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Page 1: The Book of Mystic Wisdom - c64sets.comc64sets.com/ultima4/Ultima IV Quest of the Avatar - The Book of Mystik... · The Book of Mystic Wisdom as told by Philpop the Weary, magician
Page 2: The Book of Mystic Wisdom - c64sets.comc64sets.com/ultima4/Ultima IV Quest of the Avatar - The Book of Mystik... · The Book of Mystic Wisdom as told by Philpop the Weary, magician
Page 3: The Book of Mystic Wisdom - c64sets.comc64sets.com/ultima4/Ultima IV Quest of the Avatar - The Book of Mystik... · The Book of Mystic Wisdom as told by Philpop the Weary, magician

The Book of Mystic Wisdom

as told by Philpop the Weary,magician to the court of his most

sovereign Lord British.

Know ye, O seeker of the mystic wisdoms, that the waysof magic are diverse and strange. There exists the need forutmost concentration and the harvesting of things magicalin order that ye may harness the powers of the universe.Many are the aeons of wisdom contained in these pageswhich I write for the benefit of my pupils, yet still there ismuch to learn.

All magic is accomplished by the use of means bothhuman and of nature, for true magic is but the melding ofhuman will and natural force. Without the human voice toutter the chant, no spell may be cast. Yet without the propernatural catalyst, no spell may be effective. Thus magic istwofold, a balance struck between nature and humanity. Letus examine both aspects here, beginning with those naturalsubstances, known as Reagents, that lend power to thework of the spellcaster.

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ulphurous Ash — Sulphur is the substance found in nature that is most useful in thegeneration of fire. It is the color of saffron and, whenburned, gives off an odour indicative of its great mysticstrength. Yet its true power is to be found in the secondburning — that is, in the use of the ashen residue ofsulphur that has been burned in a crucible fashioned fromthe skull of a Balron. Sulphurous Ash is not anuncommon substance, having been a staple of theWizard's profession through the ages. It may bepurchased from any reputable purveyor of magical goodsand is useful in the casting of Energy Fields andMagic Missiles, as well as in spells requiring a quick burstof light or a sustained glow.

inseng — Long praised for its strength- giving and medicinal properties, the root ofthe Ginseng plant is immediately recognizable for itsforked shape, and to those initiated in the mystic ways, byits overpowering rose-coloured aura. It has been used forcenturies by peasants who chew it or brew tea from a

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powdered preparation of the root in order to gain strengthand stamina as they toil in the fields. while commonlyfound throughout Britannia, the Ginseng used as acomponent in the casting of spells is generally black incolour and found only on the slopes of the northernmountains. It may be purchased in virtually any shopthat sells magical goods, and is most useful in spellsof a healing or narcotic nature, such as Cure orSleep enchantments.

arlic — Even the most common of nature's gifts to our people have magical properties ascan be witnessed by the power of Garlic. This pungentbulb is found in every garden in the lands of Britannia,and no stew or roast would be complete without its sharpflavor. Its aromatic nature makes Garlic a powerfulreagent in the casting of magical spells, and it is used inall spells of the warding variety — be they the warding offof common and magical sickness or the repelling of beingsonce dead.

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pider Silk — The miracle of Spider Silk lies in its tensile strength. Imagine, if you will, agrown man relying on a strand of catgut to hold hisweight all the days of his life. A spider relies on the finestof threads to do just that, and its silk never fails it. Weshould praise the first wizardling who realized the mysticsecret of Spider Silk, for it is to him or her that we owethe knowledge of binding and restraining spells. The silkof the deadly Albino Ghoul spider — both the miniatureand giant varieties — has been used by adepts through theyears in rites of magic. The spider farms of the southproduce perhaps a hundred pounds of the substance eachyear and sell it to the merchants of magic, where it ismade available to all who ply our trade. It is said thateach year one worker dies the horrible death incurred bythe bite of the Albino Ghoul spider to ensure the potencyof the silk, although never has this deliberately been madeto happen.

