
                         Ultima IV: Quest of the Avatar
                  Written by: The Peeler and The Intellectual
                            Supplied by: The Armada
                                Written 9/22/85
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                      The Book of Mystic Wisdom: Part 1                      
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                         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 ways of magic are
diverse and strange.  There exists the need for utmost concentration and the
harvesting of things magical in order that ye may harness the powers of the
universe. Many are the aeons of wisdom contained in these pages which I write
for the benefit of my pupils, yet still there is much to learn.

     All magic is accomplished by the use of means both human and of nature,
for true magic is but the melding of human will and natural force.  Without the
human voice to utter the chant, no spell may be cast.  Yet without the proper
natural catalyst, no spell may be effective.  Thus magic is twofold, a balance
struck between nature and humanity.  Let us examine both aspects here, begining
with those natural substances, known as REAGENTS, that lend power to the words
of the spellcaster.
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SULPHURUS ASH:     Sulphus is the substance found in nature that most useful in
the generation of fire.  It is the color of saffron and, when burned, gives off
an odor indicative of its great mystic strength.  Yet its true power is to be
found in the second burning - that is, in the use of the ashen residue of
sulphur that has been burned in a crucible fashion from the skull of a Balron.
Sulphurous Ash is not an uncommon substance, having been a staple of the
Wizard's profession through the ages.  It may be purchased from any reputable
purveyor of magical goods and is useful in the casting of Energy Fields and
Magic Missles, azs well as in spells requiring a quick burst of light or a
sustained glow.

GINSENG:     Long praised for its strength-giving and medicinal properties, the
root of the Ginseng plant is immediately recognizable for its forked shape, and
to those initiated in the mystic ways, by its overpowering rose-coloured aura.
It has been used for centuries by peasants who chew it or brew tea from a
powdered preparation of the root in order to gain strength and stamina as they
toil in the fields.  While commonly found throughout Britiannia, the Ginseng
used as a component in the casting of spells is generally black in colour and
found only on the slopes of the northern mountains.  It may be purchased in
virtually any shop that sells magical goods, and is most useful in spells of a
healing or narcotic nature, such as Cure or sleep enchantments.

GARLIC:     Even the most common of nature's gifts to our people have magical
properties as can be witnessed by the power of Garlic.  This pungent bulb is
found in every garden in the lands of Britinnia, and no stew or roast would be
complete without its sharp flavor.  Its aromatic nature makes Garlic a powerful
reagent in the casting of magical spells, and it is used in all spells of the
warding variety - be they the warding off of common and magical sickness or the
repelling of beings once dead.

SPIDER SILK:     The miracle of Spider Silk lies in its tensile strength.
Imagine, if you will, a grown man relying on a strand of catgut to hold his
weight all the days of his life.  A spider relies on the finest of threads to
do just that, and its silk never fails it.  We should praise the first
wizardling who realized the mystic secret of Spider Silk, for it is to him or
her that we owe the knowledge of binding and restraining spells.  The silk of
the deadly Albino Ghoul Spider - both the mimiature and giant varieties - has
been used by adepts through the years in rites of magic.  The spider farms of
the south produce perhaps a hundred pounds of the substance each year and sell
it to the merchants of magic, where it is made available to all who ply our
trade.  It is said that each year one worker dies the horrible death incurred
by the bite of the Albino Ghoul spider to ensure the potency of the silk,
although never has this deliberately been made to happen.

BLOOD MOSS:     Is the bane of farmers and the boon of maficians.  It is a keep
red fungus that attacks the crops of those who raise grain, yet it is a vital
component in the casting of spells.  An oddity to those who spend their lives
observing the growth of that which is not animal in nature - Blood Moss grows
onl in the dryest of times, when all around it is perishing from drought.  It
cannot survive the absence of direct sunlight, and thus passes from the earth
each night, only to return when the sun blazes mercilessly upon the land. 
Blood Moss seems to feed only in rypening grain - it can lay waste to an acre
of corn in single day and vanish without a trace as night falls, leaving naught
but fruitless stalks swaying in the cool, night breeze.  The magic of Blood
Moss is thought to reside in its fleeting nature, for it is used in the spells
of movement - from the simplest levitation to making the very earth tremble. 
As harvest time comes each year, the merchants send runners to wait by the
fields and gather the Blood Moss.  Farmers consider these runners unlucky and
try to chase them from their fields, but enough show persistence the ensure
their masters a plentiful supply Blood Moss to sell.

