Wind Change

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

Wind Change is a powerful meteorological spell.

Spell Description[edit]

Successful travel by sea or balloon is at the whim of the wind. A ship cannot effectively sail against the wind, and a balloon always drifts with it. Wind Change allows for causes the wind to bend to the will of the magician. It will change the direction of the wind for a while making for more efficient navigation.

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]

See Also[edit]

References[edit]

  1. ↑ Abbey, Lynn. The Temper of Wisdom. Questar Fantasy: 1992. Page 24.
Ultima IV Spells
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
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1st Circle Create Food ☥ Detect Magic ☥ Detect Trap ☥ Dispel Magic ☥ Douse ☥ Harm ☥ Heal ☥ Help ☥ Ignite ☥ Light
2nd Circle Infravision ☥ Magic Arrow ☥ Poison ☥ Reappear ☥ Sleep ☥ Telekinesis ☥ Trap ☥ Unlock Magic ☥ Untrap ☥ Vanish
3rd Circle Curse ☥ Dispel Field ☥ Fireball ☥ Great Light ☥ Magic Lock ☥ Mass Awaken ☥ Mass Sleep ☥ Peer ☥ Protection ☥ Repel Undead
4th Circle Animate ☥ Conjure ☥ Disable ☥ Fire Field ☥ Great Heal ☥ Locate ☥ Mass Dispel ☥ Poison Field ☥ Sleep Field ☥ Wind Change
5th Circle Energy Field ☥ Explosion ☥ Insect Swarm ☥ Invisibility ☥ Lightning ☥ Paralyze ☥ Pickpocket ☥ Reveal ☥ Seance ☥ X-Ray
6th Circle Charm ☥ Clone ☥ Confuse ☥ Flame Wind ☥ Hail Storm ☥ Mass Protect ☥ Negate Magic ☥ Poison Wind ☥ Replicate ☥ Web
7th Circle Chain Bolt ☥ Enchant ☥ Energy Wind ☥ Fear ☥ Gate Travel ☥ Kill ☥ Mass Curse ☥ Mass Invisibility ☥ Wing Strike ☥ Wizard Eye
8th Circle Armageddon ☥ Death Wind ☥ Eclipse ☥ Mass Charm ☥ Mass Kill ☥ Resurrect ☥ Slime ☥ Summon ☥ Time Stop ☥ Tremor
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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
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