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lood Moss — is the bane of farmers and the boon of magicians. It is a deep red fungus thatattacks the crops of those who raise grain, yet it is a vitalcomponent in the casting of spells. An oddity to thosewho spend their lives observing the growth of that whichis not animal in nature — for it behaves like no otherplant or mushroom — Blood Moss grows only in thedryest of times, when all around it is perishing fromdrought. It cannot survive the absence of direct sunlight,and thus passes from the earth each night, only to returnwhen the sun blazes mercilessly upon the land.Blood Moss seems to feed only in ripening grain — it canlay waste to an acre of corn in a single day and vanishwithout a trace as night falls, leaving naught but fruitlessstalks swaying in the cool, night breeze. The magic ofBlood Moss is thought to reside in its fleeting nature, forit is used in the spells of movement — from the simplestlevitation to making the very earth tremble. As harvesttime comes each year, the merchants send runners to waitby the fields and gather the Blood Moss. Farmers considerthese runners unlucky and try to chase them from theirfields, but enough show persistence to ensure their mastersa plentiful supply of Blood Moss to sell.

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lack Pearl — The Black Pearl is the most highly prized of all the pearls: Well-formedones command a price from jewellers that would bankrupta score of wizards. Yet Black Pearls are vital in thecasting of spells that are hurled from the mage's personand must travel to a final destination. Fortunately for ourprofession, even rarer than a normal Black Pearl is onethat is perfectly shaped. Most are lopsided and lacksymmetry — the very quality that makes the jewellerdesire them so highly. This ensures a ready supply for thethaumaturge — the weaver of magic. It is said that,unlike the ordinary pearl which is formed inside an oysterwhen it seeks to protect itself from a piece of sand or grit,the Black Pearl only forms when the seed of the greatpearl is yet another pearl of much smaller size cast adriftby the death of another oyster.

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ightshade — Not to be confused with the rank-smelling plant of the same name, theNightshade used in the mystic arts is an extremely raremushroom that is only found in the deepest, most remoteforests. It is said to be quite venomous to the touch of allsave those present at its harvest, thus it is never sold inshops and is among the scarcest of magical reagents. Toobtain it, one must seek in the deepest forest on theblackest of nights when not even a moonbeam illuminatesa single blade of grass. I know not of the precise locationswhere this mystic fungus can be found, but there arerumored to be those in the lands of Britannia that knowthis secret. Its chief magical properties are connected withthe use of poison and the creation of illusions so real thatthey can lay the mightiest warrior to the ground. So rareis the Nightshade that it is primarily used in the creationof only the most potent of magics.

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andrake Root — The root of the poisonous Mandrake plant is instantly recognizable byits human shape and its crimson colour. It is said that thesap runs blood-red when the plant is cut down in orderto harvest the root. Long prized for its narcotic andpurging effects when consumed in minute portions, theMandrake Root is the most powerful known substance inthe weaving of magical spells that give new shape to thevery world around us. The variety of Mandrake Rootused in the mystic arts is found only in marshy terrain,where the root can thrust deeply into the earth. The moreearth that must be moved to retrieve the Mandrake Root,the more potent its effect in the magic of the finder. Manyyears ago, when our people were but scattered tribes ofnomads, the Mandrake was plentiful. As our people havetamed the land, however, and the practice of the mysticarts has become refined, the Mandrake has all butvanished from the face of the land we now call Britannia.It is never seen in the shops of the towns and castles, andhardly even sold privately if found. Many of ourprofession have devoted lifetimes to the search forMandrake Root without ever coming into possession of asingle piece of it.

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These then are the eight mystic reagents used in theweaving of enchantments. Some are readily available,while others are costly or must be hunted and harvestedby the mage that intends to use them. Guard well yoursupply of these magical components, for without themthere can be no magic. Use them wisely, as ye must usethe forces that they unleash. Remember that Magic is tobe used only for the cause of righteousness and for thegreater good. Should you use the mystic arts for personalgain or vengeance, be prepared for the desertion ofyour powers.

