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This is the theme
from Underworld II
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Herein is a selection
of notes and information about Ultima Underworld II, called Maze
of Worlds.
Of Spells Known
in Other Worlds
The magic
of Britannia is linked to the strength of the world, being strongest
where the fabric of the Plane itself is strongest. Thus it overwhelms
the possibility of other types of Magic, except in areas where the
Barriers between Worlds have been weakened by the action of great
forces within the Ethereal Void. Such a place was the Great Stygian
Abyss, which was destroyed by the actions of the Avatar during his
sojourn alone within it's halls and corridors. With the destruction
of the only known place where Runic Magic would operate within Britannia,
spells could only be deduced from what was discovered by the Avatar
within the Abyss, and no further research was possible. Thus it
is that the folk of worlds where Runic Magic is the norm, and Britannian
Spellbooks would be strange and Alien, have learned of spells that
go beyond the few known to the Avatar and the Court Mage Nystul.
Those new spells learned of by the Avatar during the time when Castle
Britannia was sealed within the Blackrock Crystal by the Guardian
are listed below.
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Circle
1
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Uus
Des Por
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Bouncing
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A spell
that allows the caster to return to nearly his previous
height rather than be injured by a fall.
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Bet
Wis Ex
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Location
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A spell
which uodates thy position on thy magical map after thou
art transported by Magical Means
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Circle
2
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Quas
Mani Ylem
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Negate
Hunger
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If thou
art starved and short of food, cast this spell and be renewed.
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Quas
An Corp
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Valor
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A spell
which doth increase the caster's skill with a single weapon.
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Circle
3
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An Kal
Corp
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Undead
Repellant
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This
spell makes them react as if you smell as bad as they do...
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Circle
4
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In An
Flam
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Frost
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Make
Icecubes out of thy Opponents
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In Sanct
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Thick
Skin
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Protection
from Blows
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Circle
5
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In Tym
Jux
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Paralysis
Rune
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A Magic
Rune which holds the foolish blunderer who touches it in
place.
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Rel
Sanct Ylem
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Repair
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Return
damaged items to their pristine state.
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Circle
6
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Wis
Ex
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Map
Area
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Puts
an area surrounding the caster into the magical map, depending
on skill.
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Circle
7
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Vas
Ort Ylem
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Enchant
Item
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When
cast upon a charged magical item, it charges it more. It
can also put basic enchantments on weapons and armour, but
nothing fancy like other spells. There's always a chance
the item will blow up instead of be enchanted by this spell.
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Kal
An Mani
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Summon
Daemon
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Summons
a Daemon from it's own realm. The better the caster, the
tougher the Daemon.
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Circle
8
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Vas
Jux Mani
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Smite
Foe
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A massive
damage causing spell, effective on living creatures not
undead.
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Vas
Kal Corp
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Armageddon
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The
name says it all. Blast the entire plane thou art on, obliterating
all creatures and items, including the Gem. Exile is the
least you deserve...
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Of Quirks of
Magic both Cast and Enchanted.
Both Spells and
Enchanted Items have quirks that are not easily descerned without
falling afoul of them. Here are a few that may be of interest as
a warning.
The Firedoom
Axe casts the spell called Flamewind. The fire summoned by both
Axe and Spell will burn it's creator as easily as the intended target.
While the Spell can be cast from a distance and remain unused for
enemies in proximity to the caster, by it's very nature an Axe is
a close quarters weapon. Thus some form of Protection from Fire
is required to wield this weapon, whether it be a Flameproof Spell,
a Potion of that name, or the Leather Armour enchanted with that
spell.
The Spell named
Shockwave is known to have an area effect, blasting all within the
radius save the caster. What is less known is that it will also
strike through the very walls, disdaining to be limited by such
mundane obstacles. For a Caster of Skill, this may well result in
distant allies being struck down and thus make those who should
assist them into new foemen.
The Paralysis
Spell has little effect upon the Undead. Thus the Sword of Stonestrike
will also fail to hold them in place as this is the Spell used in
it's enchantment.
The spell of
Daemon Summoning will indeed operate, but it fails to place any
constraint upon the summoned beast which will be hostile to the
summoner and further angered by being wrenched from it's own place.
Of that most
Inconvenient Arctic Obstacle - Smooth Ice
Within the realms
which could be reached via the Blackrock Gem in the depths of the
sewers beneath Castle Britannia, the most awkward to negotiate was
Slippery Ice. Merely taking a step while on this type of surface
would cause the unfortunate victim to slide uncontrolably until
reaching a surface which was not so slick. If the obstacle was a
cliff or river, then the consequences would be obvious and inconvenient.
There are two
ways of avoiding this hazard. The first and more inconvenient is
to cast Fly or it's lesser cousin Levitate, and avoid contact with
the ice entirely.
The second is
to stop trying to move, and Jump straight up. This translate the
forward momentum into vertical, which is cancelled when landing.
This gives the opportunity to realign with the desired destination,
and walk towards it in order to slide right to it.
(I'm not sure
why this works, perhaps it is a problem with the game engine, but
it is handy to know. - Paulon)
For thy solution,
seek out the Ultima Web
Archive once more. Therein also are the Patch and the Map of
Castle Britannia. A larger version depicting the Castle can also
be found here, along with maps
of the other worlds.
Shano Dragon
created a Sprite Viewer
for the Underworld. Look at the Backpacker's
Guide to Britannia for cheat programs. The General
Midi Patch is by Panzer Dragon.
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