BLACK PEARL:     The Black Pearl is the most highly prized of all the pearls:
Well-formed ones command a price from jewellers that would bankrupt a score of
wizards.  Yet Black Pearls are vital in the casting of spells that are hurled
from the mage's person and must travel to a final destination.  Fortunately for
our profession, even rarer than a normal Black Pearl is one that is perfectly
shaped.  Most are lopsided and lack symmetry - the very quality that makes the
jeweller desire them so highly.  This ensures a ready supply for the
thaumaturge - the weaver of magic.  It is said that, unllike the ordinary pearl
which is formed inside an oyster when it seeks to protect itself from a piece
of sand or grit, the Black Pearl only forms when the seed of the great pearl is
yet another pearl of much smaller size cast adrift by the death of another
oyster.

NIGHTSHADE:     Not to be confused with the rank-smelling plant of the same
name, the mushroom that is only found in the deepest, most remote forests.  It
is said to be quite venomous to the touch of all save those present at its
harvest, thus it is never sold in shops and is among the scarest of magical
reagents.  To obtain it, one must seek in the deepest forest on the blackest of
nights when not even a moonbeam illuminates a single blade of grass.  I know
not of the precice locations where this mystic fungus can be found, but there
are rumored to be those in the lands of Britannia that know this secret.  Its
chief magical properties are connected with the use of poison and the creation
of illusions so real that they can lay the mightiest warrior to the ground.  So
rare is the Nightshade that it is primarily used in the creation of only the
most potent of magics.

MANDRAKE ROOT:     The root of the poisonous Mandrake plant is instantly
recognizable by its humahn shape and its crimson colour.  It is said that the
sap runs blood-red when the plant is cut down in order to harvest the root.
Long prized for its narcotic and purging effects when consumed in minute
portions, the Mandrake Root is the most powerful knonwn substance in the
weaving of magical spells that give new shape to the very world around us.  The
variety of Mandrake Root used in the mystic arts is found only in the marshy
terrain, where the root can thrust deeply into the earth.  The more earth that
must be moved to retrieve the Mandrake Root, the more potent its effect in the
magic of the finder.  Many years ago, when our people were but scattered tribes
of nomads, the Mandrake was plentiful.  As our people have tamed the land,
however, and the practice of the mystic arts has become refined, the Mandrake
has all but vanished from the face of the land we now call Britannia.  It is
never seen in the shops of the towns and castles, and hardly even sold
privately if found.  Many of our profession have devoted lifetimes to the
search for Mandrake Root without ever coming into possession of a single piece
of it.

     These then are the eight mystic reagents used in the weaving of
enchaments.  Some are readily available, while others are costly or must be
hunted and harvested by the mage that intends to use them.  Guard will your
supply of these magical components, for without them there can be no magic. 
Use them wisely, as ye must use the forces that they unleash.  Remember that
Magic is to be used only for the the cause of righteousness and for the greater
good.  Should you use the mystical arts for personal gain of vengeance, be
prepared for the desertion of your powers.

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                                     Spells
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AWAKEN:     Should you or any of your followers ever be so unfortunate as to
come under the influence of a magically induced slumber, the use of a Spell of
Awakening will often alleviate the condition.  It is a simple spell which may
be cast by the beginning student of the mystic arts with little effort or cost.
It requires the use of Ginseng for its healing qualities and Garlic in order to
ward off the coming of sleep until the victim's body has returned to its normal
cycle of wakefulness and rest.  Blend the two reagents carefully and apply the
mixture to the brow of your sleeping companion and chant 'LEVATE' loudly.

BLINK:     Many are the occasions that the thaumaturge needs to be elsewhere in
very short order and finds that neither horse nor ship nor anyh other
conventional form of travel is of sufficient promptness for the situation.
Magical means of travel must then be used, of which the blink spell is the most
common.  This spell disassembles the mage and companions and reassembles them
at a spot many leagues distant in any chosen direction.  There are means of
travel that cover far greater distances than the Blink, but they are far more
costly and have other limitations which we shall examine later in this tome. 
The Blink can only move the party distances perceptible to the mind of a common
person.
     The components needed for the casting of a Blink spell are Spider Silk and
Blood Moss.  The binding powers of the Spider Silk prevent the essence of the
travellers from being scattered during transit, while the Blood Moss aids in
the movement from one location to the next.  Equal quantities of each reagent
ensure the proper working of the enchantment.  The concentration required for
Blinking is such that the spellcaster will most certainly feel the effects, but
not be left exhausted.

CURE:     Venomous creatures abound throughout the lands of Britannia.  Rarely
are they evil, nature having provided them with their sting as a means of
defense against larger predators, but without proper attention wounds can
fester and lead to the death of a victim.  Furthermore, evil mages may cast
noxious, poisonous energy fields during battle of erect such barriers to
prevent the virtuous from reaching their caches or sanctuaries.  Fortunately,
the great wizard Jaanth Nor devised a countering magic for the effects of all
venom and recorded his findings for future generations to use.  The cure spell
is effected by the use of a mixture of Garlic and Ginseng and the calling of
the victim's name to sooth the envenomed soul.  The curative powers of the
ginseng nullify the effects of the poison iin the victim's system, while the
use of Garlic wards off the return of any virulent residues that may lie
dormant in the blood.