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waken — Should you or any of your followers ever be so unfortunate as to come under theinfluence of a magically induced slumber, the use of aSpell of Awakening will often alleviate the condition. It isa simple spell which may be cast by the beginning studentof the mystic arts with little effort or cost. It requires theuse of Ginseng for its healing qualities and Garlic in orderto ward off the coming of sleep until the victim's body hasreturned to its normal cycle of wakefulness and rest. Blendthe two reagents carefully and apply the mixtureto the brow of your sleeping companion and chant"levate" loudly.

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link — Many are the occasions that the thaumaturge needs to be elsewhere in veryshort order and finds that neither horse nor ship nor anyother conventional form of travel is of sufficient prompt-ness for the situation. Magical means of travel must thenbe used, of which the Blink spell is the most common.This spell disassembles the mage and companions andreassembles them at a spot many leagues distant in anychosen direction. There are means of travel that cover fargreater distances than the Blink, but they are far morecostly and have other limitations which we shall examinelater in this tome. The Blink can only move the partydistances perceptible to the mind of a common person. The components needed for the casting of a Blink spellare Spider Silk and Blood Moss. The binding powers ofthe Spider Silk prevent the essence of the travellers frombeing scattered during transit, while the Blood Moss aidsin the movement from one location to the next. Equalquantities of each reagent ensure the proper working ofthe enchantment. The concentration required for Blinkingis such that the spellcaster will most certainly feel theeffects, but not be left exhausted.

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ure — Venomous creatures abound through- out the lands of Britannia. Rarely are theyevil, nature having provided them with their sting as ameans of defense against larger predators, but withoutproper attention wounds can fester and lead to the deathof a victim. Furthermore, evil mages may cast noxious,poisonous energy fields during battle or erect such barriersto prevent the virtuous from reaching their caches or sanc-tuaries. Fortunately, the great wizard Jaanth Nor deviseda countering magic for the effects of all venom andrecorded his findings for future generations to use. TheCure spell is effected by the use of a mixture of Garlic andGinseng and the calling of the victim's name to soothe theenvenomed soul. The curative powers of the Ginsengnullify the effects of the poison in the victim's system,while the use of Garlic wards off the return of anyvirulent residues that may lie dormant in the blood.

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ispel — One of the staples of the wizard's profession is the use of energy fields. We shalldiscuss the casting of such fields shortly, but first let usexamine the means of dismantling them when they areencountered. Although there are various forms of suchfields, they are all created with a similar magic and thusmay be Dispelled with a single spell. The Dispel enchant-ment is one of moderate difficulty, far more exhaustingthan the creation of energy fields. Often touching the fieldmay prove disastrous, so the enchantment most be castfrom afar and thus required the use of the preciousBlack Pearl needed in all projectile spells. Furthermore,Sulphurous Ash is needed to provide the flash of powerthat beings the dissolution of the forces holding the fieldtogether. Finally, the warding powers of Garlic are alsoemployed to prevent the forces from reassembling at thespot where they were previously concentrated. To effectthe spell, speak backwards the colour of the type offield encountered.

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nergy Field — There are four types of Energy Fields known to the practitioner of themystic arts: Sleep, Poison, Fire, and Lightning. Theireffects are varied but the magic used to erect them is thesame in each instance. Any person attempting to passthrough an Energy Field will run the risk of either fallingasleep or being poisoned in the case of the first two types;if the field is of Fire then their flesh shall burn as theypass through and they shall feel much pain and anguish;while the field composed of Lightning is impenetrable.The casting of Energy Fields is not difficult and requiresonly a small exertion on the part of the spellcaster, but thefields are only effective in enclosed areas such as subterra-nean passages and inside of rooms. The reagents necessaryin the casting of these Energy Fields are Sulphurous Ashfor the burst of creation, Spider Silk for the binding offorces to a single spot, and Black Pearl for the launchingof the spell to a spot away from he who works the magic.It would be a grave error indeed to cast such a spell with-out the latter component, for you would find yourself inthe midst of the field!

