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Ultima 4: Quest of the Avatar manual

Ultima IV -- Quest of the Avatar
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CREATING CHARACTERS

1. After starting ULTIMA IV, you will see a scene of Britannia. Press
any key to bring up the ULTIMA IV Main Menu.

2. The first time you play, you will need to press I to select Initiate
New Game. (To continue with a prior saved game, press J to select
Journey Onward.)

3. Enter the name of your new character.

4. Select the sex of your new character.

5. Watch the introduction sequence. It will tell you how you have
managed to arrive in Britannia.

6. Answer the questions asked by the gypsy. There are no "right" or
"wrong" answers just let your inner feelings be your guide.

7. After answering all of the gypsy's questions, you will be taken
straight into the game.



MOVEMENT

When traveling in the countryside, the arrow keys correspond to the
directions of a compass:

Direction Key on your keyboard

 North     (upward arrow key)      [ @ -- "at" sign ]
 South     (downward arrow key)    [ : -- colon ]
 East      (rightward arrow key)   [ ; -- semicolon ]
 West      (leftward arrow key)    [ / -- slash ]

When moving in towers and dungeons, the arrow keys correspond to:

Direction Key on your keyboard

 Forward   (upward arrow key)      [ @ -- "at" sign ]
 Backward  (downward arrow key)    [ : -- colon ]
 Right     (rightward arrow key)   [ ; -- semicolon ]
 Left      (leftward arrow key)    [ / -- slash ]



KEYBOARD COMMANDS

Key Command Function

A : Attack -- Attempt to engage your foe with the weapon you have
readied (Ready a Weapon command); must be followed by the direction of
the foe.

B : Board -- Board a vessel or mount a horse.

C : Cast -- Cast a magic spell; must be followed by the number of the
player who wishes to cast it (not needed in combat or in dungeon rooms)
and then the first letter of the desired spell. Note: All spells must
have reagents mixed in advance of casting.

D : Descend -- Climb down ladder to next level of dungeon or building.

E : Enter -- Go into such places as villages, towns, castles, dungeons
and shrines.

F : Fire -- Fire a ship's cannons (once you have boarded); must be
followed by a direction. Note: Broadsides only!

G : Get Chest -- Attempt to open (and disarm, if trapped) chest; must
be followed by the number of the player who wishes to open the chest,
except during combat and in dungeon rooms. Note: It's a good idea to
use the player with the highest number of Dexterity points when
examining potentially dangerous chests as this lessens the chances of
setting off any traps.

H : Hole up and camp -- Set up camp to rest and recover from your
wounds. Note: This command may be used successfully only with limited
frequency.

I : Ignite a Torch -- Light a torch for illumination in dungeons.
Requires a special item.

J : Jimmy Lock -- Use a magic key to unlock a sealed door. Must be
followed by the direction of the door that you wish to unlock.

K : Klimb -- Climb up a ladder to the next level of a building or
dungeon to reach the surface from the topmost level of a dungeon.

L : Locate Position -- Requires a special item.

M : Mix Reagents -- Prepare material components of spells for later use.
Note: You must have reagents mixed ahead of time in order to cast any
spells. When asked "Reagent:", type the letter corresponding to the
reagents desired and then type Return when you wish to mix them.

N : New Order -- Exchanges the position of two players indicated within
your party, except for player #1, for you must lead the party.

O : Open Door -- Open a door in the direction indicated.

P : Peer at Gem -- Requires a special item.

Q : Quit & Save -- Saves the current game status to disk; you may
continue after this command or power down the computer.

R : Ready a Weapon -- Equip a player with the weapon of your choice (if
owned) for use in combat.

S : Search -- Search your exact current location for unusual items.

T : Talk -- Allows a player to converse with merchants or townsfolk in
the direction indicated. (See Special Note below.)

U : Use -- Use an item you have found during play by means of the
Search command.

V : Volume -- Toggles sound effects on or off.

W : Wear Armor -- Outfits a player with the armor of your choice (if
owned) for defense in combat.

X : Xit -- That's (e)xit your current form of transportation and
continue on foot.

