Runic magic
This article is about a system of magic used in Ultima Underworld and Ultima Underworld II. For other uses, see Runes (disambiguation).
Runic magic is a system of spell casting which employs mystically charged rune stones rather than traditional reagents. It appears in Ultima Underworld and Ultima Underworld II.
Description[edit]
Although runic magic is a common arcane system on a number of worlds, it only functions in Britannia believed to be at places where the inter-dimensional barriers are worn thin, allowing the etheric properties of other planes to bleed through. Unlike traditional Britannian magic, it does not require reagents or a spellbook, drawing its power instead from the innate powers of rune stones and the precise gestures performed by its caster. While runic magic requires no indurable materials and offers a flexible system of devising incantations, the reliance on gesturing makes it at times unpredictable, and inexperienced mages may be injured should they botch the casting of a runic spell.[1][2]
History[edit]
Runic magic first came to the attention of Britannians when Sir Cabirus attempted to establish a colony in the Stygian Abyss. As they explored the chasm, the mages of the settler group encountered a number of specially-prepared rune stones which had been imbued with magical energy, and from them they were able to infer the workings of runic magic. Later, this obscure art would become a topic studied in depth by the magician Nystul, who would reason that the success of runic spellweaving was related to the relative strength of inter-dimensional barriers.[1][2]
It appears that runic magic has long been the standard method of spellcraft on other worlds. Tarna, Rhiannon, Talorus and the realms which house Killorn Keep, Scintillus Academy and the Pits of Carnage all appear to use rune-based casting as their primary magical system.
Required Materials[edit]
Rune Stones[edit]
- Main article: Rune stones
Rune stones lie at the core of runic magic, as its very name already shows. Each of these potentized stones has a rune carved on one of its faces, corresponding to one of twenty-four traditional Words of Power. (There were no Xen or Zu stones available to the Avatar at least.) In runic magic, these runes are positioned in appropriate combinations of up to three characters between the fingers of the hand, such that they spell out the words of power needed to invoke a spell.
Fabrication of such stones, at least the simpler ones, does not need a mage, as shown by their industrial production on Talorus. The more powerful ones, especially the Flam and Vas stones, are highly valued.
Rune Bag[edit]
In order to utilize the powers of rune stones, however, they must be stored in an appropriately prepared receptacle.[1] These rune bags will hold only such stones, and cannot be used as containers in any other capacity. Of note is that a rune stone cannot be permanently removed from the bag once inside it, and that duplicate rune stones are lost to the caster as they merge with stones of the same word of power. Thus if a spare rune stone is needed for another task, it should not be put into the rune bag.
Game Mechanics[edit]
In order to cast a runic spell, the player needs to select the correct combination of runes for a particular spell and click on the rune panel. So long as the spell is of a circle from which the player is able to cast (equal to one half of the character's current level rounded up), success is then determined by Casting skill. Spellcasting can either succeed, fail or backfire. A backfired spell means that the mana required for the spell is drained, but instead of the desired effect taking place, the player is physically injured.
Lore[edit]
“ | In the first years of our settlement here in the Abyss, our mages have learned much about the nature of magic in this most strange place. What is written below is meant for the guidance of those pilgrim mages who may wish to join our company, lest you bring with you those items of great expense which will be useless to you here. (Many thanks to Seer Danlock, who has advised me in places where my natural gifts and learning failed me.) The magically-attuned among our original colonists quickly discovered that the rules of magic as known in the rest of the world do not apply to our new underground home. As any student of our world’s history must be aware, many titanic and dramatic events have unfolded in the vicinity of the Great Stygian Abyss — indeed, the chasm and the isle itself originated in energies arcane! Our foremost mages believe that the release in past times of enormous mystic energies here has worn the dimensional fabric thin, allowing the laws of other worlds to mingle with and even negate certain of the mystic principles.