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ireball — When beset upon by evil, the spellcaster has many offensive tools at his orher disposal. We have discussed some of the indirectmagics such as Energy Fields, but there are times whenmore direct action is required. There is a class of missilespells for such occasions, of which the Fireball spell is theintermediate one. All such spells call for the use of theprecious Black Pearl for its power in the launching ofprojectiles. In the case of the Fireball, Sulphurous Ash isalso called for in equal proportion, for its powers offireflash are integral to the creation of flaming missiles.Speak the name of your enemy when the spell is cast andyour aim shall he unerring and your enemy will bedevastated by the flames of the magical fires.

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ate Travel — In the repertoire of teleporta- tion enchantments, Gate Travel is by far themost powerful. This is because it not only utilizes thereagents and chants of most magics, but also the power ofthe gates of the moons that control the very oceans andtides. The moongates are located throughout Britannia,and appear only at certain phases of the twin moonsTrammel and Felucca. To cast the spell of Gate Travel,one must speak the name of the moons as the reagents arestirred. As the enchantment takes effect, the spellcasterand any companions will be instantly carried to thelocation of the desired moongate. It has been a long-standing tradition among thepractitioners of the mystic arts to zealously guard the se-cret of the components of the Gate Travel spell. It is saidthat revealing these reagents will seal the use of the gatesto the one who divulged the key. Of course, none havedared to speak of them for fear of losing one of the mostpowerful and exhausting spells in the lore of enchant-ment. This writer is no exception to this belief.

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eal — One of the cornerstones of the good and true path of the wizard is the use ofenchantament for beneficial ends. We have discussed theCure spell which renders venom as harmless as the purestof well water, but the most common form of injury is thephysical wound rather than the internal disruptionbrought on by poison. Swords and talons do not discrimi-nate and the tools of justice are oft used for unjustpurposes. When you or your companions have sufferedphysical injury that hath rent or seared the flesh, the Healspell is invaluable. Mix similar quantities of the healingessence of Ginseng with integrating strength of Spider Silkand apply it to the wound. Speak the name of thevictim and the flesh will be hastened along the road towholeness.

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ceball — Once again, the invaluable Black Pearl is the key to the casting of themissile spells, of which the Iceball is the second mostpotent in the mage's arsenal. Unlike the previously dis-cussed Fireball spell, the Iceball requires only the use ofMandrake Root in conjunction with the Black Pearl. Thenecromantic Mandrake will bring the chill of the graveupon your enemy and the very blood of the victim willfreeze as if it were midwinter. Ice is heavy and the toll ofcasting this spell is equally weighty. All but the sturdiestof our profession will needs take rest after casting but apair of these potent enchantments. Remember to speak thename of your intended victim as you cast the reagentsaloft, lest your efforts be for naught.

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inx — There are but two enchantments more powerful and difficult than the Jinx spell, andbut one of similar potency. When faced with a closelypacked horde of enemies, mix together equal quantitiesof Black Pearl, deadly Nightshade, and the crimsonMandrake Root to cast at your opponents. Call to theirattention the vulnerability of their backs and weave themagic. They shall turn and smite each other as if eachwas alone in a crowd of mortal foes. The Black Pearlshall carry your spell to their very midst, while the hallu-cinatory might of the Nightshade will confound thembeyond the boundaries of common sense. Mandrake Rootlends the power of conviction to their misconceptions. Theduration of the enchantment is varied, but throughout itscourse the spellcaster will be reminded of its potency bythe presence of a glowing "J". Be warned, however, thatthe casting of the Jinx spell requires great exertion.

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ill — The Kill spell is the most powerful of the missile enchantments. It is the favorite ofevil wizards and its use is prohibited by most teachers ofthe mystic arts. Nevertheless, when faced with a foe ofsingular strength and a truly evil nature, the wise magi-cian will prepare a mixture of the highly toxic Nightshadeand mercurial Black Pearl and speak the Truename of theenemy while casting the reagents toward the foe. As thelast syllable of the chant fades, all of the target's vitalorgans shall cease to function for the space of seven heart-beats. This is usually fatal, although some beings ofexceptionally hardy constitution will survive a single Killspell. The enchantment may be woven several times, buttakes a fierce toll on the energy and concentration of thecaster. It is easier to Dispel a field of vibrant energy thanit is to stop the functioning of a living being.

