"; } } ?> "; } } ?>

Second Circle
Agility
Cunning
Cure
Harm
Magic Trap
Magic Untrap
Protection
Strength

2nd Circle Reagents Duration (seconds) Effect

Agility BM, MR (((Eval / 5) + 1) * 6) Increases target's dexterity by a percentage (Caster's Eval/10 +1)
(11% at 100 Evaluate Intelligence) Cannot be Resisted
Cunning MR, Ns (((Eval / 5) + 1) * 6) Increases target's intelligence by a percentage (Caster's Eval/10 +1)
(11% at 100 Evaluate Intelligence) Cannot be Resisted
Cure Ga, Gi Permanent Neutralizes poison
(higher magery skill counteracts more intense poison)

Harm

Ns, SS Single Use Affects a target within 10 paces of the caster. Cold damage
The Harm spell's damage is affected by the range to target (full damage for targets less then 2 tiles away, 1/2 damage for targets exactly 2 tiles away, and 1/4 damage for targets more then 2 tiles away. 23-29 Damage at GM Magery, Evaluate Intelligence, and Incription). Elemental Resistances reduce damage
Magic Trap Ga, SS, SA Single Use Places an explosive trap on a useable object that activates when object is used, for 10-50 points of direct damage.
Magic Untrap BM, SA Single Use Deactivates magical trap on a single object.
Protection Ga, Gi, SA Indefinite

Players under the protection spell effect can no longer have their spells "disrupted" when hit.
Players under the protection spell have decreased physical resistance stat value, a decreased "resisting spells" skill value by -35, and a slower casting speed modifier (technically, a negative "faster cast speed") of 2 points. This modifier is applied after the cap takes effect, so additional FC above the cap will not counteract the negative effect of this spell.
The protection spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
Reactive Armor, Protection, and Magic Reflection will stay on?even after logging out, even after dying?until you "turn them off" by casting them again.

Strength MR, Ns 120% Magery (up to 144 sec.) Increases target's Strength by a percentage (Caster's Eval/10 +1)
(11% at 100 Evaluate Intelligence) Cannot be Resisted
All 2nd Circle spells cost 6 mana and take .75 seconds to cast

Reagents Key

BM - Blood Moss, Ga - Garlic, Gi - Ginseng , MR - Mandrake Root, Ns - Nightshade, SS - Spider Silk, SA - Sulphorous Ash


To cast spells from the Second Circle, you must have a spellbook, the appropriate reagents and a small amount of Magery skill.

Agility
Tip: By increasing the target's Agility, the target's attack speed and stamina caps are also increased. A Refresh Potion would have to be used in combination with the spell in order to give immediate bonuses, or you could let your stamina regenerate naturally. This spell may also be useful for a character with low dexterity in order to balance their stats as a defense against Curse or Clumsy.
Required Reagents: Blood Moss, Mandrake Root
Words of Power: Ex Uus

Cunning
Tip: By increasing Intelligence, the target will also increase in the maximum mana available. In addition, the target will regenerate mana faster. This spell may also be useful for a character with low Intelligence in order to balance their stats as a defense against the Curse or Feeblemind spells.
Required Reagents: Nightshade, Mandrake Root
Words of Power: Uus Wis

Cure
Tip: This spell can be interrupted by "spasms" if the target is poisoned, so the caster will need to figure out good timing and possibly supplement this ability with a few Cure Potions just in case.
Required Reagents: Garlic, Ginseng
Words of Power: An Nox

Harm
Tip: Deals decent damage with a relatively low mana cost, few reagents, and a quick casting time. You have to stay fairly close to the target for the spell to be the most effective.
Required Reagents: Nightshade, Spider's Silk
Words of Power: An Mani

Magic Trap
Tip: Keeps thieves from snooping containers with impunity. When a thief tries to snoop a container in your backpack that has been magically trapped, it will result in a noticeable explosion. People will often trap a small pouch and use it to break the Paralyze spell.
Required Reagents: Garlic, Sulphurous Ash, Spider's Silk
Words of Power: In Jux

Magic Untrap
Tip: Turns off Magic Trap on a container without resulting in any damage. Useful for when you have 1 hit point left, are poisoned, and are nervous about the pouch containing your cure potion killing you, since it may have been magically trapped. Also disarms some static floor traps in dungeons, such as sawblades.
Required Reagents: Sulphurous Ash, Blood Moss
Words of Power: An Jux

Protection
Tip: This will allow you to keep within range of attackers without being interrupted. A good tactic for Nox Mages (mages with the Poisoning skill) who need to stay close to the target in order to cast higher level poison. Might also help the Healer Mage (mage with Anatomy and Healing) to stand within range of the attacker and still outheal damage.
Required Reagents: Garlic, Ginseng, Sulphurous Ash
Words of Power: Uus Sanct

Strength
Tip: By increasing the target's Strength, their weapon damage and health caps are also increased. A Heal Potion or spell would have to be used in combination in order to give immediate bonuses, or you could let your health regenerate naturally. This spell may also be useful for a character with low strength in order to balance their stats as a defense against the Curse or Weaken spells.
Required Reagents: Mandrake Root, Nightshade
Words of Power: Uus Mani

Last Updated: Thu, 26 Mar 2009 16:33:45 +0000
Ultima Online ESRB Rating
© 2017 Electronic Arts Inc. All rights reserved.
Legal Information      Privacy Policy      Terms of Service
/** //