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.
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This spell allows the caster to walk on water.
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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.
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- 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]
Meeting a lurker in Ultima Underworld while water-walking
Water Walk in Ultima Underworld II
Water Walk in the SNES-port of Ultima VII
Devon water-walking in Ultima VIII
References[edit]