Ultima IX spells

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This here is a listing of all the spells of Ultima IX. For more information about the magical system itself, see Ultima IX magic. This is for a quick overview. Detailed articles about the spells can be accessed from the list.

The Reagents[edit]

Reagent codes:

The Spells[edit]

Spell Circle Reagents Words of Power Description
U9-Stone.png Stone Linear None IN BET YLEM Throws a magical stone at a foe, causing minor damage.
U9-Ignite.png Ignite Linear None IN FLAM Ignites flammable objects.
U9-Douse.png Douse Linear None AN FLAM Douses flames of any kind, whether natural or magical.
U9-Gust.png Gust of Wind Linear None IN HUR Creates a gust of wind the can knock down smaller objects.
U9-CreateReagents.png Create Reagents 1st All of them IN ORT YLEM Creates reagents. The reagent created depends on the type of ground the caster stands on.
U9-Lightning.png Lightning Bolt 1st BP MR SA ORT GRAV Throws magical lightning against an enemy, causing moderate damage.
U9-Light.png Light 1st SA IN LOR Creates a small, glowing sphere, which follows the caster. Constantly drains mana, until dismissed.
U9-LightHeal.png Light Heal 1st GA GS SS MANI Heals a small amount of health.
U9-CrystalBarrier.png Crystal Barrier 2nd BP BM MR IN VAS YLEM Creates indestructible crystals between caster and enemies.
U9-InfernalArmour.png Infernal Armour 2nd MR SA SS UUS FLAM SANCT Creates temporary fire protection. Drains mana until dismissed.
U9-EtherealSight.png Ethereal Sight 2nd MR SS IN QUAS WIS Allows the mage to see normally invisible objects, like nightshade. Drains mana until dismissed.
U9-Cure.png Cure 2nd GA GS AN NOX Cures the caster from all kinds of poison. Sometimes has to be cast more than once.
U9-Fog.png Fog 3rd GA NS SS AN WIS HUR Surrounds the caster in a thick fog, confusing enemies. Fog stays and drains mana until dismissed.
U9-Charm.png Charm 3rd BP NS SS AN XEN EX Charms a single creature to obey the mage. Drains magic until dismissed and does not work on powerful creatures.
U9-Fireball.png Fireball 3rd BP BM MR SA VAS FLAM HUR Hurls a flaming sphere at a foe for moderate damage.
U9-Telekinesis.png Telekinesis 3rd BP BM MR ORT POR YLEM Allows the caster to manipulate smaller object like levers. Does not work on objects that can be picked up.
U9-Freeze.png Freeze 4th BP MR SA VAS AN FLAM GRAV Freezes a foe solid for a limited amount of time.
U9-StopTime.png Time Stop 4th BM GA MR AN TYM Stops all motion for a small moment, rapidly draining the caster's mana.
U9-WizardEye.png Wizard Eye 4th BP BM NS MR SS SA POR ORT WIS Creates a magical scout that is constantly draining mana, until dismissed.
U9-Day.png Daylight 4th MR SA VAS LOR Creates a significantly stronger version of the Light spell.
U9-Levitate.png Levitate 5th BM SS POR UUS YLEM Allows the caster the levitate off the ground for several seconds.
U9-SummonSkeleton.png Summon Undead 5th BM NS SS KAL CORP XEN Summons an undead creature to help the mage. Once the spell is dismissed, the creature turns against the mage.
U9-BoltOfFlame.png Bolt of Flame 5th BP MR SS SA VAS FLAM POR Turns the hands of the mage into flamethrowers. Note that the mage cannot move while throwing flames.
U9-FullHeal.png Full Heal 5th GA GS MR VAS MANI Heals the mage completely.
U9-ManaBreath.png Mana Breath 6th GS MR SS ORT MANI HUR Allows breathing under water, constantly drains mana while under water until the spell is dismissed.
U9-Meteorite.png Meteorite 6th BM MR SA KAL JUX YLEM Smashes a meteorite into the foe. Only works outdoors.
U9-Invisibility.png Invisibility 6th BM NS SANCT LOR Allows the mage to walk around undetected until the spell in cancelled or mana runs out.
U9-RingOfFire.png Ring of Fire 6th BM MR SS SA KAL POR FLAM GRAV A ring of fire bursts from the mage, heavily damaging foes.
U9-Death.png Death 7th BP MR NS SA KAL AN LOR CORP Kills a lesser creature at the price of half the mage's health.
U9-Teleport.png Teleport 7th BM MR SS ORT POR Allows medium-range teleportation, as long as the destination is visible.
U9-SummonDemon.png Summon Demon 7th BM MR NS SS KAL VAS CORP XEN Summons a daemon to fight for the mage. Should the spell be dismissed or mana run out, the daemon attacks the mage.
U9-FrostStorm.png Frost Storm 7th BM MR SA VAS AN FLAM HUR Summons a hail storm, whose ice shards heavily injures the foes.
U9-Inferno.png Inferno 8th BM MR SA VAS KAL FLAM GRAV Causes multiple, varied fire attacks.
U9-SearingRain.png Searing Rain 8th BM MR VAS KAL AN FLAM JUX A rain of acid kills all foes nearby, works only outdoors.
U9-Earthquake.png Earthquake 8th BM MR SA VAS POR YLEM Causes the earth to shake, killing ground-based foes.
U9-LightningStorm.png Lightning Storm 8th BP GA MR SA VAS GRAV HUR Summons a storm to hurl lighting at the foes. Only works outside.

Lore[edit]

In the loosest form, magic spells are a harvesting and concentration of the energies of the ether through the person of the mage. Like a focal lens, he attracts these energies to himself and thence expends them outward through the triumvirate of mental exercise, invocation, and placement of objects. These three elements are broken into a complex swirl of untenable mathematics, alchemy, and structured language, the mastery of which consumes the better years of a mage's life.

During your travels, you may acquire magic through scroll or spoken word. You can cast the spell from a scroll immediately at no cost. However, the energy of binding within the scroll is released, and the spell is thence lost. Should you desire to retain the spell forever, you must inscribe it into your spellbook with the Ritual of Binding, which cannot be performed for the spell until its Circle of Magic is opened to you.

– from Spellbook (Ultima IX)

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