Y : Yell -- Yell "giddyup" or "whoa" to speed up or slow down your
horse.

Z : Ztats -- Displays the status and attributes of a selected player;
if 0 is pressed instead of a player number, this command will display
the lists of weapons, armor, items, reagents, and mixtures. The and
keys will scroll through these lists, while pressing any other key will
return you to game play.

Special Note: Talking with the people found in the game is one of the
most important features of ULTIMA IV to master. It is almost impossible
to solve your quests without talking to virtually all people in each
town. All persons with whom you talk are capable of a full conversation.
They can be asked about their "Name," "Job," and "Health". You may "
Look" again at their visual description. From this information you
should be able to discern what else they might know, hinted at directly
by use of the precise words in the conversation. For example: lf you
were to ask Dupre about his "Job" and he were to respond "I am hunting
Gremlins," you might think to ask him about "Hunting" or "Gremlins"-
about either of which he might offer some insight. Each of these people
might ask you a question as well; be sure to answer the question
honestly, for dishonesty will be remembered and not reflect well on you
for the rest of the game. Often you will not know what to ask a
townsperson until you have been told by another: e.g. Iolo the Bard
might tell you to ask Shamino the Ranger about swords. Even if you had
met Shamino earlier you wouldn't have known to ask about swords, and
thus you would have to seek him out again if you wish that knowledge.
Some of the people that you will meet may be willing to become your
traveling companions. If wish for a character to become a player in
your party, you must ask him or her to "Join" you. lt is wise to
strengthen your party as rapidly as possible, up to the seven
companions you will need to complete the game. When you are through
with a conversation, then speak the word "Bye" as an accepted means of
politely ending the conversation. Be sure to keep a journal of your
travels! Many of the clues to solving the quests of ULTIMA IV are
contained in the various and diverse conversations you might have with
the various townsfolk. It would be next to impossible to solve this
game without some means of referring back to prior conversations held
during play. Be sure to thoroughly explore the cities and towns! Many
of the quests within ULTIMA IV are contained entirely within individual
cities. lt is wisest to spend a great deal of time seeking out the
answers that lie hidden in each one of the various towns of Britannia
before moving on to another. Note: During your conversations with
people in ULTIMA IV you may feel the impulse to show your generosity to
less fortunate fellows. You may do so by saying: "GIVE."

Your party is seen here standing on a point of land that juts into the
sea. To the North is a castle; a ship rocks gently on the waves to the
Northwest. Just above the ship, one can see a town. Your party consists
of three travelers-British, Iolo, and Geoffrey-whose names appear in
the Party window. Their current status is also displayed there: British
has 372 Hit Points and is in Good condition; Iolo has 380 Hit Points
and is suffering from Poison; and Geoffrey has 380 Hit Points and is in
Good condition. The narrow window below indicates that the party has 24
units of Food and 1823 Gold pieces. The symbol in the center indicates
whether or not any spells are currently active. Paused to cross a
bridge, your party can see an approaching band of Skeletons to the
northeast. At the top of the view window you can see the current status
of the twin moons Trammel and Felucca, which is Crescent Waning for
Trammel and Last Quarter for Felucca.

You are currently checking on the status of the traveler Iolo and his
attributes show in the Party window. You can see that he is a Male Bard
whose condition is Good; he has 13 Magic, 16 Strength, 19 Dexterity,
and 13 Intelligence points. He has attained a Level 4 and currently has
376 Hit Points, with a Hit Point maximum of 400; he has 714 Experience
Points. His current weapon is a Sling, and he wears Cloth Armor.

Your party can be seen at the bottom part of the view window engaged in
mortal combat with four Pirates who are aboard their ship. Note that as
each member of your party has the opportunity to strike a blow, his or
her current weapon is displayed below the name. The direction of the
wind is indicated at the bottom of the view window. If you were to win
this combat and take possession of the vessel, the Hull Strength of the
ship would be displayed in the narrow window where your gold would
normally be displayed.

