

                                    Spell Book
                                      of the
                                  Eight Circles



     Disclaimer

    This document is a word-for-word digital copy of the printed "Spell
    Book of the Eight Circles" book that came with Ultima 5.  It is
    intended to accompany the Ultima 1-6 CD compilation.  Origin apparently
    decided that this document was not necessary for redistribution when
    putting the CD together.  However, there's a wealth of information
    about the world of Ultima 5 within the pages of this document.  I find
    the exclusion of this 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 a few minor grammatical and
    spelling errors.  The original "Spell Book of the Eight Circles" varied
    the way the section headers looked.  It started out capitalizing the
    first letter, using lower case letters for the rest of each word.
    Later, it used ALL CAPS, making the text difficult to read.  I decided
    to take the liberty to capitalize only the first letter on all the
    headers.

    There were no images in the spell-book.  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 in any
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    "U5-Lore.Txt" and "U5-Jrny.Txt"

    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, Spell Book of the Eight Circles are
    trademarks of Origin Systems, Inc.  All Rights Reserved.
                                                                  Page  1


    The First Circle
    ----------------------------------------------------------------------

    An Nox (Negate Poison)
         Few deadly problems are as easy to arrest as poison.  So common is
    the use of poison that alchemists have been able to devise a formula,
    using the relatively common plants garlic and ginseng, that is
    effective against nearly every form of poison in nearly every user.
    However, the magic works on individuals only; thus, simple as it is,
    novice mages in a party mush have magic endurance among them great
    enough to cast An Nox as many times as they have afflicted members.
    Even then, safety is not s ecured.  Strength already sapped by toxins
    is not regained without peaceful rest or healing magic.

    An Zu (Negate Sleep)
         An Zu, which requires a simple mixture of ginseng and garlic, is
    used to awaken sleeping comrades.  An Zu has limitations; it works only
    on members of the caster's party, it awakens only one person per
    casting, and it has no lasting preventive effect.

    Grav Por (Energy Movement)
         A novice magic user had best count on a good solid weapon in
    battle.  A good spell for novices to practice, not rely in battle, is
    Grav Por, which casts a missile of energy at a target on the
    battlefield.  If the caster's mental powers exceed the foe's, small
    damage will be inflicted.
         Grav Por requires sulphurous ash for energy and black pearl to
    project it.  This spell has little effect for novices, not because of
    weak ingredients, but because of inexperience.

    In Lor (Create Light)
         This simple spell creates a pool of light.  Although a short
    duration, In Lor creates a brighter light than the best of torches.
    Note, however, that In Lor cannot be used in place of real flame to
    enhance the mixing of reagents for spells, for its properties are
    quite different.
         In Lor's sole ingredient is sulphurous ash powder.  Place the
    powder upon the object intended as the light source; rub it
    rhythmically while chanting "In Lor."  Almost instantly, the object
    will blaze with white light.

    Mani (Life)
         Mani is the simplest healing spell.  Mani does not cure patients,
    but it does make them feel better and may take them out of immediate
    danger.  Mani is useful even to higher circle magicians, because it is
    simple enough to cast during combat.  Spider silk and ginseng are the
    components needed for Mani.  No special conditions are necessary during
    mixing or casting.
                                                                  Page  2


    The Second Circle
    ----------------------------------------------------------------------

    An Sanct (Negate Protection)
         Many evil creatures carry chests full of treasure and useful
    items, often the result of thievery against some other good Britannian.
    No good person begrudges the vanquisher a monster's gold and goods.
    But evil creatures often arm their chests with deadly traps.  Popular
    chest traps are acid sprays, poison fumes, bombs and gaseous
    atmospheres.  The first two are designed with intent to destroy the
    individual tampering with the lock.  The last two a ffect the entire
    area of the chest and injure anyone in that area.
         An Sanct used blood moss and sulphurous ash to seep into hidden
    traps and render them impotent.  The spell also negates any non-magical
    locks in the chest.  The same spell may be used to unlock doors locked
    by mechanical keys.

