Enchant
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Enchant is a spell that magically fortifies weapons.
Spell Description[edit]
In Ultima VI, this spell would endow a special staff (sold by Nicodemus) with the effects of other spells (such as Fireball or Kill). Thereafter, it would convert projectiles to their magical counterparts. Normal arrows and bolts have limited strength and reliability. Some warriors avoid missile weapons altogether because of these weaknesses. However, casting Enchant on a stack of bolts or arrows turns them into magic bolts or magic arrows. These magical projectiles do much more damage and never miss their target.
History[edit]
In Ultima VI each staff could only hold one spell, but up to ten charges of it. The staff could then be used by anyone to cast the stored spell. Detect Magic could be used to check how many charges are left in a staff.
By Ultima VII Part Two, this spell could be combined with the Create Ammo spell to ensure there was a steady supply of arrows and bolts that could be enchanted, thus solving all and any ammunition problems for the party.
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Empowers special items with magical energy.
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This spell causes up to an entire bundle of arrows or bolts to become enchanted and glow blue. Enchanted missiles will always hit their target and do significantly more damage than normal.
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Affecting an entire bundle if present, this spell enchants arrows and bolts so as to enhance their effectiveness.
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- It actually is possible to enchant a staff in Ultima VI with an 8th circle spell, without being at that level, thus circumventing the lengthy quest for level 8.
- The spell was omitted from the C64-port of Ultima VI.
- The scroll in the beta of Ultima VII Part Two for some reason showed a harp.
Gallery[edit]
Enchant scroll found in Ultima VII Part Two
See Also[edit]