Magic and Spellcasting

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Magic is very similar to Ultima V in that spells are cast by chanting words (eg An Nox), however, spells do not need to be mixed nor ingredents needed. The player can only cast spells that s/he already knows, and to learn a new spell one must acquire and study the appropriate tome for that spell. Each spell need only be learned once.

Tomes can be bought from your nearest Scribe merchant. To read a tome in order to learn the spell, simply press C (shift-C), select the appropriate tome and the spell will be learned. Once you've learned a spell, it may be cast by reciting the correct incantation for the spell. For example, to cast the spell Vas Ort Grav (chain lighting), you'd type "cvog" (Cast: Vas Ort Grav).

Spells range anywhere from circle 1 to circle 8. The higher the circle, the harder the spell is to cast, the more mana it uses and the longer the cooloff. Once you have 100% in a school of magic (ie Piety, Magery or Sorcery), you'll have have 100% casting rate of all spells in that school.

The Schools of Magic

(Expand.)

Magery

Utility spells.

1 IL  : Small light
2 IW  : Display position
2 KBX : Summon spider
3 WQ  : Reveal
3 EP  : Unlock
3 IMJ : Soul Trap
4 SL  : Invisibility
4 EU  : Agility
4 KOP : Recall
4 VL  : Greater light
5 KX  : Summon creature
5 AEP : Paralyze
5 KPY : Mark
5 IP  : Blink
6 QAW : Confusion
6 AXE : Charm creature
7 KXQ : Clone creature
7 VSL : Greater invisibility
8 KXC : Summon daemon
8 KVX : Summon dragon
8 VYR : Polymorph self

Sorcery

Destructive spells.

1 AM  : Harm
2 GP  : Ranged magic attack
3 VAM : Greater Harm
4 INH : Poison wind
4 XJ  : Hex (polymorph other)
5 OG  : Lightning bolt
6 IZH : Cone of sleep
6 IVPY: Earthquake
6 XMP : Vampyric attack
7 VF  : Fireball
7 IJO : Mana burn
7 VOG : Chain lightning
8 XC  : Kill

Piety

Healing, divine and anti-undead spells.

1 M   : Light heal on self
2 XM  : Heal other player or creature
2 AN  : Cure poison on self or other
3 ABC : Cure disease on self or other
3 S   : Magic armour
4 VS  : Greater magic armour
5 AXC : Turn undead
6 VM  : Greater heal on self
7 XVM : Fully heal other player or creature
8 AC  : Resurrect

The Mage's Staff

The serious mage will never leave home without his or her staff (ie: a crook, a shillelagh, or a staff). The advantages of having a staff equipped are:

  • faster cooloff
  • less mana used per spell
  • staff materials affect spell damages, and may have a venomous or vampyric effect
  • staves of slaying give increased damage to offensive spells
  • increased mana regeneration rate (including during meditation)

Spell Scrolls

The learned scribe may be able to create spell-scrolls. On reading one of these scrolls (eg Scroll: In Lor) the spell is cast with a 100% success rate. Only a subset of all the spells can be made with the Inscription skill.