Blink

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This article is about the Britannian spell. For the Sosarian spell used in dungeons, see Blink (Sosarian).


Blink
U7blink.gif
Ultima VII Part Two
Incantation: Rel Por
Reagents: BM, MR
Circle: 4th
Ultima V
Name: Create Movement
Incantation: In Por
Reagents: BM, SS
Circle: 3rd
Ultima IV
Reagents: BM, SS
Mana: 15

The Blink or Create Movement spell is a minor teleportation spell.

Spell Description[edit]

Usage of the Blink spell allows the caster's party to teleport to a distant location in the direction they are looking – that is, in a straight line. The party must land on level ground such as grass or swamp, otherwise the spell will simply fizzle out. The reliability of the destination is not perfect, however, ideally the party will be sent to either the last possible space before an obstacle, or the first one after it. Using this spell can be used as a shortcut for adventurers.

Ultima IV[edit]

Computer Ports[edit]

The spell will allow the party to teleport onto a space that is traversable (not including boats or Castle Britannia). The mage can judge where the party is blinking to by use of a peer gem or the view spell and looking for the furthest valid location in the direction intended. Some locations when peered will show a different area depending on the direction approached. The Isle of the Abyss interferes with the execution of Blink.

NES Remake[edit]

The spell allows you teleport out of battle without losing virtue.

History[edit]

Earlier incarnations of this spell in Sosaria – later known as Lib Rec as well – was less versatile as it only worked within dungeons. The true counterpart to the modern spell was Dag Acron, which allowed random teleports on the surface world. All these were replaced by Blink with the founding of Britannia. It was last available in Ultima V.

The spell was also known on the Serpent Isle. However, by the time of the Avatar’s arrival it had become non-functional, with speculation being it was due to the imbalance storms.

Lore[edit]

Recalls.jpg
Many are the occasions that the thaumaturge needs to be elsewhere in very short order and finds that neither horse nor ship nor any other conventional form of travel is of sufficient promptness for the situation. Magical means of travel must then be used, of which the Blink spell is the most common. This spell disassembles the mage and companions and reassembles them at a spot many leagues distant in any chosen direction. There are means of travel that cover far greater distances than the Blink, but they are far more costly and have other limitations which we shall examine later in this tome. The Blink can only move the party distances perceptible to the mind of a common person.
The components needed for the casting of a Blink spell are Spider Silk and Blood Moss. The binding powers of the Spider Silk prevent the essence of the travelers from being scattered during transit, while the Blood Moss aids in the movement from one location to the next. Equal quantities of each reagent ensure the proper working of the enchantment. The concentration required for Blinking is such that the spellcaster will most certainly feel the effects, but not be left exhausted.
In Por teleports an entire party a fair distance in any specified direction. However, incanting this spell during the haste of battle will diminish its effects. It will only remove the caster, and then only to another place on the battlefield.
In Por will not transport a party if there is no clear, grassy spot to which the party can be moved. Nor will In Por work in dungeons or in townes, as its energies require a fair bit of open space to operate.
The dust for In Por consists of spider silk and fresh young blood moss. The caster must close his eyes and conjure a vision of the current position after the party has left. In a wink, the party will be elsewhere and the vision, reality.
This is a very limited form of teleportation, magically transporting the caster and any companions to a new location about twenty paces from their original location. Blink will not permit the subjects to pass through locked doors or other impenetrable areas.

Trivia[edit]

  • This spell is needed to complete Ultima V, since some locations cannot be reached without it.
  • The spell was removed very late in the development of Ultima VII Part Two, as it still works in the 1.07 beta. The fact that it could be used to circumvent triggers, get behind locked doors and allowed rampant cheating may have been the reason for its deactivation.

Gallery[edit]

See Also[edit]

Ultima IV Spells
AwakenBlinkCureDispelEnergy FieldFireballGate TravelHealIceballJinxKillLightMagic MissileNegateOpenProtectionQuicknessResurrectSleepTremorUndeadViewWind ChangeXitYZ
Ultima V Spells
1st Circle An NoxAn YlemAn ZuGrav PorIn LorMani
2nd Circle An SanctAn Xen CorpIn WisIn Xen ManiKal XenRel Hur
3rd Circle In Flam GravIn Nox GravIn PorIn Zu GravVas FlamVas Lor
4th Circle An GravDes PorIn SanctIn Sanct GravUus PorWis Quas
5th Circle An Ex PorIn Bet XenIn Ex PorIn ZuRel TymVas Mani
6th Circle An Xen ExIn AnIn Vas Por YlemQuas An WisRel Xen BetWis An Ylem
7th Circle In Nox HurIn Quas CorpIn Quas WisIn Quas XenSanct LorXen Corp
8th Circle An TymIn Flam HurIn Mani CorpIn Vas Grav CorpKal Xen CorpVas Rel Por
Ultima VII Part Two Spells
1st Circle Create FoodCureDetect TrapGreat DouseGreat IgniteLightLocateTelekinesis
2nd Circle AwakenDestroy TrapFalse CoinCold BlastGreat LightHealMass CureProtection
3rd Circle ChillColumna's IntuitionCurseEnchant MissilesParalyzeProtect AllSleepTranslation
4th Circle BlinkCreate Soul PrismDeterFlashMass CurseRevealTranscribeUnlock Magic
5th Circle ConjureDispel FieldExplosionGreat HealInvisibilityMass SleepSummon ShadeSurprise
6th Circle BetrayCause FearCold StrikeCreate AmmoCreate AutomatonDispel IllusionFire FieldFire Ring
7th Circle Energy FieldEnergy MistLightningMass AwakenMass MightPoison MistRestorationVibrate
8th Circle Create IceDelayed BlastFetchFiresnakeInvoke Snow SerpentMind BlastSerpent BondSwordstrike
9th Circle Death VortexImbalanceInvisibility AllMass DeathSpiral MissileStop StormSummonTime Stop