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This does not list words of power (with the exception of a few titles), or the required reagents. This is simply each spell with a brief description of the effects. Hope this helps the devs =)

Oh, and this is freaking huge =)

--

Ultima I Spell List:


Blink - Allows the caster to teleport a short distance underground

Create - Creates a wall of energy in front of the caster

Destroy - Removes a wall of energy in front of the caster

Kill - If successful, this will destroy the opponent

Ladder Down - Descends to the next level down of a dungeon

Ladder Up - Ascends to the next level up of a dungeon

Magic Missile - A blast of magic energy, based on the skill of the caster

Open - Used to open coffins at no risk by disarming any traps

Prayer - Calls upon a personal deity when in need of divine aid

Unlock - Used to open chests at no risk by disarming any traps

--

Ultima II: Revenge of the Enchantress Spell List:


Light - Creates magical illumination (Cleric or Wizard)

Ladder down - Teleports straight down one level in a tower or dungeon (Cleric or Wizard)

Ladder up - Teleports straight up one level in a tower or dungeon (Cleric or Wizard)

Passwall - Destroys the wall directly in front of the caster (Cleric)

Surface - Teleports you to the surface from within a tower or dungeon (Cleric)

Prayer - Calls for divine intervention to destroy a foe. Results vary (Cleric)

Magic Missile - Offensive spell geared to caster's skill (Wizard)

Blink - Teleports caster randomly anywhere on same level (Wizard)

Kill - Attempts to obliterate a foe by magic (Wizard)

--

Ultima III: Exodus Spell List:


Amber Runes:

Repond - Attempts to destroy Orcs, Goblins, or Trolls when cast

Mittar - Offensive spell with random damage results based on caster skill

Lorum - Creates light for a short duration

Dor Acron - Teleports the party downwards to the next level of a dungeon

Sue Acron - Teleports the party upwards to the previous level of a dungeon

Fulgar - Sends a fiery ball towards an opponent

Dag Acron - Teleports the party at random anywhere on the surface

Mentar - Reduces an opponents intelligence, directly proportioned to the caster's intelligence

Dag Lorum - Creates a longer lasting version of light

Fal Divi - Allows the caster the ability to cast higher level spells

Noxum - Sends giant flames against a group of opponents

Decorp - Removes the life of the opponent casted upon

Altair - Causes time to slow and stop around the caster's party

Dag Mentar - A stronger version of Mentar

Necorp - Causes the opponent to become undead

P - All surrounding foes are destroyed


Cult of Truth:

Pontori - Causes an undead foe to be destroyed

Appar Unem - Disarms any magical traps upon a chest

Sanctu - Heals minor wounds

Luminae - Causes the caster's staff to glow with light for a short duration

Rec Su - Causes the caster's party to float upward to the next dungeon level

Rec Du - Causes the caster's party to sink downward to the next dungeon level

Lib Rec - Allows the caster's party to travel though a dungeon wall

Alcort - Cures the target of any poisons

Sequitu - Transports the caster's party to the surface from within a dungeon

Sominae - Creates a bright light for a longer duration

Sanctu Mani - Heals major wounds

Vieda - Gives the caster a vision of the current dungeon level map

Excuun - Destroys a single foe when cast

Surmandum - Resurrects a fallen party member, turns their body to ash if failed

Zxkuqyb - Strong offensive spell towards a group of opponents

Anju Sermani - Allows resurrection of a party member from ash

--

Ultima IV: Quest of the Avatar Spell List:


Awaken - Causes the targeted party member to wake from magical sleep

Blink - Teleports the caster's party in a selected direction

Cure - Removes any poisons from the targeted party

Dispel - Removes a magical energy field

Energy Field - Creates one of four fields: Sleep, Poison, Fire, or Lightning

Fireball - Sends an offensive fiery ball towards an opponent

Gate Travel - Teleports the caster's party to a desired moongate

Heal - Heals wounds from a targeted party member

Iceball - Sends a ball of ice towards an opponent

Jinx - Causes a group of enemies to attack one another in confusion

Kill - Attempts to destroy a targeted opponent

Light - Creates a bright light for a short duration

Magic Missile - An offensive spell that does damage in proportion to the caster's skill

