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Ultima VII Part Two
Words of Power: KAL VAS AN GRAV
Reagents: NS, SC, SA, WH
Circle: 9th

A somewhat difficult to describe spell. Casting Imbalance throws various attack spells at the foes while creating all kind of magic fields in the surroundings of the mage and party. The results of the spell are unpredictable. The name is likely a reference to the concept of Balance between Order and Chaos, an important idea for the Ophidians of Serpent Isle.


This chaotic spell is difficult to control and should be cast only in dire emergencies. Its result is a wave of fire fields, explosions and streaks of lightning.

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 AutomatonDispell 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