Ultima IX magic
The magic system at the time of Ultima IX contains some important differences from the ones of previous ages. Here is a short explanation how the magic of that era works and what has to be considered.
Spell Scrolls[edit]
Spell scrolls have returned to mainstream Britannian magical circles and can often be purchased by the various vendors of magical items. The scrolls allow a single casting of the spell in question without any mana cost or experience restrictions; however, the scroll itself vanishes thereafter. Usage of scrolls in this manner can be highly wasteful since certain spell scrolls are very rare and the cost of these scrolls is significant. A caster should, therefore, transcribe it to his spellbook via the Ritual of Binding, which allows for repeated and unlimited use of the spell assuming the caster has sufficient mana.
Binding Spells[edit]
For the application of magic in Britannia without having to resort to single-use scrolls, a mage or other spell caster must possess a spellbook. Each spellbook is divided into nine groups of four spells with each group termed a circle. The first of these circles contains the linear spells, which are included in every spellbook and can be cast with no mana cost at all. The other eight circles will require a caster to bind spells into their book with the Ritual of Binding.
For the binding of a spell, a mage or other spell caster must obtain the corresponding scroll and the spell's associated reagents as written in the spellbook. Then he must find a binding pentagram, which is a stone circle with a red circle and pentagram inscribed on its surface and candles embedded at each of the pentagram's outward points. Next, the scroll and corresponding reagents should be laid within the circle of candles. The caster should then light all of the candles with the linear Ignite spell. Finally, the caster needs to invoke the incantation for the associated spell to bind the spell into the book permanently.
Now the spell is available at any time costing only mana for repeated usage. Unlike earlier magic, no more reagents are needed from that point onward.
Warning: If the reagents or incantation do not match the spell then the reagents and scroll will be lost.
For locations of all spell scrolls, see this page: Spell scrolls in Ultima IX
Reagents[edit]
The nightshade mushroom is no longer available or used in Britannian magic during this era and has been replaced a species of the nightshade plant not unlike those found on Earth.
Also, unlike in earlier times when reagents were used up every time the spell was invoked, reagents are now only needed for the initial binding of the spell. Once the spell is bound into the spellbook, it will never again need any reagents, only mana, to unleash its power into the real world.
New Spells[edit]
A number of new spells were introduced to mainstream Britannian magic by the time of Ultima IX.
A list of all spells in Ultima IX can be found at this link: Ultima IX spells.
Note that there are also rituals, which are not spells. These are located separately here: Rituals.
Reagent codes:
Black pearl | (BP) | |
Blood moss | (BM) | |
Garlic | (GA) | |
Ginseng | (GS) | |
Mandrake root | (MR) | |
Nightshade | (NS) | |
Spider silk | (SS) | |
Sulfurous ash | (SA) |
Spell | Circle | Reagents | Incantation | Description | |
---|---|---|---|---|---|
Stone | Linear | None | In Bet Ylem | This spell draws a rock or stone from the earth and hurls it at the directed target. | |
Gust | Linear | None | In Hur | This spell sends forth a burst of air capably of knocking over most inanimate objects in its path. | |
Create Reagents | 1st | All | In Ort Ylem | This spells extracts a reagent from the ground beneath the caster's feet. The reagent produced is dependent upon the terrain the caster stands on. | |
Crystal Barrier | 2nd | BP BM MR | In Vas Ylem | This spell grows a temporary, large and indestructible crystal formation in front of the caster. | |
Infernal Armour | 2nd | MR SA SS | Uus Flam Sanct | This spell engulfs the caster in an armor of flames that protects against all forms of flame including magical fire and pure lava. This spell lasts as long as the caster has mana. | |
Ethereal Sight | 2nd | MR SS | In Quas Wis | This spell allows the caster to see objects that have been hidden from common sight. This spell lasts as long the caster has mana. | |
Fog | 3rd | GA NS SS | An Wis Hur | This spell surrounds the caster in a thick fog that disorients opponents as if they were paralyzed. This spell lasts as long the caster has mana. | |
Freeze | 4th | BP MR SA | Vas An Flam Grav | This spells freezes a target for several solid and dealing damage once the opponent thaws. | |
Levitate | 5th | BM SS | Por Uus Ylem | This spell allows the caster to levitate off the ground for several seconds. | |
Summon Undead | 5th | BM SS NS | Kal Corp Xen | This spell summons a skeleton to aide the caster until the skeleton is destroyed or the caster's mana runs out, at which the point the skeleton becomes an enemy to the summoner. | |
Mana Breath | 6th | GS MR SS | Ort Mani Hur | This spell allows the caster to breathe underwater for as long as he has mana. | |
Meteorite | 6th | BR MR SA | Kal Jux Ylem | This spell calls down a meteorite from the sky to smash into a target. The target must be outside for the meteorite to hit the target. | |
Ring of Fire | 6th | BM MR SS SA | Kal Por Flam Grav | This spells creates a circle of flame around the caster's feet, which expands outward rapidly. | |
Death | 7th | BP MR NS SA | Kal An Lor Corp | This spell will kill most targets but the cost of dealing death so easily that for most casters this involves half damage to themselves. | |
Teleport | 7th | BM MR SS | Ort Por | Similar to the Blink spell, this locomotive spell transports the caster short distances along his current heading assuming his path is clear. This spell is most effective for getting past obstacles or narrow spaces. | |
Inferno | 8th | BM MR SA | Vas Kal Flam Grav | This spell generates a cacophony of fire-based magical attacks to all opponents in the area. The effects of this spell continue until the caster runs out of mana. | |
Searing Rain | 8th | BM MR | Vas Kal An Flam Jux | This spell generates a storm of acid rain that attacks all nearby foes assuming that the caster and targets are outside. The effects of this spell continue until the caster runs out of mana. |
Lore[edit]
“ | Some of the brightest minds expend their life-energies probing the mysteries of magic. A rare few can claim mastery. For most, the study of magic is a detour on the path of life into a bramble of frustration or, alas, into a madness from which they do not escape. If you follow this text to the word, you will suffer none of those fates. You will not suffer the frustration, for the lessons herein are simple and direct. You will not suffer the madness, for you will know not to ask the most dangerous question of all: why?
You will learn the ingredients and requirements of spellcasting and some limited understanding of elemental magic. At the conclusion, you will be offered a summary of sundry magic to be found in Britannia. You will know these spells and the nature of potions, scrolls, and the magic of the Moongates. You will know these spells, and you will feel the flow of flawed ether in the world. Yet of these things, you shall not question. Your fate is to never know the Why. |
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Trivia[edit]
- It is possible to re-use reagents by removing them while chanting the incantation.
- In the game, the number of repaired shrines corresponds with the highest circle in which spells can be bound and used, but does not apply to scrolls.
- If the incantation or reagents are incorrect, the scroll and reagents are not destroyed as indicated in the game and supplemental materials.
External Links[edit]
- The Other Codex: Ultima Ascension – Spells by Circle – locations of spells
Ultima IX Walkthrough | |
---|---|
Walkthrough | Whole game ☥ Dungeons ☥ Armor ☥ Weapons ☥ Training ☥ Magic ☥ Spells ☥ Monster data ☥ Keys/locks |
Shops | Armor ☥ Weapons ☥ Alcohol ☥ Potions ☥ Spell scrolls ☥ Reagents |
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 |