Negate - Prevents the use of magic in the caster's area for a short time

Open - Removes any magical traps on the targeted chest

Protection - Creates a magical shield against damage around the caster's party

Quickness - Temporarily increases the dexterity on the targeted party member

Resurrect - Returns a slain party member to life

Sleep - Puts a targeted opponent into a magical slumber

Tremor - Causes a large earthquake, damaging those in its radius

Undead - Causes an undead foe to be destroyed when cast

View - Provides the caster with a magical view of the surrounding area

Wind Change - Changes the direction of the wind when sailing

Xit - Removes the caster's party from a dungeon, returning them to the surface

Y(up) - Lifts the caster's party to the next highest dungeon level

Z(down) - Lowers the caster's party to the next lowest dungeon level

--

Ultima V: Warriors of Destiny Spell List:


First Circle:
An Nox - Negates poison on the targeted party member

An Zu - Awakens a sleeping party member

Grav Por - Offensive spell that causes damage proportionate to the caster's skill

In Lor - Creates light for a limited duration

Mani - Heals minor wounds


Second Circle:
An Sanct - Removes any magical traps on the targeted item. Can also be used to unlock doors.

An Xen Corp - Causes undead to flee from the caster's party

In Wis - Provides the caster's latitude and longitude

Kal Xen - Summons a creature to the caster's location

Rel Hur - Changes the wind direction while sailing


Third Circle:
In Flam Grav - Creates a wall of flames

In Nox Grav - Creates a field of poison

In Por - Teleports the caster's party in the specified direction

In Zu Grav - Creates a field of sleep

Vas Flam - Sends a great ball of flame at an opponent

Vas Lor - Creates light of a longer duration


Fourth Circle:
An Grav - Destroys a targeted energy field

Des Por - Transports the caster's party to the exact location one dungeon floor lower

Uus Por - Transports the caster's party to the exact location one dungeon floor higher

In Sanct - Creates a field of magical protection against blows around the caster's party

In Sanct Grav - Creates an impassible energy barrier

Wis Quas - Reveals any invisible opponents in the area


Fifth Circle:
An Ex Por - Creates a magical warding on the targeted door

In Bet Xen - Creates a swarm of insects to attack the caster's enemies

In Ex Por - Removes magic warding from a targeted door

In Zu - Puts the targeted opponent into a magical sleep

Rel Tym - Doubles the movement speed of the caster's party

Vas Mani - Heals major wounds


Sixth Circle:
An Xen Ex - Charms the targeted opponent into serving the caster's party

In An - Negates all magical use in the caster's immediate area

In Vas Por Ylem - Causes a massive earthquake

Quas An Wis - Causes a group of opponents to fight one another in confusion

Wis An Ylem - Allows the caster to see places otherwise obscured by walls and obstacles


Seventh Circle:
In Nox Hur - Creates a cone of poisonous wind that causes damage to friend and foe

In Quas Corp - Creates a powerful illusion that causes less intelligent opponents to flee

In Quas Wis - Allows the caster to view the surrounding area through magical vision

In Quas Xen - Creates a duplicate of the targeted person, friend or foe, to fight in combat

Sanct Lor - Causes the targeted party member to become invisible

Xen Corp - Attempts to destroy the targeted opponent completely


Eighth Circle:
An Tym - Negates time around the caster's party, leaving them unaffected

In Flam Hur - Causes an explosion of flames around a group of opponents

In Mani Corp - Returns a party member to life

In Vas Grav Corp - Kills all creatures surrounding the caster in the area

Kal Xen Corp - Summons a daemon to the caster's use

Vas Rel Por - Teleports the caster's party to the specified moongate

--

Ultima VI: The False Prophet Spell List:


First Circle:
Create Food - Creates food within the caster's backpack

Detect Magic - Identifies magical objects

Detect Trap - Discovers hidden traps in chests or doors

Dispel Magic - Removes enchantments or poison. Also awakens from Sleep.

