Light
This article is about a spell. For other uses, see Light (disambiguation).
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Light provides illumination similar to torches or certain potions.
Spell Description[edit]
Darkness can often severely imperil an adventurer. If it is night, or the party is deep inside a dungeon, they will be essentially blind and unable to perceive any dangers nearby.
Light lasts longer than the Glimmer spell but less than the Great Light spell. White potions fulfill the same purpose as the spell, but less effectively, acting more like the Glimmer spell.
History[edit]
Magical light spells were already available at the earliest Age of Darkness and were further developed into said age with the spells Lorum and Luminae and stronger light spells. After the founding of Britannia, it took until Ultima V in the Age of Enlightenment before light spells of varying intensity were again developed. By Ultima IX, this spell would create a small, orange-glowing sphere hovering above the caster and shedding light into the surroundings. The sphere would continue to leech on the mage's mana until either it was all used up, or the sphere was dismissed with another casting of the spell or other inhibitions on the magic.
Daylight is a stronger version of this spell, illuminating a greater area.
Lore[edit]
“ | The enchantment of Light is a trivial one, often the very first spell acquired by the budding sorcerer. It requires but a pinch of Sulphurous Ash, which is applied to the end of a staff and gently blown upon until it begins to glow with a soft yellow light. The spellcaster must concentrate briefly on the image of a candle and expend a slight amount of energy to start the magical glow. From then on it will burn softly until the reagent is consumed, lighting the underground passages where the thaumaturge treads. There are two principal advantages to the use of Light spells in place of ordinary torches. They are unaffected by all but magical winds or breezes; and they do not smoke and cause one’s eyes to smart. Many a warrior has suffered grievously because his eyes were shut by the sting of a wealth of tears. – from The Book of Mystic Wisdom (Ultima IV)
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“ | This simple spell creates a pool of light. Although a short duration, In Lor creates a brighter light than the best of torches. Note, however, that In Lor cannot be used in place of real flame to enhance the mixing of reagents for spells, for its properties are quite different. In Lor’s sole ingredient is sulphurous ash powder. Place the powder upon the object intended as the light source; rub it rhythmically while chanting “In Lor.” Almost instantly, the object will blaze with white light. – from The Book of Lore (Ultima V)
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“ | Illuminates a darkened area. – from Compendium (Ultima VI)
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“ | Illuminates a darkened area. – from Player’s Guide (Ultima Underworld)
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“ | This spell is a more potent version of the Linear spell Glimmer. It creates a source of light that will illuminate a darkened area. This light source can travel with the party and lasts for a significant amount of time. – from The Book of Fellowship (Ultima VII)
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“ | This spell provides illumination. – from Player’s Guide (Ultima Underworld II)
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“ | This spell brings into being a mobile source of light that lasts for half an hour. |
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“ | Should Grimwar ever find the means to cast Light, many a sleepy night of mine would henceforth be disturbed. The Light spell summons an orb of light that follows a mage’s movements. Its range is limited, yet it can be of great use in darkened catacombs. Some toothy nuisances prefer the dark and may choose to avoid the caster until the spell is dispelled or mana has run dry. |
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Trivia[edit]
- Despite the promise in The Book of Mystic Wisdom that “magic winds” will not affect the Light spell, so-called “strange winds” will extinguish the spell as easily as the do torches.
- In Lynn Abbey's Ultima Saga, In Lor can be used to create magical glyphs which float in the air near the mage. The casting of these glyphs requires additional gestures on the part of the magician, and seems to shorten the duration of the Light spell. Annon and Balthan use these glyphs to try to counter Jordan's magical blindness.[1]
- Light spells in Ultima VII and Ultima VII Part Two differ from all other light sources in the games by using the palette 6, which results in much nicer colors without a red tint. This mechanic for some reason was broken in Exult right from the start, where the spells instead used the palettes 11 and 12 like all other light sources. This was finally fixed in 2020.
Gallery[edit]
See Also[edit]
- Glimmer
- Great Light
- Infravision
- Daylight
- Light (concept) game mechanic
References[edit]
- ↑ Abbey, Lynn. The Temper of Wisdom. Questar Fantasy: 1992. Pages 1–4,39–41,43,45.
