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--
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)==-
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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