Firstly, the casting of magic while within the Abyss does not require the use of reagents. Bring no sulfurous ash, ginseng, spider silk, nightshade, black pearls, blood moss or garlic — you will have no need for arcane ingredients in our community. Secondly, new colonists should leave behind their spellbooks. We have discovered a way to cast magic which works only in the Abyss, and which does not require the user to carry a cumbersome tome with him. There are, scattered among the corridors in the depths, special stones charged with mystic potency. Each of these stones is inscribed with a rune identifying its nature. These rune stones are similar in function to the syllables of magic used in ordinary Britannian magic. Any spell can be cast by a mage who possesses the rune stones pertaining to that spell, unless the caster lacks the experience to utilize the spells of that Circle. Thirdly, rune stones can only be used when they are placed in a suitable receptacle. Our seers have enchanted special bags for this purpose, and will provide you with a rune bag upon your arrival. Fourthly, mages in the depths must develop proficiency in the physical gestures associated with spell-casting. We have noted spell failures here when all other conditions have been satisfied, and we attribute these disappointments to a lack of casting skill on the part of the wizard. Lastly, it is just as important for a Runic Mage to possess Mana as it is for any other Britannian Mage, for this is the power which must be channeled into all wizardry. The mystic energy is restored when a mage sleeps, or sometimes by the use of arcane objects such as scrolls. – from Memoirs of Sir Cabirus (Ultima Underworld)
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“ | In the practice of runic magic, there are no reagents to act as physical ingredients to the spell, and no magic syllables to be spoken. The principal component of runic sorcery is the runestone, a small rock inscribed with one of the twenty-four known runes. Each of these runes has its own significance, a particular meaning and application, which when combined with other runes becomes articulated in a spell, a focused release of magical energy which accomplishes a particular effect on the world. The casting of the spell is accomplished through a complicated set of hand gestures. Even if a runic mage obtains all the correct runestones for a given spell, the appropriate gestures may yet be beyond his or her skill. It is a mastery of this element of the casting process that separates the accomplished mage from the neophyte.
Currently, runic magic is still too weak, too alien to the known laws of Britannian magic to be effective. If, however, there were to be another weakening of the interdimensional walls, the knowledge might become useful. However, if this were to occur it would be impossible to foresee how the rules of runic magic might alter, which spells would become easier or more difficult to cast, and whether new spells might become possible. |
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Spells[edit]
Below are listed the known runic spells which feature in Ultima Underworld (UW1) and Ultima Underworld II (UW2):
Spells of the First Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Bounce | Uus Des Por | Duration | Allows the caster to rebound into a jump at the end of a fall | UW2 (undocumented) | |
Create Food | In Mani Ylem | Instantaneous | Creates a piece of fresh food | UW1, UW2 | |
Detect Trap | Wis Jux | Targeted | Detects nearby traps | UW2 | |
Light | In Lor | Duration | Generates light equivalent to that of a torch | UW1, UW2 | |
Locate | Bet Wis Ex | Instantaneous | Reveals the mages location on the map | UW2 (undocumented) | |
Luck | Bet Ort | Duration | Theoretically improves caster's chance of succeeding at assorted tasks | UW2 | |
Magic Arrow | Ort Jux | Targeted | Casts a magical projectile at the magician's foes | UW1, UW2 | |
Resist Blows | Bet In Sanct | Duration | Temporarily grants the caster the same protection as wearing head-to-toe armour | UW1, UW2 | |
Stealth | Sanct Hur | Duration | Prevents the caster from making any noise | UW1 |
Spells of the Second Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Cause Fear | Quas Corp | Instantaneous | Causes a foe of the caster to flee | UW1, UW2 | |
