Pagan Magic

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Magic on Pagan works differently than on Britannia. It is based on the elemental philosophy of the Pagans' beliefs. Here it is divided into five different schools, each with its own rules, spells, reagents and properties. This article gives a deeper insight into the mechanics of magic on this world.

The Five Schools of Magic[edit]

Pagan Reagents

For a list of all spells, see Pagan Spells.


Main article: Necromancy

Necromancy is the magic of Earth and the Titan Lithos, and deals with spells of the dead.[1]


Main article: Tempestry

Tempestry is the magic of Water and the Titan Hydros, and is based on water and weather effects.[2]


Main article: Theurgy

Theurgy is the magic of Air and the Titan Stratos, and is loosely based on air and healing.[2]


Main article: Sorcery

Sorcery is the magic of Fire and the Titan Pyros, and its spells are almost all dedicated to destruction.[3]


Main article: Thaumaturgy

Thaumaturgy is the the magic of the Ether itself. Its spells were derived entirely by Mythran from the other schools of magic.[4]


Three of the schools of magic in Pagan need to use reagents to access their magic. These are Necromancy, Sorcery and Thaumaturgy. The first two only use the reagents of their own school, while the third uses all types of reagents, and adds some of its own.[5]

The Reagents of Necromancy[edit]

(Note: These reagents can be found in the Catacombs, Carthax Lake and Stone Cove.)

Executioners hood.gif
Executioner's Hood The fungus is black in hue, dark in purpose and shaped like the head-covering of its namesake.[6]
Wood Almost ageless, a time-aided tree can be stronger than the hardest rock.[6]
Dirt The plant grows from the womb of the land, its roots deeply embedded in the safety of soil.[6]
Blackmoor This is an odd mixture of the element of Earth and the mysterious Blackrock.[6]
Bone The source of blood is also, strangely enough, the source of the will, and remembers the life it once embraced.[6]
Blood The essence of life, reft from the body, serves as a reminder of mortality.[6]
Dead Man's Elbow A special case; this is a reagent whose uses are unknown.[7]

The Reagents of Sorcery[edit]

(Note: These reagents can only be found in the Daemon's Crag.)

Volcanic Ash The refuse of the volcano has the property of creating the initial spark of Fire.[8]
Brimstone This is the rock that burns or, more to the point in Sorcery, explodes. A virtually limitless source of power dwells within its etheric composition.[8]
Demon bone.gif
Daemon Bones Having taken a hint from the Necromancers, the Cabal found that Bone does, indeed, retain its tie to life. It is even useful in the ritual of binding when enough power is at hand. Daemonic forces are summoned and controlled by use of this reagent.[8]
Pumice This rock, cast highest and farthest from the volcano, retains the etheric impetus built up in the flight.[8]
Obsidian While seeming to be a fragile, easily broken substance, it endures the heat of the volcano.[8]
Pig Iron Iron's hard yet versatile nature works in protective Sorcery as no other reagent can.[8]

The Reagents of Thaumaturgy[edit]

(Note: Only Mythran sells these reagents.)

Eye of newt.gif
Eye of Newt This aids the mage in focusing the inner eye within the mind.[9]
Dragon blood.gif
Dragon Blood So powerful is this creature that the blood burns as if aflame. Precise measurements of this are wise, for too much and the magic will go dangerously awry.[9]
Serpent scale.gif
Serpent Scales The poison in the mouth of this beast seeps into the flesh and corrupts the scales, giving them the magical ability to act as a destructor of bonds.[9]
Bat wing.gif
Bat Wing The flesh, bone, and blood found in this structure serves as an excellent lodestone to the essence of life.[9]

The Words of Power[edit]

As in Britannia and Serpent Isle, these Words of Power have to be used to activate a spell. They are needed for every school, except Tempestry, and are therefore universal. They are:

Syllable Meaning Spelling
An negate ah n
Bet small b eh t
Corp death k oar p
Des down d eh ss
Ex freedom x
Flam flame fl ah m
Grav energy gr ah v
Hur wind h oo r
In create ih n
Kal invoke k ah l
Lor light l oar
Mani life m ah n ee
Nox poison n ah ks
Por movement p oar
Quas illusion kw ah ss
Rel change r eh l
Sanct protection s aa ng kt
Tym time t ih m
Uus up oo ss
Vas great v ah ss
Wis knowledge w ee ss
Xen creature z eh n
Ylem matter aye l eh m
Zu sleep z oo


My years of research in the field of magic have led me to the conclusion that all magic is simply the manifestation of a being's will, superimposed upon reality, through the means of etheric emanations. Furthermore, I propose that such emanations are truly limited only by the imagination and willpower of the entity in question.

Certain rituals and words can assist the caster in visualizing the desired effect, just as certain physical objects can lend power, stability and shape to the caster's will. These props are not always necessary for beings of considerable power or intellect, but are useful for most spellcasters.

Following is a detailed analysis of the styles of spellcrafting that I have been able to observe in this world - Necromancy, the rituals of death; Tempestry, the power of the Water and storms; Theurgy, the discipline of attuning the spirit; Sorcery, the craft of destruction; and what I call Thaumaturgy, my personal study of magic.


Note that in order to use the spells, the Avatar first has to learn about them, in order to set the appropriate flags.

  • For Necromancy, one has to read the books about the spells and Lothian's scoll in the Cemetery, as well as learn the remaining ones from the Ancient Necromancers, in order to create and use them.
  • For Theurgy, one has to read the books on Argentrock Isle in order to be in the know about the spells and which foci can be made from silver ore. The sole exception is Air Walk, as this is taught by Stratos.
  • For Sorcery, the books in the library of Daemon's Crag and Malchir's room have to be read in order to be able to create and use said spells.
  • For Thaumaturgy, Mythran selling the spellbook is already enough to use the spell - of course with the needed reagents.


  1. Lothian. THE MAGIC OF LOTHIAN (Ultima VIII - in-game).
  2. 2.0 2.1 Mythran. THE OBJECTIVE HISTORY OF PAGAN (Ultima VIII - in-game).
  3. Corodin of Argentrock. ON SORCEROUS WAYS... (Ultima VIII - in-game).
  4. Bentic. "A Treatise". THE CHRONICLE OF PAGAN (Ultima VIII).
  5. Bentic. "A Treatise". THE CHRONICLE OF PAGAN (Ultima VIII).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Bentic. "A Treatise". THE CHRONICLE OF PAGAN (Ultima VIII).
  7. VividosPaul CarrUltima VIII.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Bentic. "A Treatise". THE CHRONICLE OF PAGAN (Ultima VIII).
  9. 9.0 9.1 9.2 9.3 Bentic. "A Treatise". THE CHRONICLE OF PAGAN (Ultima VIII).

Magic Systems
Sosaria Sosarian Magic
Britannia Britannian Magic Britannian Spells Ascension Magic Rituals Ultima VII (SNES)
Serpent Isle Serpent Isle Magic Serpent Isle Spells
Pagan Pagan Magic Pagan Spells Necromancy Tempestry Theurgy Sorcery Thaumaturgy
Other Runic Magic Runic Spells Savage Empire Magic