Wind Change

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Wind Change
Windchange.gif
Ultima VI
Words of Power: REL HUR
Reagents: BM, SA
Circle: 4th
Ultima V
Name: Change Wind
Words of Power: REL HUR
Reagents: BM, SA
Circle: 2nd
Ultima IV
Words of Power: the name of the patron of winds
Reagents: BM, SA
Mana: 10
The Temper of Wisdom
Words of Power: REL HUR
Reagents: unknown
Circle: 2nd

Successful travel by sea or balloon is at the whim of the wind. A ship can't effectively sail against the wind, and a balloon always drifts with it. So what to do if the wind isn't blowing in the direction a magic-user wants it to be? Cast Wind Change. It will change the direction of the wind for a while, thus cutting down travel time significantly. For any frequent traveller who doesn't use Gate Travel, this is an effective tool.

Lore[edit]

Not all Britannia is accessible on foot, and oft times the wizard will find the need to embark on a sea voyage to reach some certain destinations in the pursuit of Truth. Once aboard ship, most voyagers find themselves at the mercy of capricious nature with her ever-changing winds. This is not true for the practitioner of the mystic arts, however, for through magical means one may control the very direction of the wind, albeit for but a short span of time. Wind Change is not a taxing enchantment; indeed a powerful wizard can cast it almost continuously, although it is not so trivial as opening trapped chests or effecting minor teleportations. Simply mix Sulphurous ash for power and Blood Moss for movement to coax the wind to a more favorable direction. Speak the name of the patron of winds and call out the direction desired and the winds shall change at your bidding.
Those who love the open sea will find frequent use of Rel Hur. This powerful spell can redirect the wind for a time. To mix Rel Hur, line a board with damp blood moss and set the board against a tree or mast. Study the wind and find the exact spot in which to stand so that the sulphurous ash thrown into the air will be caught by the wind and flung against the blood moss. Complete the spell by blowing in the direction the wind should follow.
Allows caster to alter the prevailing direction of the wind.

Ultima Saga[edit]


This article or section is about the Ultima Saga series of novels. The information within may not apply to Ultima V or other Ultima games.


In Lynn Abbey's Ultima Saga, Rel Hur was one of the most common of scrolls, and one that Balthan can cast himself, but only works at sea.[1]

Quote[edit]

"Magic doesn't make weather."
"You can change the way the wind blows," Althea reminded him. "You said that Felespar made more Wind Change scrolls than any other kind, and that you could cast the spell yourself..."
"Rel Hur works over water." Balthan gave his attention to the bedraggled feathers in his hat.
"This isn't water?" Drum gestured at the bog.
The magician adjusted his hat over his forehead. "An ocean, Drum. Rel Hur doesn't change the way the wind blows, it creates a very big illusion over a very big body of water."

- from The Temper of Wisdom (Ultima Saga)

Trivia[edit]

  • The Magic Fans in Ultima VI have the same effect.
  • This spell uses the same Words of Power, REL HUR, than Weather from later games. However, Weather is more powerful, affecting not only the wind, but complete storms.

See also[edit]

References[edit]

  1. Abbey, Lynn. The Temper of Wisdom. Questar Fantasy: 1992. Page 24.
Ultima IV Spells
AwakenBlinkCureDispelEnergy FieldFireballGate TravelHealIceballJinxKillLightMagic MissileNegateOpenProtectionQuicknessResurrectSleepTremorUndeadViewWind ChangeXitYZ
Ultima V Spells
1st Circle An NoxAn YlemAn ZuGrav PorIn LorMani
2nd Circle An SanctAn Xen CorpIn WisIn Xen ManiKal XenRel Hur
3rd Circle In Flam GravIn Nox GravIn PorIn Zu GravVas FlamVas Lor
4th Circle An GravDes PorIn SanctIn Sanct GravUus PorWis Quas
5th Circle An Ex PorIn Bet XenIn Ex PorIn ZuRel TymVas Mani
6th Circle An Xen ExIn AnIn Vas Por YlemQuas An WisRel Xen BetWis An Ylem
7th Circle In Nox HurIn Quas CorpIn Quas WisIn Quas XenSanct LorXen Corp
8th Circle An TymIn Flam HurIn Mani CorpIn Vas Grav CorpKal Xen CorpVas Rel Por
Ultima VI Spells
1st Circle Create FoodDetect MagicDetect TrapDispel MagicDouseHarmHealHelpIgniteLight
2nd Circle InfravisionMagic ArrowPoisonReappearSleepTelekinesisTrapUnlock MagicUntrapVanish
3rd Circle CurseDispel FieldFireballGreat LightMagic LockMass AwakenMass SleepPeerProtectionRepel Undead
4th Circle AnimateConjureDisableFire FieldGreat HealLocateMass DispelPoison FieldSleep FieldWind Change
5th Circle Energy FieldExplosionInsect SwarmInvisibilityLightningParalyzePickpocketRevealSeanceX-Ray
6th Circle CharmCloneConfuseFlame WindHail StormMass ProtectNegate MagicPoison WindReplicateWeb
7th Circle Chain BoltEnchantEnergy WindFearGate TravelKillMass CurseMass InvisibilityWing StrikeWizard Eye
8th Circle ArmageddonDeath WindEclipseMass CharmMass KillResurrectSlimeSummonTime StopTremor
Spells of the Ultima Saga
Linear dust-be-gonehandfirehearthfiremother's-voicerust-proofsoothing handsstir-the-pot
1st Circle An NoxAn ZuIn LorMani
2nd Circle Rel Hur
3rd Circle Kal Wis Por ManiVas FlamVas Lor
4th Circle Des PorIn Sanct
5th Circle Rel TymVas Tym Sanct Grav
6th Circle An Xen ExDes Por VasIn Vas Sanct
7th Circle Sanct LorXen Corp
8th Circle An TymIn Mani CorpVas CorpVas Rel Por
Spellweaving Arcane StairwayTime Wall
Dark Magic EnthrallScryNightmareSummon GazerCreate MiasmaCall Shadowlord