide to cross otherwise.

Lore[edit]

By means of this invocation, the Theurgist is capable of jumping a great distance with the aid of the surrounding Air. I am told that this is cast the first time without a focus, when the Theurgist leaps to Windy Point to speak with Stratos.
The Air Walk spell is the most highly valued spell a Theurgist can learn, for it is only through the use of this spell that a Theurgist can reach Stratos and hear the Mystic Voice. When this spell is cast, the Theurgist is capable of jumping quite a great distance with the aid of the surrounding air. It is interesting to note, that the first time a Theurgist experiences this spell is when he has completed the Tests and seeks Stratos for the first time. If Stratos is pleased with the Theurgist, then she will grant the spell without the use of a Focus. From that point on, however, the Theurgist must have the Focus representing wings to cast this spell. Words of power must also be spoken. For this spell those words are 'Vas Hur Por.'
– from The Spell of Air Walk (Ultima VIII)

Trivia[edit]

  • The spell is plot relevant, as without it, the Avatar can neither return to Stratos to get the Breath of Air, nor is is possible to cross the Mouth of the Daemon.

See Also[edit]

Ultima VIII Spells
Necromancy Call QuakeCreate GolemDeath SpeakGrant PeaceMask of DeathOpen GroundRock FleshSummon DeadWithstand Death
Theurgy Aerial ServantAir WalkDivinationFade from SightHealing TouchHear TruthInterventionRestorationResurrectionReveal
Sorcery Armor of FlamesBanish DaemonConflagrationCreate FireEndure HeatExplosionExtinguishFire ShieldFlame BoltFlashIgniteSummon Daemon
Thaumaturgy Call DestructionConfusion BlastDevastationEthereal TravelMeteor ShowerSummon Creature