Magical ability is directly related to the Profession and Intelligence
of yourself and your traveling companions. Magical strength is twice
the Intelligence of the spellcaster, with potential modified by
Profession. The enchantment potential of the various Professions is:

 Mage      Full
 Ranger    One half
 Druid     Three fourths
 Tinker    One fourth
 Bard      One half
 Fighter   None
 Paladin   One half
 Shepherd  None



CASTING SPELLS


Herb Shop.

All practitioners of the mystic arts will search far and wide to locate
these rare shops. Within them is to be found the components -- or
reagents, as they are known to enchanters -- for spell mixtures.
Without these mixtures, no spell may be cast successfully. Due to the
rareness of some of the herbs, many are offered for sales regularly, if
at all. The known magical reagents are:

 Sulphurous Ash
 Ginseng
 Garlic
 Spider Silk
 Blood Moss
 Black Pearl
 Nightshade
 Mandrake Root

Care should be taken to mix the herbs in the correct proportions, so as
not to waste the valuable ingredients. SPELLS


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 very carefully, apply the mixture to the
brow of your sleeping companion, and then 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 any 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 great
distances than the Blink, but they are far more costly and have other
limitations which we shall examine later in this 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 travelers 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 or erect such
barriers to prevent the virtuous from reaching their cashes 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
soothe the envenomed soul. The curative powers of the Ginseng nullify
the effects of the poison in 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 moderate difficulty, far more exhausting
then the creation of energy disastrous, so the enchantment must be cast
from afar and thus required the used of the precious Black Pearl needed
in all projectile spells. Furthermore, Sulphurous Ash is needed to
provide the flash of power that brings the dissolution of the forces
holding the field together. Finally, the warding powers of Garlic are
also employed to prevent concentrated. To effect the spell, speak
backward 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 Lightning. 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; if the field is of Fire then their flesh shall burn as they pass
through and they shall feel much pain and anguish; while the 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 necessary in the casting of these Energy Fields are
Sulphurous 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 components, 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 missile 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 for in equal proportion, for its powers of fireflash are
integral to the creation of flaming missiles. Speak the name of your
enemy when the spell is cast and your aim shall be unerring and your
enemy will be devastated by the flames of the magical fires.


Gate Travel.

In the repertoire of teleportation enchantments, Gate Travel is by far
the most powerful. This is because it not only utilizes the reagents
and chants of mast magics, but also the power of the gates of the moons
that control the very oceans and tides. The moongates are located
throughout Britannia, and appear only at certain phases of the twin
moons Trammel and Felucca. To cast the spell of Gate Travel, one must
speak the name of the moons as the reagents are stirred. As the
enchantment takes effect, the spellcaster and any companions will
instantly carried to the location of the desired moongate.

It has been a long-standing tradition among the practitioners of the
mystic arts to zealously guard the secret of the components of the Gate
Travel spell. It is said that revealing these reagents will seal the
use of the gates to the one who divulged the key. Of course, none have
dared to speak of them for fear of losing one of the most powerful and
exhausting spells in the lore of enchantment. This writer is no
exception to this belief.


Heal.

One of the cornerstones of the good and true path of the wizard is the
use of enchantment 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 oft used for unjust purposes.
When you or your companions have suffered physical injury that hath
rent of seared the flesh, the Heal spell is invaluable. Mix similar
quantities of the healing essence of Ginseng with the 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
Black 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 need 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 powerful 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 crowd of mortal foes. The Black Pearl shall carry your spell
to their very midst, 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 a 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 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 single 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 trivial one, often the very first spell
acquired by the budding sorcerer. 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 flow 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 advantages 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 Missile. 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 Missile is a
useful enchantment in battle, but it is more spectacular than effective
and will not deter most enemies larger that 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 should invoke the powers of the Negate spell by mixing Garlic with
its warding characteristics together with the exotic Mandrake ripe with
mystic potency. To this blend add but an equal amount of Sulphurous Ash
to provide the spark of fusion and speak your own name backward. 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 only a brief time, which should be
used for either the annihilation of your enemies or 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 in these
times was the wooden chest, which is still the popular means. But since
the coming 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 folk use such devices, even the denizens of
the underworld who guard naught but ill-gotten wealth. To bypass these
sinister 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 Sulphurous Ash powers the movement potential of the
Blood 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 hear 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 will mix together the reagents
Sulphurous Ash, ginseng, and Garlic and invoke the spell of Protection.
The wholesome qualities of the Ginseng, together with 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 incantation, 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
strenuous spell to cast. Its duration is short, and during the course
of its shielding the mage will be reminded of its effects by glowing P
hovering before his or her eyes.