DISPEL:     One of the staples of the wizard's profession is the use of energy
fields.  We shall discuss the casting of such fields shortly, but first let us
examine the means of dismantling them when they are encountered.  Although
there are various forms of such fields, they are all created with a similar
magic and thus may be Dispelled with a single spell.  The dispel enchantment is
one of the moderate difficutly, for more exhausting than the creation of energy
fields.  Often touching the field may prove disastrous, so the enchantment must
be cast from afar and then required the use of the preciuos Black Pearl needed
in all projectile spells.  Furthermore, Sulphrous Ash is needed to provide the
flash of power that beings the dissolution of the forces holding the field
together.  Finally, the warding powers of Garlic are also employed to prevent
the forces from reassembling at the spot where they were previously
concentrated.  To effect the spell, speak backwards the colour of the type of
field encountered.

ENERGY FIELD:     There are four types of Energy Fields known to the
practitioner of the mystic arts: Sleep, Poison, Fire, and Lighting.  their
effects are varied, but the magic used to erect them is the same in each
instance.  Any person attempting to pass through an Energy Field will run the
risk of either falling asleep or being poisoned in the case of the first two
types; is the field is of Fire then their flesh shall burn as they pass through
an they shall feel much pain and anguish; while the field composed of Lightning
is impenetrable.  The casting of Energy Field composed of Lighting is
impenetrable.  The casting of Energy Fields is not difficult and requires only
a small exertion on the part of the spellcaster, but the fields are only
effective in enclosed areas such as subterranean passages and inside of rooms. 
The reagents necesary in the casting of these Energy Fields are Sulphurour Ash
for the burst of creation, Spider Silk for the binding of forces to a single
spot, and Black Pearl for the launching of the spell to a spot away from he who
works the magic.  It would be a grave error indeed to cast such a spell without
the latter component, for you would find yourself in the midst of the field!

FIREBALL:     When beset upon by evil, the spellcaster has many offensive tools
at his or her disposal.  We have discussed some of the indirect magics such as
Energy Fields, but there are times when more direct action is required.  There
is a class of missle spells for such occasions, of which the Fireball spell is
the intermediate one.  All such spells call for the use of the precious Black
Pearl for its power in the launching of projectiles.  In the case of the
Fireball, Sulphurous Ash is also called...

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[ THIS SECTION WAS LOST BY THE PEOPLE I GOT IT FROM. SORRY.  IF YOU FIND THE  ]
[ CORRECT SPELLS, TACK THEM ONTO THE DISK.                                    ]


...wizard is the
use of enchantament for beneficial ends. We have discussed the Cure spell which
renders venom as harmless as the purest of well water, but the most common form
of injury is the physical wound rather than the internal disruption brought on
by poison.  Swords and talons do not discriminate and the tools of justice are
often used for unjust purposes.  When you or your companions have suffered
physical injury that hath rent or seared the flesh, the Heal spell is
invaluable.  Mix similar quantities of the healing essence of Ginseng with
integrating strength of Spider Silk and apply it to the wound.  Speak the name
of the victim and the flesh will be hastened along the road to wholeness.

ICEBALL:     Once again, the invaluable Black Pearl is the key to the casting
of the missile spells, of which the Iceball is the second most potent in the
mage's arsenal.  Unlike the previously discussed Fireball spell, the Iceball
requires only the use of Mandrake Root in conjunction with the Blck Pearl.  The
necromantic Mandrake will bring the chill of the grave upon your enemy and the
very blood of the victim will freeze as if it were midwinter.  Ice is heavy and
the toll of casting this spell is equally weighty.  All but the sturdiest of
our profession will needs take rest after casting but a pair of these potent
enchantments.  Remember to speak the name of your intended victim as you cast
the reagents aloft, lest your efforts be for naught.

JINX:     There are but two enchantments more power and difficult than the Jinx
spell, and but one of similar potency.  When faced with a closely packed horde
of enemies, mix together equal quantities of Black Pearl, deadly Nightshade,
and the crimson Mandrake Root to cast at your opponents.  Call to their
attention the vulnerability of their backs and weave the magic.  They shall
turn and smite each other as if each was alone in a crown of mortal foes.  The
Balck Pearl shall carry your spell to their very mist, while the hallucinatory
might of the Nightshade will confound them beyond the boundaries of common
sense.  Mandrake Root lends the power of conviction to their misconceptions. 
The duration of the enchantment is varied, but throughout its course the
spellcaster will be reminded of its potency by the presence of a glowing "J". 
Be warned, however, that the casting of the Jinx spell requires great exertion.