Douse - Extinguishes flames

Harm - Inflicts moderate damage on the caster's foe

Heal - Heals minor wounds

Help - Quickens the caster's demise, and resurrects the party at Lord British's throne

Ignite - Ignites a torch, fireplace, or brazier

Light - Illuminates an area


Second Circle:
Infravision - Detects living, warm-blooded beings in the dark

Magic Arrow - Sends a moderately damaging missile at an opponent

Poison - Poisons an opponent

Reappear - Undoes the effects of the Vanish spell, returning the object to the world

Sleep - Casts an opponent into a magical slumber

Telekinesis - Moves an object without physical contact

Trap - Places a concealed trap on a chest or door

Unlock Magic - Negates magical traps on chests and doors

Vanish - Makes simple objects disappear from the world


Third Circle:
Curse - Reduces an opponent's armor, prowess, and intelligence

Dispel Field - Removes magic fields generated by a field spell

Fireball - Hurls a flaming missile at an opponent

Great Light - Provides longer lasting illumination

Magic Lock - Applies a magical lock to a chest or door

Mass Awaken - Awakens all sleeping creatures in the area

Mass Sleep - Induces sleep in all creatures in the caster's targeted area

Peer - Reveals the world and caster's place through magical vision

Protection - Increases the armor, prowess, and intelligence of the target

Repel Undead - Causes all undead in the caster's area to flee


Fourth Circle:
Animate - Causes inanimate objects to come to life, not under the caster's control

Conjure - Summons a wild beast to aid the caster in combat

Disable - Inflicts a grievous wound on the target

Fire Field - Creates a wall of fire

Great Heal - Restores the target's health fully

Locate - Provides the caster's location in latitude and longitude

Mass Dispel - Dispels all magic in the area targeted by the caster

Poison Field - Creates a wall of noxious gas

Sleep Field - Creates a wall of sleep-inducing energy

Wind Change - Allows caster to alter the direction of the wind


Fifth Circle:
Energy Field - Creates an impassible wall of energy

Explosion - Creates a powerful explosion, injuring those caught in its blast

Insect Swarm - Conjures up a swarm of insects to aid the caster in combat

Invisibility - Causes the target to become unseen

Lightning - Hurls a powerful bolt of lightning at the target

Paralyze - Momentarily paralyzes the targeted opponent

Pickpocket - Let's the caster take one of the target's belongings

Reveal - Makes invisible beings in the area become visible again

Seance - Lets the caster speak with the dead as though they still lived

X-Ray - Allows the caster to see places otherwise obscured by walls and obstacles


Sixth Circle:
Charm - Changes the alignment of the target to match that of the caster

Clone - Creates an identical, though not controllable, replica of any being

Confuse - Sends opposing foes into disarray

Flame Wind - Sends a gale of flaming wind in the direction of your foes

Hail Storm - Brings down a storm of hailstones upon the caster's enemy and the surrounding area

Mass Protect - Increases the armor, prowess and intelligence of nearby beings

Negate Magic - Temporarily prevents the casting of spells and magic

Poison Wind - Sends a gale of noxious wind in the direction of your foes

Replicate - Produces a duplicate version of simple objects

Web - Lays a fine, sticky web upon the ground to hinder a foe's progress


Seventh Circle:
Chain Bolt - Causes a bolt of damaging energy to leap from one being to another

Enchant - Empowers special items with magical energy

Energy Wind - Sends a gale of wind in the direction of foes

Fear - Causes all evil foes in the area to flee in terror

Gate Travel - Teleports the caster's party to a moonstone location determined by the moonphase

Kill - Sends a lethal bolt of energy towards an opponent

Mass Curse - Reduces the armor, prowess and intelligence of all nearby beings, friend and foe alike

Mass Invisibility - Causes all nearby beings to become unseen, though still present

Wing Strike - Sends a powerful dragon's wing against your opponents

Wing Eye - Allows the caster to see otherwise obscured locations


Eighth Circle:
Armageddon - Destroys all life on the world, except for the caster

Death Wind - Sends a gale of lethal wind in the direction of foes

Eclipse - Causes the moons to block the sun's rays for a brief time

Mass Charm - Changes the alignment of nearby foes to match that of the caster

Mass Kill - Sends lethal bolts of energy toward all nearby beings

Resurrect - Restores life to a being who was dead

Slime - All evil creatures are changed to slime

Summon - Calls forth a demon from the underworld who may assist you in combat

Time Stop - Temporarily suspends time while the caster continues his journey

Tremor - Causes the ground to shake, injuring all beings in the affected area

--

Ultima VII: The Black Gate Spell List:


