

                           The Book of Mystic Wisdom

                                   Disclaimer

         This document is a word-for-word digital copy of the printed "The
    Book of Mystic Wisdom" book that came with Ultima 4.  It is intended to
    accompany the Ultima 1-6 CD compilation.  Origin apparently decided
    that this entire document was not necessary for redistribution when
    putting the CD together.  (The Spells section was shipped.) However,
    there's a wealth of information about the world of Ultima 4 within the
    pages of this document that help clarify the current state of affairs
    in Britannia, a nd ultimately the point of the game.  There are also
    playing strategies, story embellishments, and hints and tips to the
    locations of places, items and monsters.  I find the exclusion of this
    complete document from the Ultima 1-6 CD to be an oversight.  The game
    can't be played or enjoyed to its fullest extent without the
    information provided here.  Thus, the existence of this document.

        I tried to keep the documentation as close to the original as
    possible.  However, I did take the liberty to correct the spelling of
    traveller to traveler (preferred spelling), and corrected a few other
    minor grammatical errors and spelling errors.  Additionally, I scanned
    in many of the images found within the original "Book of Mystic Wisdom"
    book and colorized every graphic you see in this document.  You will
    also notice that there are no images for the bestiary.  If you wish to
    scan in and colorize all 31 images, go for it--I've spent too much time
    on this project as it is.  This document is provided "as is".  No
    warranty is expressed or implied.

         The electronic version of this document is not endorsed or
    supported by Origin (OSI).  I am not an employee of Origin, and am not
    affiliated with them in any way.  I just really like Ultima, and wanted
    to fill in the glaring gap of information Origin supplied to the owners
    of the Ultima 1-6 CD.  Please do not charge any money for this document
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         If you have any comments, questions, suggestions or problems,
    direct them to louis@psyber.com.  In the meantime, please enjoy!

         Ultima and Lord British are registered trademarks of Richard
    Garriott.  Avatar, Quest of the Avatar, The Book of Mystic Wisdom are
    trademarks of Origin Systems, Inc.  All Rights Reserved.
                                                                   Page  1

                           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 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, beginning with those
    natural substances, known as Reagents, that lend power to the words of
    the spellcaster.
                                                                   Page  2

                                    Reagents

         Sulphurous Ash.  Sulphur is the substance found in nature that is
    most useful in the generation of fire.  It is the color of saffron and,
    when burned, gives off an odour indicative of it's 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 fashioned 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 purveyor of
    magical goods and is useful in the casting of Energy Fields and Magic
    Missiles, as 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 Britannia, 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 Britannia, 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 mystic who discovered the 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 miniature 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.
                                                                   Page  3

         Blood Moss.  Blood Moss is the bane of farmers and the boon of
    magicians.  It is a deep 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--for it behaves like no other plant or
    mushroom--Blood Moss grows only 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 ripening grain.  It can lay waste
    to an acre of corn in a 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 to ensure
    their masters a plentiful supply of 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 jewelers 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 jeweler desire them
    so highly.  This ensures a ready supply for the thaumaturge--the weaver
    of magic.  It is said that, unlike 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 Nightshade used in the mystic arts is an extremely
    rare mushroom that is only found in the deepest, most remote forests.
    It is said to be quite venemous to the touch of all save those present
    at its harvest, thus it is never sold in shops and is among the
    scarcest 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 precise
    locations where this mystic fungus can be found, but there are rumored
    to be those in the lands of Britannia that know this secret.  It's
    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's primarily used in
    the creation of only the most potent of magics.
                                                                   Page  4

         Mandrake Root.  The root of the poisonous Mandrake plant is
    instantly recognizable by its human 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 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 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 where but scattered tribes of
    nomads, the Mandrake was plentiful.  As our people have tamed the land,
    however, 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 are the eight mystic reagents used in the weaving of
    enchantments.  Some are readily available, while others are costly or
    must be hunted and harvested by the mage that intends to use them.
    Guard well 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 cause of
    righteousness and for the greater good.  Should you use the mystic arts
    for personal gain or vengeance, be prepared for the desertion of your
    powers.
                                                                   Page  5

                                     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 re st.  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.
                                                                   Page  6

         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,
    Sulfurous 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 ca sting 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.
                                                                   Page  7

         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 through out 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.
                                                                   Page 8

         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.
                                                                   Page  9

         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 a nd 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".
                                                                   Page 10

         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.
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         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.
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         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.  Yen thak 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.