Deadly Seeker | Ort Wis Jux | Targeted | Creates a magical missile which seeks out nearby targets | UW2 | |
Detect Monster | Wis Mani | Instantaneous | Informs the caster as to the presence of nearby creatures | UW1 | |
Jump | Uus Por | Duration | Allows the caster to jump great distances | UW1 (undocumented), UW2 | |
Lesser Heal | In Bet Mani | Instantaneous | Heals the caster's minor wounds | UW1, UW2 | |
Dispel Hunger | Quas Mani Ylem | Instantaneous | Causes the caster to feel "well fed" | UW2 (undocumented) | |
Rune of Flame | In Flam Jux | Permanent, until disturbed | Creates an enchantment on a fixed location which will burst into flames should anything disturb it | UW2 | |
Rune of Warding | In Jux | Permanent, until disturbed | Creates an enchantment on a fixed location which will report to the caster should anything disturb it | UW1 | |
Slow Fall | Rel Des Por | Duration | Allows the caster to fall slowly and to avoid injury when jumping from great heights | UW1, UW2 | |
Valor | Quas An Corp | Duration | Improves a casters abilities in combat (20% weapon proficiency increase) | UW2 (undocumented) |
Spells of the Third Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Bleeding | Jux Mani | Instantaneous | Causes a targeted enemy to lose blood, causing it injury | UW2 | |
Conceal | Bet Sanct Lor | Duration | Obscures the caster to others | UW1 | |
Cure Poison | An Nox | Instantaneous | Removes any toxins in the caster's blood | UW1 (see 5th circle), UW2 | |
Dispel Rune | An Jux Ort | Permanent | Removes a magical rune such as a Rune of Flame or a Rune of Stasis | UW2 | |
Lightning | Ort Grav | Targeted | Hurls a bolt of arcane electrical energy at a foe | UW1, UW2 | |
Night Vision | Quas Lor | Duration | Allows the caster to see without the benefit of a light source | UW1, UW2 | |
Repel Undead | An Kal Corp | Instantaneous | Causes undead to flee in terror, unless being cornered | UW2 | |
Speed | Rel Tym Por | Duration | Decreases the speed of others thereby making the caster relatively faster | UW1, UW2 | |
Strengthen Door | Sact Jux | Permanent | Spikes a door | UW1 | |
Water Walk | Ylem Por | Duration | Allows the caster to walk on water | UW1 (undocumented), UW2 |
Spells of the Fourth Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Flameproof | Sanct Flam | Duration | Renders the caster invulnerable to flame | UW1 (appears as Resist Fire), UW2 | |
Frost | In An Flam | Instantaneous | Throws multiple iceballs at the foes surrounding the caster | UW2 (undocumented) | |
Heal | In Mani | Permanent | Heals the caster of more grievous wounds | UW1, UW2 | |
Missile Protection | Grav Sanct Por | Duration | Renders the caster invulnerable to missile weapons | UW1 (see 5th level), UW2 | |
Poison | Nox Mani | Instantaneous | Poisons the targeted creature | UW1 | |
Poison Weapon | Nox Ort Ylem | Permanent | Renders the caster's weapon poisonous | UW2 | |
Remove Trap | An Jux | Permanent | Negates a targeted snare | UW1, UW2 | |
Study Monster | Wis Mani | Instantaneous | Informs the caster as to the properties of a targeted creature | UW2 | |
Thick Skin | In Sanct | Duration | Thickens the caster's skin to protect from blows. | UW1, UW2 (undocumented) |
Spells of the Fifth Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Cure Poison | An Nox | Instantaneous | Removes any toxins in the caster's blood | UW1, UW2 (see 3rd circle) | |
Fireball | Por Flam | Targeted | Hurls a flaming missile at a targeted creature | UW1, UW2 | |
Levitate | Hur Por | Duration | Allows the caster to move upward and downward in a fixed spot | UW1, UW2 | |
Mending | Rel Sanct Ylem | Permanent | Repairs damaged equipment. Restores others, such as refilling a lantern | UW2 (undocumented) | |
Missile Protection | Grav Sanct Por | Duration | Renders the caster invulnerable to missile weapons | UW1, UW2 (see 4th circle) | |
Name Enchantment | Ort Wis Ylem | Permanent | Reveals the true nature of a targeted item | UW1, UW2 | |
Open | Ex Ylem | Permanent | Opens a locked door or chest | UW1, UW2 | |
Rune of Stasis | In Tym Jux | Permanent, until disturbed | Creates a floating rune. Any foe touching it is immobilized | UW2 (undocumented) | |
