Flash

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This article is about a Serpent Isle spell. For the Pagan teleportation spell, see Flash (U8).


Flash
Siflash.gif
Ultima VII Part Two
Incantation: In Vas Lor
Reagents: MR, SA
Circle: 4th

The Flash spell serves to disorient foes.

Spell Description[edit]

This spell, despite seeming to be an attack spell, is actually defensive in nature. Casting Flash results in a short, bright light which blinds all the enemies nearby. While they are disoriented, this distraction can be used to either retreat undisturbed, or attack the temporarily helpless foes.

Lore[edit]

This spell creates an ephemeral, brilliant glow, blinding all creatures within the affected area, save the caster.

Gallery[edit]

See Also[edit]

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