Mass Charm

From Ultima Codex
(Redirected from Jinx)
Jump to navigation Jump to search
Mass Charm
U7msschm.gif
Ultima VII
Incantation: Vas An Xen Ex
Reagents: BP, MR, NS, SS
Circle: 7th
Ultima VI
Incantation: Vas An Xen Ex
Reagents: BP, MR, NS, SS
Circle: 8th
Ultima V
Name: Quas An Wis
Reagents: MR, NS
Circle: 6th
Ultima IV
Name: Jinx
Reagents: BP, MR, NS
Mana: 30

Mass Charm – in older times known as Jinx – is the more powerful version of the Charm spell.

Spell Description[edit]

What if the caster encounters a whole group of evil-minded creatures too mighty to fight? Then this stronger version of the Charm spell comes into play. Mass Charm will ensnare the entire group of foes, clouding their minds to turn them against each other in hatred. In the end, they will kill each other in battle, with the last survivor being too weakened to be any kind of threat against the mage. This spell is a favorite among mages who do not want to dirty their hands with physical battle.

Lore[edit]

Mascharm.gif
There are but two enchantments more powerful and difficult than the Jinx spell, and but one of similar potency. When faced with a closely packed horde of enemies, mix together equal quantities of Black Pearl, deadly Nightshade, and the crimson Mandrake Root to cast at your opponents. Call to their attention the vulnerability of their backs and weave the magic. They shall turn and smite each other as if each was alone in a crowd of mortal foes. The Black Pearl shall carry your spell to their very midst, while the hallucinatory might of the Nightshade will confound them beyond the boundaries of common sense. Mandrake Root lends the power of conviction to their misconceptions. The duration of the enchantment is varied, but throughout its course the spellcaster will be reminded of its potency by the presence of a glowing “J”. Be warned, however, that the casting of the Jinx spell requires great exertion.
Quas An Wis turns a foe’s orderly, well-planned attack into bedlam. Confusion reigns and creatures strike out at whomever [sic] is nearest, regardless of loyalty. Extremely effective against the likes of rats and Orcs, Quas An Wis loses much of its impact against more intelligent monsters, which are often capable of recognizing and resisting it.
A mix of rare mandrake root and nightshade, the cloud of Quas An Wis works only for experienced mages.
Changes the alignment of nearby foes to match that of the caster.
CharmiconU7.png
This spell is similar to the Fifth Circle spell Charm, but it affects an entire group of the mage’s enemies.

See Also[edit]

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
Ultima VII Spells
Linear AwakenDouseFireworksGlimmerHelpIgniteThunderWeather
1st Circle Awaken AllCreate FoodCureDetect TrapGreat DouseGreat IgniteLightLocate
2nd Circle Destroy TrapEnchantFire BlastGreat LightMass CureProtectionTelekinesisWizard Eye
3rd Circle CurseHealParalyzePeerPoisonProtect AllSleepSwarm
4th Circle ConjureLightningMarkMass CurseRecallRevealSeanceUnlock Magic
5th Circle CharmDanceDispel FieldExplosionFire FieldGreat HealInvisibilityMass Sleep
6th Circle Cause FearCloneFire RingFlame StrikeMagic StormPoison FieldSleep FieldTremor
7th Circle Create GoldDeath BoltDelayed BlastEnergy FieldEnergy MistMass CharmMass MightRestoration
8th Circle ArmageddonDeath VortexInvisibility AllMass DeathResurrectSummonSwordstrikeTime Stop