Quickness.

The spell of Quickness is one the most unpredictable yet potent spells
in the wizard's collection of enchantments, and one of the most telling
on his or her companions. When cast during battle, the Quickness spell
will heighten the natural dexterity of one's fellows to such a degree
that they will move with twice their normal agility -- at times they
will be able to land two blows against their foes instead of the
customary single strike during a round of combat. The price is age, for
the recipients of the extra speed incurred by the use of Quickness will
age briefly while under the sway of the enchantment... yet most feel
that an occasional grey hair is but a small price to pay for the
advantage of dealing twice the number of blows that one might receive.

The reagents for the Quickness spell are fiery Sulphurous Ash, Ginseng,
and volatile Blood Moss. The Blood Moss portion is double the others,
for movement is the critical aspect of the spell. The Sulphurous Ash
lends the flashes of energy needed by the beneficiaries of the
enchantment, while the healing powers of Ginseng prevent them from
aging so rapidly as to become greybeards after a single encounter.
Throughout the course of the Quickness spell, the spellcaster will be
reminded of its effects by the vision of a bright, glowing Q.


Resurrect.

Many are the monsters and terrors that dwell beneath the surface or in
the forests and marshes of Britannia. Even groups of most valiant and
fierce warriors are subject to losses too tragic to bear. If a
companion is slain by an enemy, all is not lost in the presence of the
most accomplished of mages. There exists the means to bring back a
compatriot from the land of the dead -- not as an unholy once-dead
being -- but as a living, breathing creature of flesh and blood
restores to life, albeit in an extremely weakened condition.

Each wizard must determine the components of this enchantment that work
best with their own magic, for the combination is said to be unique to
each spellcaster. What is known about weaving this is the most potent
of all enchantments is that it requires the spellcaster to scatter the
reagents to cover the victim's body, while calling out the name of the
slain companion in a voice of thunder. This magic is extraordinarily
taxing, and rare is the mage who can continue to weave spells without
rest once this enchantment has been successfully cast.


Sleep.

There are moments in lives of every practitioner of the mystic arts
where discretion is truly the better part of valor. Not all foes are
truly evil and deserving of annihilation -- verily , some are but beast
of the field seeking provender and are entitled to life as much as you
or I. Yet, unchecked these creatures pose as great a threat to one as a
score of rabid orcs. It is in such situations that the wise thamaturge
weaves a Sleep spell and leaves his opposition in deep slumber whilst
vacating the current location. The Sleep spell is truly a serious
enchantment that requires a fair amount of mental energy to cast, but
it is not of such import as to leave the spellcaster breathless or
exhausted. To send your foes to the land of slumber, mix a double
portion of Spider Silk with some Ginseng and chant Duerme as you
sprinkle the reagents into the air. Fear not the distance between you
and the intended victims, for the binding power of the Spider Silk will
enfold them from afar, while the healing Ginseng will gently wrap them
in deep sleep.


Tremor.

The Tremor spell is a very potent magic indeed. Few spells are as
exhausting and none save Resurrection have a more striking or dramatic
effect. Carefully blend portions of Sulphurous Ash with Blood Moss and
Mandrake Root and cast it at the feet of your opponents whilst shouting
as loudly as possible. The volatile Sulphurous Ash shall furnish the
flash of power to the movement potential of Blood Moss and the Mandrake
Root will lend raw necromantic force to the spell. The very earth will
tremble and quake beneath the feet of your enemies and they will fly in
terror, save those that are swallowed up entirely by the very ground
itself. No spell in the lore of the mystic arts has as much power to
strike fear into the hearts and minds of those that suffer its mighty
impact. But use this enchantment wisely, for it will leave you as weak
as a newborn babe.


Undead.