Ultima IV Spells | |
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Awaken ☥ Blink ☥ Cure ☥ Dispel ☥ Energy Field ☥ Fireball ☥ Gate Travel ☥ Heal ☥ Iceball ☥ Jinx ☥ Kill ☥ Light ☥ Magic Missile ☥ Negate ☥ Open ☥ Protection ☥ Quickness ☥ Resurrect ☥ Sleep ☥ Tremor ☥ Undead ☥ View ☥ Wind Change ☥ Xit ☥ Y ☥ Z |
Ultima V Spells | |
---|---|
1st Circle | An Nox ☥ An Ylem ☥ An Zu ☥ Grav Por ☥ In Lor ☥ Mani |
2nd Circle | An Sanct ☥ An Xen Corp ☥ In Wis ☥ In Xen Mani ☥ Kal Xen ☥ Rel Hur |
3rd Circle | In Flam Grav ☥ In Nox Grav ☥ In Por ☥ In Zu Grav ☥ Vas Flam ☥ Vas Lor |
4th Circle | An Grav ☥ Des Por ☥ In Sanct ☥ In Sanct Grav ☥ Uus Por ☥ Wis Quas |
5th Circle | An Ex Por ☥ In Bet Xen ☥ In Ex Por ☥ In Zu ☥ Rel Tym ☥ Vas Mani |
6th Circle | An Xen Ex ☥ In An ☥ In Vas Por Ylem ☥ Quas An Wis ☥ Rel Xen Bet ☥ Wis An Ylem |
7th Circle | In Nox Hur ☥ In Quas Corp ☥ In Quas Wis ☥ In Quas Xen ☥ Sanct Lor ☥ Xen Corp |
8th Circle | An Tym ☥ In Flam Hur ☥ In Mani Corp ☥ In Vas Grav Corp ☥ Kal Xen Corp ☥ Vas Rel Por |
Ultima Underworld Spells | |
---|---|
1st Circle | Create Food ☥ Light ☥ Locate ☥ Magic Arrow ☥ Resist Blows ☥ Stealth |
2nd Circle | Cause Fear ☥ Detect Monster ☥ Jump ☥ Lesser Heal ☥ Rune of Warding ☥ Slow Fall |
3rd Circle | Conceal ☥ Lightning ☥ Night Vision ☥ Speed ☥ Strengthen Door ☥ Water Walk |
4th Circle | Heal ☥ Levitate ☥ Poison ☥ Remove Trap ☥ Resist Fire |
5th Circle | Cure Poison ☥ Fireball ☥ Missile Protection ☥ Name Enchantment ☥ Open ☥ Smite Undead |
6th Circle | Daylight ☥ Gate Travel ☥ Greater Heal ☥ Paralyze ☥ Sheet Lightning ☥ Telekinesis |
7th Circle | Ally ☥ Confusion ☥ Fly ☥ Invisibility ☥ Reveal |
8th Circle | Armageddon ☥ Flame Wind ☥ Freeze Time ☥ Iron Flesh ☥ Roaming Sight ☥ Tremor |
Ultima VII Spells | |
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Linear | Awaken ☥ Douse ☥ Fireworks ☥ Glimmer ☥ Help ☥ Ignite ☥ Thunder ☥ Weather |
1st Circle | Awaken All ☥ Create Food ☥ Cure ☥ Detect Trap ☥ Great Douse ☥ Great Ignite ☥ Light ☥ Locate |
2nd Circle | Destroy Trap ☥ Enchant ☥ Fire Blast ☥ Great Light ☥ Mass Cure ☥ Protection ☥ Telekinesis ☥ Wizard Eye |
3rd Circle | Curse ☥ Heal ☥ Paralyze ☥ Peer ☥ Poison ☥ Protect All ☥ Sleep ☥ Swarm |
4th Circle | Conjure ☥ Lightning ☥ Mark ☥ Mass Curse ☥ Recall ☥ Reveal ☥ Seance ☥ Unlock Magic |
5th Circle | Charm ☥ Dance ☥ Dispel Field ☥ Explosion ☥ Fire Field ☥ Great Heal ☥ Invisibility ☥ Mass Sleep |
6th Circle | Cause Fear ☥ Clone ☥ Fire Ring ☥ Flame Strike ☥ Magic Storm ☥ Poison Field ☥ Sleep Field ☥ Tremor |
7th Circle | Create Gold ☥ Death Bolt ☥ Delayed Blast ☥ Energy Field ☥ Energy Mist ☥ Mass Charm ☥ Mass Might ☥ Restoration |
8th Circle | Armageddon ☥ Death Vortex ☥ Invisibility All ☥ Mass Death ☥ Resurrect ☥ Summon ☥ Swordstrike ☥ Time Stop |