Linear Spells:
Awaken - Awakens the targeted creature

Douse - Extinguishes any small, non-magical targeted fire

Fireworks - Creates an impressive display of light that cause enemies to flee

Glimmer - Creates a small light source for a short period of time

Help - Resurrects the caster and party, and teleports them to Lord British's castle

Ignite - Ignites targeted flammable material

Thunder - Causes a single thunderclap to be heard

Weather - Creates a storm, or causes an existing storm to stop


First Circle:
Awaken All - Awakens all party members

Create Food - Creates random food for the caster

Cure - Removes all effects of poison from the target

Detect Trap - Reveals a magical trap on the targeted chest or door

Great Douse - Extinguishes all flames in the surrounding area

Great Ignite - Ignites all flammable torches, candles, and braziers in the area

Light - Creates light for a short time

Locate - Reveals the caster's position in latitude and longitude


Second Circle:
Destroy Trap - Removes a magical trap on the targeted chest or door

Enchant - Enchants targeted arrows or bolts to only strike opponents

Fire Blast - Hurls a flaming missile at an opponent

Great Light - Produces light for a longer duration

Mass Cure - Removes all effects of poison from the entire party

Protection - Provides a magical shield against damage around the target

Telekinesis - Moves a targeted object without physical contact

Wizard Eye - Reveals the caster's location on the cloth map


Third Circle:
Curse - Reduces an opponent's armor, prowess, and intelligence

Heal - Heals minor wounds

Paralyze - Momentarily paralyzes the targeted opponent

Peer - Gives the caster a vision of the surrounding area

Poison - Poisons an opponent

Protect All - Provides a magical shield against damage around the entire party

Sleep - Casts an opponent into a magical slumber

Swarm - Conjures up a swarm of insects to aid the caster in combat


Fourth Circle:
Charm - Changes the alignment of a targeted foe to match that of the caster

Dance - Causes nearby foes to dance mindlessly

Dispel Field - Removes magic fields generated by a field spell

Explosion - Creates a powerful explosion, injuring those caught in its blast

Fire Field - Creates a wall of fire

Great Heal - Restores the target's health fully

Invisibility - Causes the caster to become unseen

Mass Sleep - Induces sleep in all creatures in the caster's targeted area


Sixth Circle:
Cause Fear - Causes all evil foes in the area to flee in terror

Clone - Creates an identical, though not controllable, replica of any being

Fire Ring - Creates a ring of fire around the target

Flame Strike - Strikes an opponent with a blast of flames

Magic Storm - Summons a magical storm that randomly attacks enemies with lightning

Poison Field - Creates a wall of noxious gas

Sleep Field - Creates a wall of sleep-inducing energy

Tremor - Causes a massive earthquake


Seventh Circle:
Create Gold - Changes a chunk of lead into ten gold nuggets

Death Bolt - Projects a bolt of lethal energy at the targeted opponent

Delayed Blast - Causes a delayed explosion around the targeted area

Energy Field - Creates an electrical field that damages opponents crossing it

Energy Mist - Creates an electrical mist that damages any enemies within it

Mass Charm - Causes a group of enemies to ally with the caster

Mass Might - Doubles the strength and combat abilities of the caster and party

Restoration - Heals all injury, dispels magic, and cures poison for the caster's party


Eighth Circle:
Armageddon - Destroys all known living things in the entire world

Death Vortex - Creates a vortex at a targeted location, that attacks at random

Invisibility All - Causes the caster and party to become unseen

Mass Death - Causes everyone in sight of the caster and party to drop dead

Resurrect - Restores life to someone who has died

Summon - Summons a powerful creature to aid the caster in combat

Swordstrike - Creates a pinwheel of eight swords that attacks the target

Time Stop - Stops the passage of time for the entire world, except the caster's party

--

Ultima VII, Part II: Serpent Isle Spell List:


First Circle:
Create Food - Creates random food for the caster

Cure - Removes all effects of poison from the target

Detect Trap - Locates all traps near the caster

Great Douse - Extinguishes all flames within view of the caster

Great Ignite - Ignites all combustibles within the caster's area

Light - Summons a source of light for a limited duration

Locate - Identifies the area occupied by the caster

Telekinesis - Allows the caster to manipulate an object from a distance


Second Circle:
Awaken - Awakens the targeted creature

Destroy Trap - Removes a magical trap from a targeted item or location

False Coin - Duplicates five coins from a targeted coin

Cold Blast - Projects a sphere of cold energy at a target

Great Light - Summons a source of light for a longer duration

Heal - Heals minor wounds

Mass Cure - Removes all effects of poison from the caster and party

Protection - Provides a magical shield against damage around the target


Third Circle:
Chill - Proects the caster and party from extensive heat

Curse - Reduces the defensive and offensive abilities of the targeted enemy

Enchant Missile - Enchants targeted arrows or bolts to only strike opponents

Columna's Intuition - Identifies danger by causing the sources to glow

Mass Protect - Provides a magical shield against damage around the caster's party

Paralyze - Momentarily paralyzes the targeted opponent

Sleep - Casts an opponent into a magical slumber

Translation - Allows the caster to understand unknown languages, ancient runes, and text


Fourth Circle:
Blink - Teleports the caster's party in a selected direction

Deter - Discourages hostile, non-sentient animals from attacking

Flash - Creates a brilliant glow from the caster, blinding all enemies within the area

Soul Prism - Creates an ethereal container for a soul from a fashioned Wyrm's Heart

Mass Curse - Reduces the defensive and offensive abilities of the all enemies present

Reveal - Reverses the effects of all enchantments of invisibility

Transcribe - Enables the caster to copy spells found on scrolls into their spellbook

Unlock Magic - Unlocks a magically locked door


Fifth Circle:
Conjure - Summons a wild beast to assist the caster in combat

Dispel Field - Removes magic fields generated by a field spell

Explosion - Sends a large sphere of blue flame towards a target

Great Heal - Heals major wounds

Invisibility - Renders the target invisible

Mass Sleep - Makes all enemies in the area fall asleep

Summon Shade - Lets the caster speak with the dead as though they still lived

Erstam's Surprise - Creates great clouds of poison, sleep, and fear gas


Sixth Circle:
Betray - Forces an enemy to ally with the caster

Dispel Illusion - Destroys illusions affecting structures and creatures alike

Cause Fear - Forces enemies to flee from the caster

Fire Field - Creates a field of blue flame

Fire Ring - Creates a protective ring of blue flame around the caster

Cold Strike - Creates a field of blue flame on all enemies in the area

Create Missile - Creates arrows or bolts depending on the weapons the caster's party has

Create Automaton - Repairs a broken automaton


Seventh Circle:
Energy Field - Creates a field of energy that damages anyone passing through it

Energy Mist - Summons a damaging mist of energy around the caster

Mass Awaken - Awakens all party members

Mass Might - Doubles the strength and combat abilities of the caster and party

Poison Mist - Creates a stationary area of poisonous mist

Restoration - Heals all injury, dispels magic, and cures poison for the caster's party

Vibrate - Shakes a targeted opponent, damaging and loosening any hold on possessions

Lightning - Hurls a powerful bolt of lightning at the target


Eighth Circle:
Create Ice - Creates an impassible barrier of ice

Mind Blast - Sends a bolt of lethal energy based on the target's and caster's intelligence

Delayed Blast - Causes a delayed explosion around the targeted area

Fetch - Allows the caster to manipulate a targeted object, regardless of barrier or location

Invoke Serpent - Summons a snow serpent to aid the caster in combat

Serpent Bond - Permits the caster to exchange forms with a targeted snow serpent

Firesnake - Sends a trail of fire from the caster to a target to explode

Swordstrike - Creates a pinwheel of eight swords that attacks the target


Ninth Circle:
Death Vortex - Creates a vortex at a targeted location, that attacks at random

Mass Death - Causes everyone in sight of the caster and party to drop dead

Invisibility All - Causes the caster and party to become unseen

Spiral Missile - Sends lethal bolts equal to the level of the caster at random enemies

Stop Storm - Causes storms to be calmed and return to clear skies

Summon - Summons a mighty creature to side with the caster in combat

Time Stop - Stops the passage of time for the entire world, except the caster's party

Imbalance - Summons waves of fire fields, explosions, and lightning in the area

--

Ultima XIII: Pagan Spell List:


Necromancy:
Summon Dead - Summons a dead warrior to serve the caster as guardian

Rock Flesh - Transforms the caster's flesh as strong as stone

Death Speak - Allows the caster to converse with the spirits of the once living

Open Ground - Opens a weakened wall of rock and stone

Mask of Death - Allows the caster to assume a state of near-death

Withstand Death - Returns the caster from death with all ailments removed

Create Golem - Summons a creature made from earth to serve the caster

Call Quake - Causes a massive earthquake

Grant Peace - Destroys a targeted undead creature


Sorcery:
Extinguish - Extinguishes any small, non-magical targeted fire

Ignite - Ignites targeted flammable material

Flash - Allows the caster to transport to a targeted location within sight

Flame Bolt - Sends a bolt of fire from the caster at a target

Endure Heat - Creates a glowing field protecting the caster from non-magical flame

Fire Shield - Creates an impassible, protective ring of fire around the caster

Armor of Flames - Summons a cloak of flames to protect the caster from fire damage

Create Fire - Causes a fire to erupt around the targeted opponent

Explosion - Sends a greater explosion of fire from the caster at a target

Summon Daemon - Summons a daemon to aid the caster in combat

Banish Daemon - Banishes a targeted daemon

Conflagration - Causes a hail of fire to shower down around the caster's area


Theurgy:
Aerial Servant - Allows the manipulation of objects from a distance

Air Walk - Allows the caster to jump a great distance

Divination - Reveals the caster's location, time of day, day of the week, and month

Fade From Sight - Causes the caster to become completely invisible

Healing Touch - Heals minor wounds

Hear Truth - Forces any lie spoken knowingly to be revealed as truth

Intervention - Creates a protective wall of air to block damage

Restoration - Heals all injury, dispels magic, and cures poison for the target

Resurrection - Restores life to someone who has died

Reveal - Dispels all forms of invisibility around the caster


Thaumaturgy:
Confusion Blast - Causes all enemies around the caster to forget their battles

Meteor Shower - Summons molten energy from the sky onto a small targeted area

Summon Creature - Summons a powerful creature to aid the caster in combat

Call Destruction - Summons waves of explosions and lightning against any foes

Devestation - Destroys all life on the world, except for the caster

Ethereal Travel - Allows the caster to travel to the Ethereal Void

--

Ultima IX: Ascension Spell List:


Linear Spells:
Stone - Draws a rock from the ground, flinging it at a target

Gust - Summons a burst of air to jar loose items out of reach

Ignite - Ignites a torch, fireplace, or brazier

Douse - Extinguishes flames


First Circle:
Create Reagents - Summons a single random reagent

Lightning Bolt - Hurls a powerful bolt of lightning at the target

Light - Creates light for a short time

Light Heal - Heals minor wounds


Second Circle:
Crystal Barrier - Creates an impassible wall of crystal

Ethereal Sight - Reveals hidden items within the caster's range

Infernal Armor - Surrounds the caster in a protective cloak of fire

Cure - Purges the caster of all forms of poison


Third Circle:
Charm - Forces an enemy to ally with the caster

Telekinesis - Allows the manipulation of objects from a distance

Fireball - Hurls a flaming missile at an opponent

Fog - Creates a cloud of fog around the caster


Fourth Circle:
Time Stop - Interrupts the flow of time in the vicinity of the caster

Wizard Eye - Allows the caster to project their vision forward to see without being seen

Day - Creates a bright light for an extended duration

Freeze - Summons ice to freeze a targeted opponent


Fifth Circle:
Summon Undead - Summons one undead creature to aid the caster in combat

Levitate - Allows the caster to gather a mass of air to raise themselves from the ground

Bolt of Flame - Projects a bolt of fire from the caster until dispelled

Full Heal - Heals all wounds, cures poison, and returns the caster to maximum health


Sixth Circle:
Meteorite - Summons molten energy from the sky onto a small targeted area

Invisibility - Causes the caster to become unseen

Ring of Fire - Summons an expanding ring of fire centered around the caster

Mana Breath - Allows the caster to breathe while underwater


Seventh Circle:
Death - Attempts to destroy a targeted opponent

Teleport - Allows the caster to transport to a targeted location within sight

Summon Demon - Summons a daemon to aid the caster in combat

Frost Storm - Calls down snow, ice, and terrible winds within a targeted area


Eighth Circle:
Earthquake - Causes a massive earthquake around the caster

Lightning Storm - Summons a lightning storm against the caster's enemies

Inferno - Sends a ring of fire and fireballs over the ground around the caster

Searing Rain - Summons a storm of acid rain over a targeted area


--

Ultima Underworld I: The Stygian Abyss Spell List:


