Serpent Isle magic

From Ultima Codex
(Redirected from Serpent Isle Magic)
Jump to navigation Jump to search
Sim.gif

The magic of Serpent Isle is very similar Britannian magic, including the use of of spellbooks, reagents and Words of Power. However, there do exist several differences and additions.

Spell Scrolls[edit]

Spell Scrolls

Spell scrolls are single-use magic spells that do not consume any mana or reagents. Looking at a scroll reveals the spell written onto it, thus one can decide if to use or keep it. After all, once used, the scroll burns to ashes and the spell is lost to the mage. However, with the Transcribe spell, the scrolls can be copied into the spellbook, and thus the spell can be used at any time, as often as necessary – though it then also consumes reagents and mana.

After a spell is transcribed, any surplus scrolls of the same can be used up in order to avoid wasting mana or reagents better spent somewhere else.

Reagents[edit]

All spells do require reagents. These chemical substances act as a link between the physical world of the spellcaster and the ethereal waves of magic. Each reagent can be found in specific places, or bought from other mages who earn money with the selling of reagents, although the Ring of Reagents, an ancient artifact, can eliminate the need of looking for reagents altogether. Reagents must be prepared in a special manner before they can be used to cast spells.

In addition to the Britannian reagents, which are not listed here, there are some special reagents only used on Serpent Isle, including:

Blood Spawn[edit]

Reags.gif
BloodSpawnSI.PNG
This reagent is formed in quite an unusual way. Stoneheart, the red rock collected from stalagmites, must be crushed and then combined with the blood the caster! Blood spawn is an additive reagent that enhances the power of several inner circle offensive spells. Needless to say, perhaps, this reagent is not one to be bought and sold.

Serpent Scales[edit]

SerpentScalesSI.PNG
Spells gleaned from the serpent ruins require a peculiar reagent, serpent scales. However, untreated snake scales are useless, and the ancient method of preparation has been lost. The only known supply of this ancient reagent is within the serpent ruins themselves.
– from Beyond the Serpent Pillars (Ultima VII Part Two)

Worm Heart[edit]

WormHeartSI.PNG
This reagent, cut from the innards of the ice worms, is useful to a variety of unusual spells, often allowing enchantments involving snow or cold.
– from Beyond the Serpent Pillars (Ultima VII Part Two)

Other Reagents[edit]

Other reagents are mentioned as being used, especially by the ancient Ophidians. These include agnium, serpentinium and zerine, which were used to create serpent lamps.

Incantations[edit]


This section is about incantations used on Serpent Isle, sometimes called “Words of Power”. For Words of Power that open dungeons in Ultima V, see Words of Power (dungeons).


Main article: Incantation

In addition to the common Britannian syllables, which are not listed here, Frio is only used in Serpent Isle due to its different connection to the ether and the festering imbalance.[Citation needed] Used to invoke cold, Frio replaces Flam in many spells on the Serpent Isle, which results in a blue flame that deals cold damage. Though the end result is the same and this is mostly a cosmetic difference.

Special Spells[edit]

There are a number of spells on Serpent Isle, which have no equivalent in Britannia. Also, the system is slightly different. Instead of 8 circles, there are 9 circles of spells. Although in turn there are no linear spells on Serpent Isle. Below is a list of these unique spells.

For a list where to get all the spells, complete with prices, see Ultima VII Part Two magic shops.

For a list of all the spells, see Serpent Isle spells.

Reagent Codes:

