Water Walk
Water Walk | |||||||||||||
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Water Walk is a spell allows the caster to walk on water.
Spell Description[edit]
This spell appears to have been developed by the lizard men of Cabirus' abyssal colony, who inhabited a tier of the Abyss riddled with waterways. While imprisoned in the failed settlement, the Avatar could learn how to cast Water Walk from Iss'leek, who would offer the hero an instructive scroll prepared by Murgo in exchange for a red gem.[1] Using this incantation allows its caster to tread on the surface of water as though it were solid earth, negating many of the potential dangers of navigating lakes and streams by swimming, and even enabling the mage to overcome the push of directional currents. Users of Water Walk should be cautious, however, as they may find themselves stranded in a dangerous location should they not carefully gauge when the enchantment will wear off.
Lore[edit]
“ | This spell allows the caster to walk on water. – from Player’s Guide (Ultima Underworld II)
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“ | I have seen a trained Tempest walk upon the Water as if upon dry land, breathe Water as easily as Air, create and calm windy storms, still the turbulent seas, cause clouds to skid across the sky with preternatural agility, and send great bolts of lightning to strike those deemed unworthy of life. – from The Chronicle of Pagan (Ultima VIII)
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Trivia[edit]
- In the SNES-port of Ultima VII, Water Walk produces similar effects, albeit for a much shorter duration. It is used in this game primarily to cross small streams and swamplands.
- Water walking also is known to the Tempests of Pagan, as the Avatar witnessed in Ultima VIII when Devon walked over water when leaving Tenebrae for some time.
Gallery[edit]
References[edit]
Ultima Underworld Spells | |
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1st Circle | Create Food ☥ Light ☥ Locate ☥ Magic Arrow ☥ Resist Blows ☥ Stealth |
2nd Circle | Cause Fear ☥ Detect Monster ☥ Jump ☥ Lesser Heal ☥ Rune of Warding ☥ Slow Fall |
3rd Circle | Conceal ☥ Lightning ☥ Night Vision ☥ Speed ☥ Strengthen Door ☥ Water Walk |
4th Circle | Heal ☥ Levitate ☥ Poison ☥ Remove Trap ☥ Resist Fire |
5th Circle | Cure Poison ☥ Fireball ☥ Missile Protection ☥ Name Enchantment ☥ Open ☥ Smite Undead |
6th Circle | Daylight ☥ Gate Travel ☥ Greater Heal ☥ Paralyze ☥ Sheet Lightning ☥ Telekinesis |
7th Circle | Ally ☥ Confusion ☥ Fly ☥ Invisibility ☥ Reveal |
8th Circle | Armageddon ☥ Flame Wind ☥ Freeze Time ☥ Iron Flesh ☥ Roaming Sight ☥ Tremor |
Ultima VII (SNES) Spells | |
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1st Level Spells | Locating ☥ Kal Lor |
2nd Level Spells | Illumination ☥ Healing |
3rd Level Spells | Ring of Fire ☥ Unlock Door |
4th Level Spells | Lifting ☥ Explosion |
5th Level Spells | Levitation ☥ Unlock Magic |
6th Level Spells | Great Heal ☥ Water Walk |
7th Level Spells | Invisibility ☥ Teleportation |
8th Level Spells | Invincibility ☥ Tremors |
Ultima Underworld II Spells | |
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1st Circle | Bounce ☥ Create Food ☥ Detect Trap ☥ Light ☥ Locate ☥ Luck ☥ Magic Arrow ☥ Resist Blows |
2nd Circle | Cause Fear ☥ Deadly Seeker ☥ Jump ☥ Lesser Heal ☥ Flame Rune ☥ Slow Fall |
3rd Circle | Bleeding ☥ Cure Poison ☥ Dispel Rune ☥ Lightning ☥ Negate Hunger ☥ Night Vision ☥ Repel Undead ☥ Speed ☥ Valor ☥ Water Walk |
4th Circle | Flameproof ☥ Frost ☥ Heal ☥ Missile Protection ☥ Poison Weapon ☥ Remove Trap ☥ Study Monster ☥ Thick Skin |
5th Circle | Fireball ☥ Levitate ☥ Mending ☥ Name Enchantment ☥ Open ☥ Paralysis Rune ☥ Smite Undead ☥ Telekinesis |
6th Circle | Charm ☥ Daylight ☥ Gate Travel ☥ Greater Heal ☥ Invisibility ☥ Map Area ☥ Paralyze ☥ Sheet Lightning |
7th Circle | Enchant Item ☥ Magic Satellite ☥ Mass Confusion ☥ Portal ☥ Reveal ☥ Shockwave |
8th Circle | Armageddon ☥ Flame Wind ☥ Fly ☥ Freeze Time ☥ Iron Flesh ☥ Restoration ☥ Roaming Sight ☥ Smite Foe |