First Circle:
Create Food - Creates food within the caster's backpack

Light - Creates a bright light for a short duration

Locate - Reveals the area occupied by the caster on their map

Magic Arrow - Sends a moderately damaging missile at an opponent

Resist Blows - Creates a magical shield against damage around the caster's party

Stealth - Causes the caster to make less sound during movement, preventing combat


Second Circle:
Cause Fear - Forces enemies to flee from the caster

Detect Monster - Allows the caster to hear and see monsters outside of their vision

Jump - Allows the caster to jump great distances

Lesser Heal - Heals minor wounds

Slow Fall - Causes the caster to fall very slowly, preventing damage

Thick Skin - Increases the caster's resistance to damage


Third Circle:
Conceal - Allows the caster to hide from sight, but can still be noticed by enemies

Lightning - Hurls a powerful bolt of lightning at the target

Night Vision - Allows the caster to see in the dark without illumination

Repel Undead - Causes all undead in the caster's area to flee

Speed - Doubles the caster's movement speed

Water Walk - Allows the caster to walk across the surface of water


Fourth Circle:
Curse - Reduces the defensive and offensive abilities of the targeted enemy

Flameproof - Protects the caster from flames, magical and non-magical

Heal - Heals major wounds

Levitate - Allows the caster to gather a mass of air to raise themselves from the ground

Poison - Poisons an opponent

Remove Trap - Removes any magical traps on the targeted item.


Fifth Circle:
Fireball - Hurls a flaming missile at an opponent

Missile Protection - Provides magical protection against ranged attacks

Name Enchantment - Identifies enchantments on magical objects for the caster

Open - Can be used to unlock targeted doors or chests

Poison - Poisons an opponent

Smite Undead - Destroys a targeted undead creature


6th Circle:
Daylight - Creates a powerful light for a longer duration

Gate Travel - Allows the caster to travel to the location of a moonstone

Greater Heal - Heals all wounds

Paralyze - Momentarily paralyzes the targeted opponent

Sheet Lightning - Hurls a powerful bolts of lightning at a group of enemies

Telekinesis - Allows the caster to manipulate an object from a distance


Seventh Circle:
Ally - Forces an enemy to ally with the caster

Confusion - Causes a group of enemies to attack one another in confusion

Invisibility - Causes the caster to become unseen

Fly - Allows the caster to fly for a short duration of time

Monster Summoning - Summons a powerful monster to aid the caster in combat

Reveal - Reverses the effects of all enchantments of invisibility


Eighth Circle:
Armageddon - Destroys all life on the world, except for the caster

Flame Wind - Sends a gale of flaming wind in the direction of your foes

Freeze Time - Temporarily suspends time while the caster continues his journey

Iron Flesh - Transforms the caster's flesh as strong as iron

Roaming Sight - Allows the caster to project their vision forward to see without being seen

Tremor - Causes a large earthquake, damaging those in its radius

--

Ultima Underworld II: Labyrinth of Worlds Spell List:


First Circle:
Bounce - Causes the caster to bounce from a fall, with no damage

Create Food - Creates food within the caster's backpack

Detect Trap - Locates all traps near the caster

Light - Creates a bright light for a short duration

Locate - Reveals the area occupied by the caster on their map

Luck - Increases the caster's chance for a successful strike during combat

Magic Arrow - Sends a moderately damaging missile at an opponent

Resist Blows - Creates a magical shield against damage around the caster's party

Stealth - Causes the caster to make less sound during movement, preventing combat


Second Circle:
Cause Fear - Forces enemies to flee from the caster

Deadly Seeker - Sends a deadly vapor towards a target

Detect Monster - Allows the caster to hear and see monsters outside of their vision

Dispel Hunger - Causes the caster to become well fed

Jump - Allows the caster to jump great distances

Lesser Heal - Heals minor wounds

Rune of Flame - Creates a floating rune that will explode when touched

Slow Fall - Causes the caster to fall very slowly, preventing damage

Valor - Increases the caster's combat statistics significantly


Third Circle:
Bleeding - Causes a targeted opponent to start bleeding from many wounds