Spell Reagents Words of Power Description
2nd Circle
False Coin
Siflscn.gif
NS SA Rel Ylem If used on one stack of coins, it creates five more of the same value. Contrary to popular belief, these coins are permanent.
Cold Blast
Sicdblst.gif
BP SA WH Vas Frio Throws an iceball at the enemy, causing medium damage.
3rd Circle
Chill
Sichill.gif
GA GS WH Rel Frio Mani Negates the effects of extreme heat in Furnace and other hot places. This spell is not for sale.
Columna's Intuition
Siclmint.gif
BP GA Wis Jux Ylem Identifies possible sources of danger in the near surroundings.
Translation
Sitrnslt.gif
BP MR SS SA Rel Wis Translates runic or Ophidian writing to the Latin alphabet for the convenience of the reader.
4th Circle
Create Soul Prism
Sisoup.gif
BM GA MR SC SS SA An Mani Ex Creates a soul prism from Worm Gems (created from worm heart).
Deter
Sideter.gif
GA SS An Xen Jux Makes animals lose the will to attack the spellcaster.
Flash
Siflash.gif
MR SA In Vas Lor Blinds all enemies, making them stop attacking.
Transcribe
Sitrnscb.gif
BP SS Rel Ort Wis Transcribes a spell scroll into the spellbook. Absolutely essential to get a number of unique spells.
5th Circle
Erstam's Surprise
Sierssup.gif
BP GA MR SA Uus Vas Grav Attacks enemies in various ways.
Summon Shade
Sisush.gif
BM MR NS SS SA Kal Wis Corp Makes it possible to talk with the dead. This spell is not for sale.
6th Circle
Betray
Sibetray.gif
BP NS SS An Xen Ex Makes foes turn against each other.
Dispel Illusion
Sidspill.gif
GA MR NS An Quas Destroys any kind of illusion. Note that this does not mean invisibility, it means false pictures.
Cold Strike
Sicos.gif
BM BP WH SA Vas In Frio Grav Creates a cold field at the feet of a foe.
Create Ammo
Sicrtamm.gif
BM GS SA In Jux Ylem Creates ammunition for bows or crossbows. What is created is determined by the weapons the party holds.
Create Automaton
Sicrauto.gif
MR SA SS SC In Ort Xen Repairs a broken automaton and makes it obedient to the caster.
7th Circle
Vibrate
Sivibrat.gif
BP BM MR SS An Grav Ex Empties the pockets of the target (meaning pickpocket). Contrary to popular belief, it does not cause damage. The spell can break the game.
8th Circle
Create Ice
Sicice.gif
WH SS In Frio Creates a block of ice, enclosing the foe or building a barrier.
Mind Blast
Simdblst.gif
BS BP NS SA Corp Por Causes a lethal death bolt to strike one foe and blow their heads apart.
Fetch
Sifetch.gif
BM BP MR Por Ylem Brings an object to the caster, even through walls.
Invoke Snow Serpent
Siinvsrp.gif
BM GA SS WH SC Kal Frio Xen Calls a snow serpent to help in battle.
Serpent Bond
Sisrpbnd.gif
BM BP GA SS WH SC Kal Frio Xen Ex Turns the caster temporarily into a serpent, allowing to enter even tight passages.
Firesnake
Sifsnk.gif
BP BM MR NS Kal Vas Frio Grav A literal flamethrower.
9th Circle
Spiral Missile
Sisprmis.gif
BM BS BP NS SA Uus Vas Jux Ylem Shoots lethal bolts at multiple targets.
Imbalance
Siimblnc.gif
NS SA WH SC Kal Vas An Grav Causes real destruction in the area.

Lore[edit]

I write this down for the edification of no one, for I doubt I will wish these words to reach anyone’s eyes save mine. However, as I have already noted, posterity is a strong motivator. Therefore shall I document a layman’s version of the study of magic.

As an interesting note, some of my earlier spells no longer function here in the new land. Interestingly enough, I have discovered differing spells on the Serpent Isle that perform similarly, in addition to spells of entirely new natures with unique reagents and words of power. I expect the colder climate has much to do with this difference, as freezing temperatures are far more hazardous here than fire is. Perhaps, too, this relates to the still unknown culture that predates our presence here. Alas, it may be several lifetimes before we learn the truth about their disappearance.

See Also[edit]


Magic Systems
Sosaria Sosarian magic
Britannia Britannian magicBritannian spellsAscension magicRitualsUltima VII (SNES)
Serpent Isle Serpent Isle magicSerpent Isle spells
Pagan Pagan magicPagan spellsNecromancyTempestryTheurgySorceryThaumaturgy
Other Runic magicRunic spellsSavage Empire magic