KILL:     The Kill spell is the most powerful of the missile enchantments.  It
is the favorite of evil wizards and its use is prohibited by most teachers of
the mystic arts.  Nevertheless, when faced with a foe of singular strength and
a truly evil nature, the wise magician will prepare a mixture of the highly
toxic Nightshade and the mercurial Black Pearl and speak the Truename of the
enemy while casting the reagents toward the foe.  As the last syllable of the
chant fades, all of the target's vital organs shall cease to function for the
space of seven heartbeats.  This is usually fatal, although some beings of
exceptionally hardy constitution will survive a shigle Kill spell.  The
enchantment may be woven several times, but takes a fierce toll on the energy
and concentration of the caster.  It is easier to Dispel a field of vibrant
energy than it is to stop the functioning of a living being.

LIGHT:    The enchantment of Light is a trivial one, often the very first spell
aqcquired by the budding sorceror.  It requires but a pinch of Sulphurous Ash,
which is applied to the end of a staff and gently blown upon until it begins to
glow with a soft yellow light.  The spellcaster must concentrate briefly on the
image of a candle and expend a slight amount of energy to start the magical
glow.  From then on it will burn softly until, the reagent is consumed,
lighting the underground passages where the thaumaturge treads.  There are two
principal avantages to the use of Light spells in place of ordinary torches:
They are unaffected by all but magical winds or breezes; and they do not smoke
and cause one's eyes to smart.  Many a warrior has suffered grievously because
his eyes were shut by the sting of a wealth of tears.

MAGIC MISSILE:     There are generally very few if any spells that are learned
early in the practice of wizardry which are both useful and eagerly sought
after by those dabbling in the mystic arts.  The beginning thaumaturge almost
always yearns for spells that devastate or create startling effects.  The
weaving of weather or the mastery of short vertical teleportations do not
impress onlookers. The one simple spell that does truly inspire awe at little
expense to the spellcaster is the Magic Missle.  It requires the use of two
parts of Sulphurous Ash to one part of Black Pearl in the casting, and it will
cause a tremendously bright flash of blue light to strike an enemy.  While not
visibly marked, the enemy will sustain a fair amount of internal damage, said
by the cynical to be brought about by fright more than by power.  The Magic
Missle is a useful enchantment in battle, but if is more spectacular that
effective and will not deter most enemies larger than the spellcaster who
wields it.

NEGATE:     When faced with a greater or more telling magic than one's own, the
practitioner of the mystic arts may decide it best for all involved to suspend
everyone's use of thaumaturgy for a short time.  At this time one shoud invoke
the powers of the Negate spell by mixing Garlic with its warding
characteristics together with the exotic Mandrake ripe wikth mystic potency. 
To this blend add but an equal amount of Sulphurour Ash to provide the spark of
fision and speak your own name backwards.  All magic shall instantly cease save
the enchantment of Negation itself which is manifested by the vision of a
glowing 'N' hovering before your eyes.  The Negate spell will last onlyh a
bried time, which should beused for either the annihilation of your enemies of
for the judicious removal of your presence from the troubled spot.

OPEN:     There was once a time when all beings were fair and just.  The
principal vessel used for the transport of one's worldly possessions is these
times was the wooden chest, which is still the popular means.  But since the
comng of the evil ones and their lasting influence on the inhabitants of our
fair land, the practice of placing obnoxious and sometimes lethal traps on the
locks of chests has become quite commonplace.  Virtually all fold use such
devices, even the denizens of the underworld who guard naught but ill-gotten
wealth.  To bypass these sisister mechanisms the thaumaturge need but utter the
chant "Appar Unem" and sprinkle a mix of Sulphurous Ash and Blood Moss on the
offending lock.  The flash of the Sulphurous Ash powers the movement potential
of the Blook Moss and the lock will open itself safely, leaving the contents of
the chest at the disposal of the spellcaster.

PROTECTION:     There are times during the heat of battle when one finds the
best form of offense to be naught but a good defense.  When hard-pressed by
fierce antagonists, the wise magician wil mix together the reagents Sulphurous
Ash, Ginseng, and Garlic and invoke the spell of Protection.  The wholesome
qualities of the Ginseng, together with the repellent strength of the Garlic,
serve to shield the wizard and all companions from the onslaught of their
enemies.  Such Protection is not always effective, but may be of great use.
Sulphurous Ash provides the mystic fire that fuels the infcantation, and also
serves to startle one's opponents with an initial flash as the spell begins to
function.  Protection is not a simple spell, but neither is it an exceptionally
strenouous spell to cast.  Its duration is short, and during the course of its
shielding the mage will be reminded of its effects by a glowing 'P' hovering
before his or her eyes.


---> Apple Manor [ 716-654-POOF! ]

(>