Cure Poison - Removes all effects of poison from the caster

Dispel Rune - Allows the caster to destroy a floating rune

Lightning - Hurls a powerful bolt of lightning at the target

Night Vision - Allows the caster to see in the dark without illumination

Repel Undead - Causes all undead in the caster's area to flee

Speed - Doubles the caster's movement speed

Water Walk - Allows the caster to walk across the surface of water


Fourth Circle:
Flameproof - Protects the caster from flames, magical and non-magical

Frost - Creates a damaging area of frost in front of the caster

Heal - Heals major wounds

Missile Protection - Provides magical protection against ranged attacks

Poison Weapon - Enchants a targeted weapon with the ability to poison

Remove Trap - Removes any magical traps on the targeted item.

Study Monster - Provides the caster with information about the targeted creature

Thick Skin - Increases the caster's resistance to damage


Fifth Circle:
Fireball - Hurls a flaming missile at an opponent

Levitate - Allows the caster to gather a mass of air to raise themselves from the ground

Name Enchantment - Identifies enchantments on magical objects for the caster

Open - Can be used to unlock targeted doors or chests

Mending - Brings a targeted weapon, armor, or other item to its top quality

Rune of Stasis - Creates a floating rune that will paralyze a creature when touched

Smite Undead - Destroys a targeted undead creature

Telekinesis - Allows the caster to manipulate an object from a distance


Sixth Circle:
Charm - Forces an enemy to ally with the caster

Daylight - Creates a powerful light for a longer duration

Gate Travel - Allows the caster to travel to the location of a moonstone

Greater Heal - Heals all wounds

Invisibility - Causes the caster to become unseen

Paralyze - Momentarily paralyzes the targeted opponent

Sheet Lightning - Hurls a powerful bolts of lightning at a group of enemies


Seventh Circle:
Enchant Item - Allows the caster to embue a targeted item with a magical aura

Magic Satellite - Creates a small floating ball of energy to attack enemies

Map Area - Permanently reveals an area surrounding the caster on their map

Mass Confusion - Causes a group of enemies to attack one another in confusion

Portal - Teleports the caster a short distance in the facing direction

Reveal - Reverses the effects of all enchantments of invisibility

Shockwave - Sends a powerful wave of energy outwards from the caster

Summon Demon - Summons a daemon to aid the caster in combat


Eighth Circle:
Flame Wind - Sends a gale of flaming wind in the direction of your foes

Fly - Allows the caster to fly for a short duration of time

Freeze Time - Temporarily suspends time while the caster continues his journey

Iron Flesh - Transforms the caster's flesh as strong as stone

Restoration - Heals all injury, dispels magic, and cures poison for the caster

Roaming Sight - Allows the caster to project their vision forward to see without being seen

Smite Foe - Attempts to destroy a targeted opponent

Tremor - Causes a large earthquake, damaging those in its radius

--
Houston Dragon -==(UDIC)==-

Awesome! Thanks Houston. This looks pretty similar to the list we have. We'll compare them and see if we missed any next week.

Also, since you brought up words of power, here is an interesting question. Right now, your character doesn't speak words of power when you cast spells. There are a couple of good reasons to not do it, but since it is VERY Ultima, I think it's something we should discuss before not doing it.

-Having words of power appear in the chat box will be VERY spammy. In fact, one of our very strong design philosophies is to not have lots of system message spam. Things like "You cast fireball and do 100 points of damage." or "You begin to dance merrily." go against the very essence of immersion. These games are graphical, we're trying to create immersive worlds...system messages destroy that. We should not be telling you what you did, we should be showing you.

-Having the character actually SAY the words also has problems. For one, we'd have to record every spell in both male and female voices. Two, more than likely the voice won't sound the way you picture your character sounding, even if we gave you control over pitch and other aspects. Three, having the races sound the same would be odd. Four, hearing a character yell "in vas mani" over and over and over again would remind me of that video with the guy yelling "Lightning bolt! Lightning bolt! Lightning bolt!". It would sound really bad (and annoying) after a while.

I like the idea of having words of power in the description of the spells. But actually using them in the game presents problems that may force us to avoid them.

-Jonathan "Calandryll" Hanna
Lead Designer

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