Ever since the coming of the evil wizard Mondain and his hellish
offspring, the lands of Britannia have been plagued by the return of
creatures already slain. These once-dead begins take many forms, the
most common being the animated skeletons of orcs and goblins, or the
ghoulish forms of flesh-eating corpses that have been summoned from the
land of shades to wreak havoc on the living. These apparitions are
cowed by the light of righteousness and fight as warriors in a trance.
Nonetheless, they are hard to kill and never tire in battle and thus
may jeopardize even a seasoned band of adventurers. Each mage knows a
form of turning them aside when encountered, but the components of such
magics are personal and depend on the spellcaster. You must use your
knowledge of the properties of magical reagents to determine which two
will lend force to your enchantment of Undead turning. When you have
found the proper mixture, cast it at your foes while chanting the name
of what the creatures once were when they trod the earth in life.


View.

The lands that we now call Britannia in honor of the wise and just
influence of Lord British are vast in scope and hold many uncharted
regions. Although cartographers have traveled all the circumference of
the main continent, many internal tracts have yet to be accurately
recorded, while there are numerous islands rumored to exist to the
southeast with nary a chart to show their location. Here the
practitioner of the mystic arts has a great advantage over the wanderer
of seafarer in that the View spell may be woven when the need arises.
The View incantation is of middling difficulty and involves the use of
hallucinatory Nightshade and powerful Mandrake Root. Mandrake lends
power to the enchantment while Nightshade provides a mystic overview of
all the land within the range of a simple Blink spell. Simply blend the
reagents and speak out the name of the region through which you travel.


Wind Change.

Not all Britannia is accessible on foot, and oft times the Wizard will
find the need to embark on a sea voyage to reach some destinations in
the pursuit of Truth. Once aboard ship, most voyagers find themselves
at the mercy of capricious nature with her ever-changing wings. This is
not true for the practitioner of the mystic arts, however, for through
magical means one may control the very direction of the wind, albeit
for but a short span of time.

Wind change is not a taxing enchantment; indeed a powerful wizard can
cast it almost continuously, although it is not so trivial as opening
trapped chests or effecting minor teleportations... Simply mix
Sulphurous Ash for power and Blood Moss for movement to coax the wind
to a more favorable direction. Speak the name of the patron of winds
and call out the direction desired and the wind shall change at your
bidding.


Xit.

When trapped in the bowels of the earth, weary and battered with a long
road ahead to the surface, the use of Xit (exit) spell can be
beneficial. This enchantment is but one of the middling forms of
teleportation, quite similar in cost and nature to the Blink spell. It
too disassembles the party and reassembles it on the surface of
Britannia, and thus requires very similar components to the
aforementioned Blank enchantment. Aside from the moving Blood Moss and
the binding Spider Silk which ensures the safe passage of the
disincorporated party, Xit requires the use of Sulphurous Ash to
provide the flare that guides the party from the depths of darkness to
the world of sunlight. When casting the Xit spell, the thaumaturge
should try to envision the actual entrance to the underworld used to
gain the subterranean passages at the beginning of the expedition below
ground. Successful casting of the Xit spell will surely return them to
that selfsame spot.


Y(up).

The two most elementary forms of teleportation both have strange names
and may be used only when underground. The more difficult of the two is
known by the letter Y in honor of the mage Yenthak Gnor, who first
crafted the enchantment. Yenthak Gnor discovered that a blend of Blood
Moss and Spider Silk, in conjunction with the spoken names of the moons,
would cause on who utters it to be lifted upward through the very soil
to the next highest level of a dungeon. The Spider Silk holds the party
together during their transit, while the Blood Moss moves them ever
closer to the moons.


Z(down).

The Z or Down spell is perhaps the most simplest of all the
teleportation spells. It requires the simplest of all teleportation
spells. It requires the same components as the Y or Up spell -- these
being Blood Moss for movement and Spider Silk for its binding qualities
-- but requires half the mental energy and concentration on the part of
the spellcaster due to the natural tendency of all bodies to move
downward. The origin of the name is uncertain, but it is believed that
the letter Z' is the first letter of the unpronounceable Truename of
the Lord of the Underworld, 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 of the chant, the higher the probability
of the party moving down one level of a dungeon.