Smite Undead | An Corp Mani | Instantaneous | Delivers a crushing blow to a targeted undead being | UW1, UW2 | |
Telekinesis | Ort Por Ylem | Duration | Allows the caster to manipulate or pick up a single item at a distance | UW1 (see 6th circle), UW2 |
Spells of the Sixth Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Charm | Quas Rel Wis | Instantaneous | Renders a hostile enemy friendly | UW2 | |
Daylight | Vas In Lor | Duration | Provides bright illumination | UW1, UW2 | |
Gate Travel | Vas Rel Por | Instantaneous | Teleports the magician to the nearest moonstone | UW1, UW2 | |
Greater Heal | Vas In Mani | Instantaneous | Restores the caster to full health | UW1, UW2 | |
Invisibility | Vas Sanct Lor | Duration | Renders the caster invisible | UW1 (see 7th circle), UW2 | |
Map Area | Wis Ex | Permanent | Maps the area surrounding the mage. The scope of the mapping in proportion to the mage's experience | UW2 (undocumented) | |
Paralyze | An Ex Por | Instantaneous | Prevents a targeted creature from moving | UW1, UW2 | |
Sheet Lightning | Vas Ort Grav | Instantaneous | Summons an electrical storm to sweep the area | UW1 (undocumented), UW2 | |
Telekinesis | Ort Por Ylem | Duration | Allows the caster to manipulate or pick up a single item at a distance | UW1, UW2 (see 5th circle) |
Spells of the Seventh Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Ally | In Mani Rel | Permanent | Causes the targeted creature to attack the last enemy it saw the caster attack | UW1 | |
Enchant Item | Vas Ort Ylem | Permanent | Can enchant weapons and armor. Also improves an already existing enchantment. If it fails, the item is destroyed. | UW2 (undocumented) | |
Fly | Vas Hur Por | Duration | Allows the caster to fly | UW1, UW2 (appears as an 8th circle spell) | |
Invisibility | Vas Sanct Lor | Duration | Renders the caster invisible | UW1, UW2 (see 6th circle) | |
Magic Satellite | Ort Por Grav | Permanent, until it attacks | Creates a magic satellite near the caster which attacks nearby foes | UW2 | |
Mass Confusion | Vas An Wis | Instantaneous | Causes all foes to become befuddled | UW1 (appears as "Confusion"), UW2 | |
Portal | Vas Ex Ylem | Instantaneous | Transports the caster seven feet forward | UW2 | |
Reveal | Ort An Quas | Instantaneous | Reveals hidden objects and concealed doors | UW1, UW2 | |
Shockwave | Jux Hur | Instantaneous | Creates a wave of destruction around the caster | UW2 |
Spells of the Eighth Circle[edit]
Spell | Words of Power | Type | Description | Games | |
---|---|---|---|---|---|
Armageddon | Vas Kal Corp | Permanent | Ends all life everywhere, trapping the caster in a dead and desolate world | UW1 (undocumented), UW2 (undocumented) | |
Flame Wind | Flam Hur | Instantaneous | Creates a mighty wave of fire, damaging all creatures in the vicinity | UW1, UW2 | |
Freeze Time | An Tym | Duration | Stops the flow of time for all except the caster | UW1, UW2 | |
Iron Flesh | In Vas Sanct | Duration | Renders the caster nigh invulnerable to all damage | UW1, UW2 | |
Restoration | Vas Mani | Instantaneous | Instantly restores the caster to full health | UW2 | |
Roaming Sight | Ort Por Wis | Duration | Allows the caster to view the world from a bird's-eye view | UW1, UW2 | |
Smite Foe | Vas Jux Mani | Instantaneous | Heavily damages the targeted foe. Only works on living creatures, not magical constructs or the undead. | UW2 (undocumented) | |
Summon Daemon | Kal An Mani | Instantaneous | Summons a hostile daemon which immediately attacks the caster | UW2 (undocumented) | |
Tremor | Vas Por Ylem | Instantaneous | Creates a vast upheaval, causing the ground to quake and rocks to fall | UW1, UW2 |
References[edit]
- ↑ 1.0 1.1 1.2 Armintrout, W.G.. "Runic Magic". Memoirs of Sir Cabirus (Ultima Underworld). Origin Systems, Inc.: 1992. Pages 17–18.
- ↑ 2.0 2.1 Grossman, Austin. A Safe Passage Through Britannia (Ultima Underworld II). Origin Systems, Inc.: 1992. Pages 18–19.
Magic Systems | |
---|---|
Sosaria | Sosarian magic |
Britannia | Britannian magic ☥ Britannian spells ☥ Ascension magic ☥ Rituals ☥ Ultima VII (SNES) |
Serpent Isle | Serpent Isle magic ☥ Serpent Isle spells |
Pagan | Pagan magic ☥ Pagan spells ☥ Necromancy ☥ Tempestry ☥ Theurgy ☥ Sorcery ☥ Thaumaturgy |
Other | Runic magic ☥ Runic spells ☥ Savage Empire magic |