Ultima VIII: Pagan Walkthrough
6. Spells
Your ultimate goal on Pagan is to learn spells from various schools of magic to be able to ultimately defeat the forces that grant the power to wield the magic in the first place, so that you can combine all their power into yourself and open a gateway back to your homeworld. As such, you are going to have to learn spells from the following schools: Necromancy (Earth), Theurgy (Air), and Sorcery (Fire). You cannot learn or cast water spells. Thaumaturgy (Ether) spells turn out to be quite expensive because their spellbooks expire after a single use and need to be recharged with more reagents (therefore, money), and are not worth it. They are also not required for game completion (except one).
6.1. Necromancy (Earth) Spells
Necromancy spells are prepared in advance by creating foci specific to each spell. To create foci, place the correct reagents in an empty bag, then use the Key of the Caretaker on it (double-click the key, then target the closed bag). You can create multiple foci at once by placing the appropriate number of reagents. E.g., if you want to create 10 Rock Flesh foci (a very useful spell), place 10 wood and 10 dirt in the bag before using the key. A focus will disappear from your inventory once used. For the recipes listed below, you need one of each reagent to create one focus.
Open Ground: Opens the ground or wall in specific situations. Vial of blood, Blackmoor.
Death Speak: Allows you to converse with ancient necromancers. Vial of blood, Bone shards.
Mask of Death: Nearby creatures ignore you for a while. Wood, Executioner's hood.
Rock Flesh: Immune to damage. Wood, Dirt.
Grant Peace: Permanently kill the targeted undead creature. Executioner's hood, Blackmoor.
Summon Dead: Raise a few ghouls to fight for you (or skeletons who may fight you). Vial of blood, Bone shards, Wood.
Withstand Death: Revive with full health once upon death. Wood, Dirt, Blackmoor.
Create Golem: Raise a golem from a patch of mud to do your bidding. Vial of blood, Bone shards, Wood, Dirt, Blackmoor.
Call Quake: An earthquake will injure enemies. Bone shards, Wood, Dirt, Blackmoor.
6.2. Theurgy (Air) Spells
Aerial Servant (bracer): Summon a wind gust to manipulate out-of-reach objects in line of sight.
Fade from Sight (closed eye): Become invisible. The duration is proportional to your intelligence.
Reveal (open eye): Dispel invisibility around you.
Healing Touch (pointed hand): Heal target’s 8-16 hit points.
Restoration (open hand): Restore target’s full health.
Intervention (fist): Become invulnerable for a short while.
Hear Truth (chain): Understand what a speaker really means.
Divination (sextant): Display current location, time, day and month.
Air Walk (wings): Jump further than normal.
6.3. Sorcery (Fire) Spells
Fire spells have to be prepared inside a pentagram. Reagents must be inside the red circle at the required point. A lit candle of the correct color also has to be placed at each point. You have to place a focus in the center (and nothing else) and it must be able to hold the spell you wish to prepare. Unless indicated, symbols can hold 1 charge of all spells. All other foci can hold multiple charges of specific spells. Once everything is in place, double-click the pentagram to charge the focus. You need to be fairly precise in placing all the reagents, so if something doesn’t work, change the positions of items by a few pixels and try again. The points of the pentagram are named thus:
Perivolcan Ze /\ /\Perivolcan Pa / \/ \ /\ /\ /\ /__\/__\/__\Mesostel Pa Mesostel Ze \ / \/Aphelion
Spell | Foci | Reagents/Candle | ||||||
---|---|---|---|---|---|---|---|---|
Flash: Teleport to the targeted point in line of sight. | Wand, Rod, Staff |
|
||||||
Endure Heat: Withstand the heat of non-magical flames and lava. | Rod, Staff |
|
||||||
Banish Daemon: 50% chance to destroy target daemon. | Talisman |
|
||||||
Summon Daemon: Target a creature to summon a daemon to attack it. If there is nothing for the daemon to attack, it will turn on the caster. | Talisman |
|
||||||
Flame Bolt: Shoot a small fireball at a single target. | Wand, Rod, Staff |
|
||||||
Explosion: Shoot a large fireball with area-of-effect damage. | Staff |
|
||||||
Ignite: Target a flammable object to ignite it, or target self to ignite everything around. | Wand, Rod, Staff, Symbol (multiple charges) |
|
||||||
Extinguish: Douse a single non-magical flame, or target self to douse everything around. | Wand, Rod, Staff, Symbol (multiple charges) |
|
||||||
Armor of Flames: Protects caster from magical fire. | Rod, Staff |
|
||||||
Fire Shield: Creates an impenetrable ring of fire around the caster. | Rod, Staff |
|
||||||
Conflagration: Damage everything around the caster. | Talisman |
|
||||||
Create Fire: Surround the target in fire. | Staff |
|
6.4. Thaumaturgy Spells
These spells are described in and cast from spellbooks. Place the book and required reagents in a bag or your backpack, then double-click the book. This will prepare the spell (the book will glow). The next time you double-click the book, the spell will be cast and the charge will be spent. You can recharge it using the same process. The books as well as several ingredients can be purchased from Mythran, though a few ingredients can be found out in the world.
Confusion Blast: All enemies forget they are in combat. Eye of Newt, Bat Wing, Serpent Scale, Obsidian, Brimstone.
Meteor Shower: A shower of rocks hurts everyone except the caster. Ash, Dirt, Serpent Scale, Brimstone, Blackmoor.
Summon Creature: Summons a random monster to fight for you. Bat Wing, Pumice, Obsidian, Bone.
Call Destruction: Lightning and explosions strike visible enemies. Serpent Scale, Dragon Blood, Ash, Pig Iron, Executioner's Hood.
Devastation: Destroy all creatures, possibly yourself too. Bat Wing, Serpent Scale, Dragon Blood, Pig Iron, Executioner's Hood, Blackmoor, Brimstone.