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ight — The enchantment of Light is a trivial one, often the very first spell acquired bythe budding sorceror. It requires but a pinch ofSulphurous Ash, which is applied to the end of a staffand gently blown upon until it begins to glow with a softyellow light. The spellcaster must concentrate briefly onthe image of a candle and expend a slight amount ofenergy to start the magical glow. From then on it willburn softly until the reagent is consumed, lighting theunderground passages where the thaumaturge treads.There are two principal advantages to the use of Lightspells in place of ordinary torches: They are unaffected byall but magical winds or breezes; and they do not smokeand cause one's eyes to smart. Many a warrior hassuffered grievously because his eyes were shut by the stingof a wealth of tears.

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agic Missile — There are generally very few if any spells that are learned early in thepractice of wizardry which are both useful and eagerlysought after by those dabbling in the mystic arts. Thebeginning thaumaturge almost always yearns for spellsthat devastate or create startling effects. The weaving ofweather or the mastery of short vertical teleportations donot impress onlookers. The one simple spell that does trulyinspire awe at little expense to the spellcaster is theMagic Missile. It requires the use of two parts ofSulphurous Ash to one part of Black Pearl in the casting,and it will cause a tremendously bright flash of blue lightto strike an enemy. While not visibly marked, the enemywill sustain a fair amount of internal damage, said by thecynical to be brought about by fright more than bypower. The Magic Missile is a useful enchantment inbattle, but it is more spectacular than effective and willnot deter most enemies larger than the spellcaster whowields it.

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egate — When faced with a greater or more telling magic than one's own, the practitionerof the mystic arts may decide it best for all involved tosuspend everyone's use of thaumaturgy for a short time.At this time one should invoke the powers of the Negatespell by mixing Garlic with its warding characteristicstogether with the exotic Mandrake ripe with mysticpotency. To this blend add but an equal amount ofSulphurous Ash to provide the spark of fusion and speakyour own name backwards. All magic shall instantlycease save the enchantment of Negation itself, which ismanifested by the vision of a glowing "N” hoveringbefore your eyes. The Negate spell will last only a brieftime, which should be used for either the annihilation ofyour enemies or for the judicious removal of your presencefrom the troubled spot.

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pen — There was once a time when all beings were fair and just. The principal vesselused for the transport of one's worldly possessions in thesetimes was the wooden chest, which is still the popularmeans. But since the coming of the evil ones and theirlasting influence on the inhabitants of our fair land, thepractice of placing obnoxious and sometimes lethal trapson the locks of chests has become quite commonplace.Virtually all folk use such devices, even the denizens of theunderworld who guard naught but ill-gotten wealth. Tobypass these sinister mechanisms the thaumaturge needbut utter the chant "Appar Unem" and sprinkle a mixof Sulphurous Ash and Blood Moss on the offending lock.The flash of the Sulphurous Ash powers the movementpotential of the Blood Moss and the lock will open itselfsafely, leaving the contents of the chest at the disposalof the spellcaster.

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rotection — There are times during the heat of battle when one finds the best form ofoffense to be naught but a good defense. Whenhard-pressed by fierce antagonists, the wise magician willmix together the reagents Sulphurous Ash, Ginseng, andGarlic and invoke the spell of Protection. The wholesomequalities of the Ginseng, together with the repellentstrength of the Garlic, serve to shield the wizard and allcompanions from the onslaught of their enemies. SuchProtection is not always effective, but may be of great use.Sulphurous Ash provides the mystic fire that fuels theincantation, and also serves to startle one's opponentswith an initial flash as the spell begins to function.Protection is not a simple spell, but neither is it anexceptionally strenuous spell to cast. Its duration is short,and during the course of its shielding the mage will bereminded of its effects by a glowing "P" hovering beforehis or her eyes.