Ultima VII (SNES) Spells | |
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1st Level Spells | Locating ☥ Kal Lor |
2nd Level Spells | Illumination ☥ Healing |
3rd Level Spells | Ring of Fire ☥ Unlock Door |
4th Level Spells | Lifting ☥ Explosion |
5th Level Spells | Levitation ☥ Unlock Magic |
6th Level Spells | Great Heal ☥ Water Walk |
7th Level Spells | Invisibility ☥ Teleportation |
8th Level Spells | Invincibility ☥ Tremors |
Ultima Underworld II Spells | |
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1st Circle | Bounce ☥ Create Food ☥ Detect Trap ☥ Light ☥ Locate ☥ Luck ☥ Magic Arrow ☥ Resist Blows |
2nd Circle | Cause Fear ☥ Deadly Seeker ☥ Jump ☥ Lesser Heal ☥ Flame Rune ☥ Slow Fall |
3rd Circle | Bleeding ☥ Cure Poison ☥ Dispel Rune ☥ Lightning ☥ Negate Hunger ☥ Night Vision ☥ Repel Undead ☥ Speed ☥ Valor ☥ Water Walk |
4th Circle | Flameproof ☥ Frost ☥ Heal ☥ Missile Protection ☥ Poison Weapon ☥ Remove Trap ☥ Study Monster ☥ Thick Skin |
5th Circle | Fireball ☥ Levitate ☥ Mending ☥ Name Enchantment ☥ Open ☥ Paralysis Rune ☥ Smite Undead ☥ Telekinesis |
6th Circle | Charm ☥ Daylight ☥ Gate Travel ☥ Greater Heal ☥ Invisibility ☥ Map Area ☥ Paralyze ☥ Sheet Lightning |
7th Circle | Enchant Item ☥ Magic Satellite ☥ Mass Confusion ☥ Portal ☥ Reveal ☥ Shockwave |
8th Circle | Armageddon ☥ Flame Wind ☥ Fly ☥ Freeze Time ☥ Iron Flesh ☥ Restoration ☥ Roaming Sight ☥ Smite Foe |
Ultima IX Spells | |
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Linear | Stone ☥ Gust ☥ Ignite ☥ Douse |
1st Circle | Create Reagents ☥ Lightning Bolt ☥ Light ☥ Light Heal |
2nd Circle | Crystal Barrier ☥ Ethereal Sight ☥ Infernal Armor ☥ Cure |
3rd Circle | Charm ☥ Telekinesis ☥ Fireball ☥ Fog |
4th Circle | Time Stop ☥ Wizard Eye ☥ Day ☥ Freeze |
5th Circle | Summon Undead ☥ Levitate ☥ Bolt of Flame ☥ Full Heal |
6th Circle | Meteorite ☥ Invisibility ☥ Ring of Fire ☥ Mana Breath |
7th Circle | Death ☥ Teleport ☥ Summon Demon ☥ Frost Storm |
8th Circle | Earthquake ☥ Lightning Storm ☥ Inferno ☥ Searing Rain |
Spells of the Ultima Saga | |
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Linear | dust-be-gone ☥ handfire ☥ hearthfire ☥ mother's-voice ☥ rust-proof ☥ soothing hands ☥ stir-the-pot |
1st Circle | An Nox ☥ An Zu ☥ In Lor ☥ Mani |
2nd Circle | Rel Hur |
3rd Circle | Kal Wis Por Mani ☥ Vas Flam ☥ Vas Lor |
4th Circle | Des Por ☥ In Sanct |
5th Circle | Rel Tym ☥ Vas Tym Sanct Grav |
6th Circle | An Xen Ex ☥ Des Por Vas ☥ In Vas Sanct |
7th Circle | Sanct Lor ☥ Xen Corp |
8th Circle | An Tym ☥ In Mani Corp ☥ Vas Corp ☥ Vas Rel Por |
Spellweaving | Arcane Stairway ☥ Time Wall |
Dark Magic | Enthrall ☥ Scry ☥ Nightmare ☥ Summon Gazer ☥ Create Miasma ☥ Call Shadowlord |