Serpent Isle magic
The magic of Serpent Isle is very similar Britannian magic, including the use of of spellbooks, reagents and Words of Power. However, there do exist several differences and additions.
Spell Scrolls[edit]
Spell scrolls are single-use magic spells that do not consume any mana or reagents. Looking at a scroll reveals the spell written onto it, thus one can decide if to use or keep it. After all, once used, the scroll burns to ashes and the spell is lost to the mage. However, with the Transcribe spell, the scrolls can be copied into the spellbook, and thus the spell can be used at any time, as often as necessary – though it then also consumes reagents and mana.
After a spell is transcribed, any surplus scrolls of the same can be used up in order to avoid wasting mana or reagents better spent somewhere else.
Reagents[edit]
All spells do require reagents. These chemical substances act as a link between the physical world of the spellcaster and the ethereal waves of magic. Each reagent can be found in specific places, or bought from other mages who earn money with the selling of reagents, although the Ring of Reagents, an ancient artifact, can eliminate the need of looking for reagents altogether. Reagents must be prepared in a special manner before they can be used to cast spells.
In addition to the Britannian reagents, which are not listed here, there are some special reagents only used on Serpent Isle, including:
Blood Spawn[edit]
“ | This reagent is formed in quite an unusual way. Stoneheart, the red rock collected from stalagmites, must be crushed and then combined with the blood the caster! Blood spawn is an additive reagent that enhances the power of several inner circle offensive spells. Needless to say, perhaps, this reagent is not one to be bought and sold. |
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Serpent Scales[edit]
“ | Spells gleaned from the serpent ruins require a peculiar reagent, serpent scales. However, untreated snake scales are useless, and the ancient method of preparation has been lost. The only known supply of this ancient reagent is within the serpent ruins themselves. – from Beyond the Serpent Pillars (Ultima VII Part Two)
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Worm Heart[edit]
“ | This reagent, cut from the innards of the ice worms, is useful to a variety of unusual spells, often allowing enchantments involving snow or cold. – from Beyond the Serpent Pillars (Ultima VII Part Two)
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Other Reagents[edit]
Other reagents are mentioned as being used, especially by the ancient Ophidians. These include agnium, serpentinium and zerine, which were used to create serpent lamps.
Incantations[edit]
This section is about incantations used on Serpent Isle, sometimes called “Words of Power”. For Words of Power that open dungeons in Ultima V, see Words of Power (dungeons).
- Main article: Incantation
In addition to the common Britannian syllables, which are not listed here, Frio is only used in Serpent Isle due to its different connection to the ether and the festering imbalance.[Citation needed] Used to invoke cold, Frio replaces Flam in many spells on the Serpent Isle, which results in a blue flame that deals cold damage. Though the end result is the same and this is mostly a cosmetic difference.
Special Spells[edit]
There are a number of spells on Serpent Isle, which have no equivalent in Britannia. Also, the system is slightly different. Instead of 8 circles, there are 9 circles of spells. Although in turn there are no linear spells on Serpent Isle. Below is a list of these unique spells.
For a list where to get all the spells, complete with prices, see Ultima VII Part Two magic shops.
For a list of all the spells, see Serpent Isle spells.
Reagent Codes:
- Black pearl: BP
- Blood moss: BM
- Blood spawn: BS
- Garlic: GA
- Ginseng: GS
- Mandrake root: MR
- Nightshade: NS
- Serpent scales: SC
- Spider silk: SS
- Sulfurous ash: SA
- Worm heart: WH
Spell | Reagents | Words of Power | Description |
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2nd Circle | |||
False Coin |
NS SA | Rel Ylem | If used on one stack of coins, it creates five more of the same value. Contrary to popular belief, these coins are permanent. |
Cold Blast |
BP SA WH | Vas Frio | Throws an iceball at the enemy, causing medium damage. |
3rd Circle | |||
Chill |
GA GS WH | Rel Frio Mani | Negates the effects of extreme heat in Furnace and other hot places. This spell is not for sale. |
Columna's Intuition |
BP GA | Wis Jux Ylem | Identifies possible sources of danger in the near surroundings. |
Translation |
BP MR SS SA | Rel Wis | Translates runic or Ophidian writing to the Latin alphabet for the convenience of the reader. |
4th Circle | |||
Create Soul Prism |
BM GA MR SC SS SA | An Mani Ex | Creates a soul prism from Worm Gems (created from worm heart). |
Deter |
GA SS | An Xen Jux | Makes animals lose the will to attack the spellcaster. |
Flash |
MR SA | In Vas Lor | Blinds all enemies, making them stop attacking. |
Transcribe |
BP SS | Rel Ort Wis | Transcribes a spell scroll into the spellbook. Absolutely essential to get a number of unique spells. |
5th Circle | |||
Erstam's Surprise |
BP GA MR SA | Uus Vas Grav | Attacks enemies in various ways. |
Summon Shade |
BM MR NS SS SA | Kal Wis Corp | Makes it possible to talk with the dead. This spell is not for sale. |
6th Circle | |||
Betray |
BP NS SS | An Xen Ex | Makes foes turn against each other. |
Dispel Illusion |
GA MR NS | An Quas | Destroys any kind of illusion. Note that this does not mean invisibility, it means false pictures. |
Cold Strike |
BM BP WH SA | Vas In Frio Grav | Creates a cold field at the feet of a foe. |
Create Ammo |
BM GS SA | In Jux Ylem | Creates ammunition for bows or crossbows. What is created is determined by the weapons the party holds. |
Create Automaton |
MR SA SS SC | In Ort Xen | Repairs a broken automaton and makes it obedient to the caster. |
7th Circle | |||
Vibrate |
BP BM MR SS | An Grav Ex | Empties the pockets of the target (meaning pickpocket). Contrary to popular belief, it does not cause damage. The spell can break the game. |
8th Circle | |||
Create Ice |
WH SS | In Frio | Creates a block of ice, enclosing the foe or building a barrier. |
Mind Blast |
BS BP NS SA | Corp Por | Causes a lethal death bolt to strike one foe and blow their heads apart. |
Fetch |
BM BP MR | Por Ylem | Brings an object to the caster, even through walls. |
Invoke Snow Serpent |
BM GA SS WH SC | Kal Frio Xen | Calls a snow serpent to help in battle. |
Serpent Bond |
BM BP GA SS WH SC | Kal Frio Xen Ex | Turns the caster temporarily into a serpent, allowing to enter even tight passages. |
Firesnake |
BP BM MR NS | Kal Vas Frio Grav | A literal flamethrower. |
9th Circle | |||
Spiral Missile |
BM BS BP NS SA | Uus Vas Jux Ylem | Shoots lethal bolts at multiple targets. |
Imbalance |
NS SA WH SC | Kal Vas An Grav | Causes real destruction in the area. |
Lore[edit]
“ | I write this down for the edification of no one, for I doubt I will wish these words to reach anyone’s eyes save mine. However, as I have already noted, posterity is a strong motivator. Therefore shall I document a layman’s version of the study of magic.
As an interesting note, some of my earlier spells no longer function here in the new land. Interestingly enough, I have discovered differing spells on the Serpent Isle that perform similarly, in addition to spells of entirely new natures with unique reagents and words of power. I expect the colder climate has much to do with this difference, as freezing temperatures are far more hazardous here than fire is. Perhaps, too, this relates to the still unknown culture that predates our presence here. Alas, it may be several lifetimes before we learn the truth about their disappearance. |
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See Also[edit]
Magic Systems | |
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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 |