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uickness — The spell of Quickness is one of the most unpredictable yet potent spells in thewizard's collection of enchantments, and one of the mosttelling on his or her companions. When cast duringbattle, the Quickness spell will heighten the naturaldexterity of one's fellows to such a degree that they willmove with twice their normal agility — at times they willbe able to land two blows against their foes instead of thecustomary single strike during a round combat. The priceis age, for the recipients of the extra speed incurred by theuse of Quickness will age briefly while under the sway ofthe enchantment.. yet most feel that an occasional greyhair is but a small price to pay for the advantage ofdealing twice the number of blows that one mightreceive. The reagents for the Quickness spell are fierySulphurous Ash, Ginseng, and volatile Blood Moss. TheBlood Moss portion is double the others, for movement isthe critical aspect of the spell. The Sulphurous Ash lendsthe flashes of energy needed by the beneficiaries of theenchantment, while the healing powers of Ginsengprevent them from aging so rapidly as to becomegreybeards after a single encounter. Throughout thecourse of the Quickness spell, the spellcaster will bereminded of its effects by the vision of a bright,glowing "Q".

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esurrect — Many are the monsters and terrors that dwell beneath the surface or in theforests and marshes of Britannia. Even groups of mostvaliant and fierce warriors are subject to losses too tragicto bear. If a companion is slain by an enemy, all is notlost in the presence of the most accomplished of mages.There exists the means to bring back a compatriot fromthe land of the dead — not as an unholy once-dead being— but as a living, breathing creature of flesh and bloodrestored to life, albeit in an extremely weakened condition.Each wizard must needs determine the components of thisenchantment that work best with their own magic, forthe combination is said to be unique to each spellcaster.What is known about weaving this the most potent of allenchantments is that it requires the spellcaster to scatterthe reagents to cover the victim's body, while calling outthe name of the slain companion in a voice of thunder.This magic is extraordinarily taxing, and rare is the magewho can continue to weave spells without rest once thisenchantment has been successfully cast.

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leep — There are moments in the lives of every practitioner of the mystic arts wherediscretion is truly the better part of valor. Not all foes aretruly evil and deserving of annihilation — verily, some arebut beasts of the field seeking provender and are entitled tolife as much as you or I. Yet, unchecked these creaturespose as great a threat to one as a score of rabid orcs. It isin such situations that the wise thamaturge weaves aSleep spell and leaves his opposition in deep slumberwhilst vacating the current location. The Sleep spell istruly a serious enchantment that requires a fair amountof mental energy to cast, but it is not of such import as toleave the spellcaster breathless or exhausted. To send yourfoes to land of slumber, mix a double portion ofSpider Silk with some Ginseng and chant "Duerme" asyou sprinkle the reagents into the air. Fear not thedistance between you and the intended victims, for thebinding power of the Spider Silk will enfold them fromafar, while the healing Ginseng will gently wrap them indeep sleep.

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remor — The Tremor spell is a very potent magic indeed. Few spells are as exhaustingand none save Resurrection have a more strikingor dramatic effect. Carefully blend portions ofSulphurous Ash with Blood Moss and Mandrake Rootand cast it at the feet of your opponents whilst shoutingas loudly as possible. The volatile Sulphurous Ash shallfurnish the flash of power to the movement potential ofthe Blood Moss and the Mandrake Root will lend rawnecromantic force to the spell. The very earth will trembleand quake beneath the feet of your enemies and they willfly in terror, save those that are swallowed up entirely bythe very ground itself. No spell in the lore of the mysticarts has as much power to strike fear into the hearts andminds of those that suffer its mighty impact. But use thisenchantment wisely, for it will leave you as weak as anewborn babe.

