Ultima IX spells
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This here is a listing of all the spells of Ultima IX. For more information about the magical system itself, see Ultima IX magic. This is for a quick overview. Detailed articles about the spells can be accessed from the list.
The Reagents[edit]
Reagent codes:
- Black pearl: BP
- Blood moss: BM
- Garlic: GA
- Ginseng: GS
- Mandrake root: MR
- Nightshade: NS
- Spider silk: SS
- Sulfurous ash: SA
The Spells[edit]
Spell | Circle | Reagents | Words of Power | Description | |
---|---|---|---|---|---|
Stone | Linear | None | IN BET YLEM | Throws a magical stone at a foe, causing minor damage. | |
Ignite | Linear | None | IN FLAM | Ignites flammable objects. | |
Douse | Linear | None | AN FLAM | Douses flames of any kind, whether natural or magical. | |
Gust of Wind | Linear | None | IN HUR | Creates a gust of wind the can knock down smaller objects. | |
Create Reagents | 1st | All of them | IN ORT YLEM | Creates reagents. The reagent created depends on the type of ground the caster stands on. | |
Lightning Bolt | 1st | BP MR SA | ORT GRAV | Throws magical lightning against an enemy, causing moderate damage. | |
Light | 1st | SA | IN LOR | Creates a small, glowing sphere, which follows the caster. Constantly drains mana, until dismissed. | |
Light Heal | 1st | GA GS SS | MANI | Heals a small amount of health. | |
Crystal Barrier | 2nd | BP BM MR | IN VAS YLEM | Creates indestructible crystals between caster and enemies. | |
Infernal Armour | 2nd | MR SA SS | UUS FLAM SANCT | Creates temporary fire protection. Drains mana until dismissed. | |
Ethereal Sight | 2nd | MR SS | IN QUAS WIS | Allows the mage to see normally invisible objects, like nightshade. Drains mana until dismissed. | |
Cure | 2nd | GA GS | AN NOX | Cures the caster from all kinds of poison. Sometimes has to be cast more than once. | |
Fog | 3rd | GA NS SS | AN WIS HUR | Surrounds the caster in a thick fog, confusing enemies. Fog stays and drains mana until dismissed. | |
Charm | 3rd | BP NS SS | AN XEN EX | Charms a single creature to obey the mage. Drains magic until dismissed and does not work on powerful creatures. | |
Fireball | 3rd | BP BM MR SA | VAS FLAM HUR | Hurls a flaming sphere at a foe for moderate damage. | |
Telekinesis | 3rd | BP BM MR | ORT POR YLEM | Allows the caster to manipulate smaller object like levers. Does not work on objects that can be picked up. | |
Freeze | 4th | BP MR SA | VAS AN FLAM GRAV | Freezes a foe solid for a limited amount of time. | |
Time Stop | 4th | BM GA MR | AN TYM | Stops all motion for a small moment, rapidly draining the caster's mana. | |
Wizard Eye | 4th | BP BM NS MR SS SA | POR ORT WIS | Creates a magical scout that is constantly draining mana, until dismissed. | |
Daylight | 4th | MR SA | VAS LOR | Creates a significantly stronger version of the Light spell. | |
Levitate | 5th | BM SS | POR UUS YLEM | Allows the caster the levitate off the ground for several seconds. | |
Summon Undead | 5th | BM NS SS | KAL CORP XEN | Summons an undead creature to help the mage. Once the spell is dismissed, the creature turns against the mage. | |
Bolt of Flame | 5th | BP MR SS SA | VAS FLAM POR | Turns the hands of the mage into flamethrowers. Note that the mage cannot move while throwing flames. | |
Full Heal | 5th | GA GS MR | VAS MANI | Heals the mage completely. | |
Mana Breath | 6th | GS MR SS | ORT MANI HUR | Allows breathing under water, constantly drains mana while under water until the spell is dismissed. | |
Meteorite | 6th | BM MR SA | KAL JUX YLEM | Smashes a meteorite into the foe. Only works outdoors. | |
Invisibility | 6th | BM NS | SANCT LOR | Allows the mage to walk around undetected until the spell in cancelled or mana runs out. | |
Ring of Fire | 6th | BM MR SS SA | KAL POR FLAM GRAV | A ring of fire bursts from the mage, heavily damaging foes. | |
Death | 7th | BP MR NS SA | KAL AN LOR CORP | Kills a lesser creature at the price of half the mage's health. | |
Teleport | 7th | BM MR SS | ORT POR | Allows medium-range teleportation, as long as the destination is visible. | |
Summon Demon | 7th | BM MR NS SS | KAL VAS CORP XEN | Summons a daemon to fight for the mage. Should the spell be dismissed or mana run out, the daemon attacks the mage. | |
Frost Storm | 7th | BM MR SA | VAS AN FLAM HUR | Summons a hail storm, whose ice shards heavily injures the foes. | |
Inferno | 8th | BM MR SA | VAS KAL FLAM GRAV | Causes multiple, varied fire attacks. | |
Searing Rain | 8th | BM MR | VAS KAL AN FLAM JUX | A rain of acid kills all foes nearby, works only outdoors. | |
Earthquake | 8th | BM MR SA | VAS POR YLEM | Causes the earth to shake, killing ground-based foes. | |
Lightning Storm | 8th | BP GA MR SA | VAS GRAV HUR | Summons a storm to hurl lighting at the foes. Only works outside. |
Lore[edit]
“ | In the loosest form, magic spells are a harvesting and concentration of the energies of the ether through the person of the mage. Like a focal lens, he attracts these energies to himself and thence expends them outward through the triumvirate of mental exercise, invocation, and placement of objects. These three elements are broken into a complex swirl of untenable mathematics, alchemy, and structured language, the mastery of which consumes the better years of a mage's life.
During your travels, you may acquire magic through scroll or spoken word. You can cast the spell from a scroll immediately at no cost. However, the energy of binding within the scroll is released, and the spell is thence lost. Should you desire to retain the spell forever, you must inscribe it into your spellbook with the Ritual of Binding, which cannot be performed for the spell until its Circle of Magic is opened to you. |
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Ultima IX Walkthrough | |
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