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ndead — Ever since the coming of the evil wizard Mondain and his hellish offspring, thelands of Britannia have been plagued by the return ofcreatures already slain. These once-dead beings take manyforms, the most common being the animated skeletons oforcs and goblins, or the ghoulish forms of flesh-eatingcorpses that have been summoned from the land of shadesto wreak havoc on the living. These apparitions are cowedby the light of righteousness and fight as warriors in atrance. Nonetheless, they are hard to kill and never tire inbattle and thus may jeopardize even a seasoned band ofadventurers. Each mage knows a form of turning themaside when encountered, but the components of suchmagics are personal and depend on the spellcaster. Youmust use your knowledge of the properties of magicalreagents to determine which two will lend force to yourenchantment of Undead turning. When you have foundthe proper mixture, cast it at your foes while chanting thename of what the creatures once were when they trod theearth in life.

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iew — The lands that we now call Britannia in honor of the wise and just influence ofLord British are vast in scope and hold many unchartedregions. Although cartographers have travelled all thecircumference of the main continent, many internal tractshave yet to be accurately recorded, while there arenumerous islands rumored to exist to the southeast withnary a chart to show their location. Here the practitionerof the mystic arts has a great advantage over the wandereror seafarer in that the View spell may be woven when theneed arises. The View incantation is of middling difficultyand involves the use of hallucinatory Nightshade andpowerful Mandrake Root. Mandrake lends power to theenchantment while Nightshade provides a mysticoverview of all the land within the range of a simpleBlink spell. Simply blend the reagents and speak out thename of the region through which you travel.

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ind Change — Not all Britannia is accessible on foot, and oft times the wizardwill find the need to embark on a sea voyage to reachsome certain destinations in the pursuit of Truth. Onceaboard ship, most voyagers find themselves at the mercy ofcapricious nature with her ever-changing winds. This isnot true for the practitioner of the mystic arts, however,for through magical means one may control the verydirection of the wind, albeit for but a short span of time.Wind Change is not a taxing enchantment; indeed apowerful wizard can cast it almost continuously,although it is not so trivial as opening trapped chests oreffecting minor teleportations . Simply mixSulphurous Ash for power and Blood Moss for movementto coax the wind to a more favorable direction. Speak thename of the patron of winds and call out the directiondesired and the wind shall change at your bidding.

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it — When trapped in the bowels of the earth, weary and battered with a long roadahead to the surface, the use of an Xit (exit) spell can bebeneficial. This enchantment is but one of the middlingforms of teleportation, quite similar in cost and nature tothe Blink spell. It too disassembles the party andreassembles it on the surface of Britannia, and thusrequires very similar components to the aforementionedBlink enchantment. Aside from the moving Blood Mossand the binding Spider Silk which ensures the safe passageof the disincorporated party, Xit requires the use ofSulphurous Ash to provide the flare that guides the partyfrom the depths of darkness to the world of sunlight.When casting the Xit spell, the thaumaturge should tryto envision the actual entrance to the underworld used togain the subterranean passages at the beginning of theexpedition below ground. Successful casting of the Xitspell will surely return them to that selfsame spot.

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(Up) — The two most elementary forms of teleportation both have strange names andmay be used only when underground. The more difficultof the two is known by the letter "Y" in honor of themage Yenthak Gnor, who first crafted the enchantment.Yenthak Gnor discovered that a blend of Blood Moss andSpider Silk in conjunction with the spoken names of themoons would cause one who utters it to be lifted upwardthrough the very soil to the next highest level of adungeon. The Spider Silk holds the party together duringtheir transit, while the Blood Moss moves them ever closerto the moons.

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(Down) — The "Z" or Down spell is perhaps the simplest of all the teleportationspells. It requires the same components as the "Y" or Upspell — these being Blood Moss for movement andSpider Silk for its binding qualities — but requires half themental energy and concentration on the part of thespellcaster due to the natural tendency of all bodies tomove downward. The origin of the name is uncertain,but it is believed that the letter "Z" is the first letter of theunpronounceable Truename of the Lord of theUnderworld, a demon of much power. To effect the spell,the spellcaster must scatter the reagents and chant"Baja" in stentorian tones. The lower the tonality ofthe chant, the higher the probability of the party movingdown one level of a dungeon.

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