    An Xen Corp (Negate Creature of Death)
         The powers of evil revel in their ability to command the uneasy
    dead.  Rotted corpses and corrupted spirits, given motion and a
    semblance of life, are set on the mindless destruction of everything
    good.
         Such phantoms are not living but are merely animated.  They act
    mindlessly, unaware of their own horrible state.  By negating their
    armour of mindlessness, An Xen Corp causes most risen dead to flee in
    lurching terror.
         An Xen Corp is not a difficult spell, especially for casters of
    good intellect.  Nor is its mixture difficult: ordinary amounts of
    common garlic and sulphurous ash must be mixed while pronouncing words
    of reverence for life and beauty.

    In Wis (Create Knowledge)
         In Wis performs the job of a navigator, determining one's precise
    location in terms of the recently devised concepts of latitude and
    longitude.  Nightshade is its only ingredient, but that nightshade must
    be encased in glass and kept alive with dew drops until its use is
    required.

    Kal Xen (Summon Creature)
         Beginning mages often find their responsibility onerous, with an
    entire group of adventurers relying on their meager magical skills for
    protection and assistance in difficult situations.  These novice mages
    may quickly and frequently turn to Kal Xen to add to the offensive
    ranks of their party in battle.
         Kal Xen summons small nasty creatures such as rats and snakes to
    help in combat.  Nasty or not, these summoned beasts are always loyal
    to the caster, and often direct a foe's attention away from members of
    the mage's party.
         Mix mandrake root with spider silk to ensure the beast's loyalty.
    The local where the mandrake root is gathered influences what type of
    creature is summoned.
                                                                  Page  3


    Rel Hur (Change Wind)
         Those who love the open sea will find frequent use of Rel Hur.
    This powerful spell can redirect the wind for a time.
         To mix Rel Hur, line a board with damp blood moss and set the
    board against a tree or mast.  Study the wind and find the exact spot
    in which to stand so that the sulphurous ash thrown into the air will
    be caught by the wind and flung against the blood moss.  Complete the
    spell by blowing in the direction the wind should follow.

    The Third Circle
    ----------------------------------------------------------------------

    In Flam Grav (Create Flame Energy)
         One of three energy field spells, alike except for the nature of
    the horrors they create.  In Flam Grav causes the particular spot
    indicated by the caster to erupt into red hot flames.  Any creature on
    that spot or that steps into that spot is seared by a wall of flame.
    Be careful not to direct this spell too close to friends or they shall
    suffer the same as foes.  Sulphurous ash and black pearl project the
    burning fire to the chosen spot; spider silk holds it there a short
    while.  The mix works best when blended over a flame.

    In Nox Grav (Create Poison Energy)
         Another of the three energy field spells, In Nox Grav causes a
    cloud of nauseating poison to occur in the location indicated.  Any
    creatures entering the cloud suffer some degree of poisoning.  Like In
    Flam Grav, this spell can be just as effective in harming friends as
    enemies, so use care.
         That rare but deadly poison, nightshade, is required for In Nox
    Grav.  Add spider silk to shape the cloud, and black pearl to direct
    its placement.

    In Por (Create Movement)
         In Por teleports an entire party a fair distance in any specified
    direction.  However, incanting this spell during the haste of battle
    will diminish its effects.  It will only remove the caster, and then
    only to another place on the battlefield.
         In Por will not transport a party if there is no clear, grassy
    spot to which the party can be moved.  Nor will In Por work in dungeons
    or in townes, as its energies require a fair bit of open space to
    operate.
         The dust for In Por consists of spider silk and fresh young blood
    moss.  The caster must close his eyes and conjure a vision of the
    current position after the party has left.  In a wink, the party will
    be elsewhere and the vision, reality.

    In Zu Grav (Create Sleep Energy)
         Least damaging of the three energy field spells, In Zu Grav is
    often he most effective.  The spell cloaks a foe in purple haze that
    puts it instantly to sleep, taking it out of the fight, rendering it
    helpless.  Like the other two similar spells, In Zu Grav can affect
    friends as easily as enemies.  While sleep will not directly harm
    friends, falling asleep on the field of battle can be deadly.
         In Zu Grav is easily mixed of common ginseng, spider silk and black
    pearl.  For best results, add the air of many yawns and sand from
    sleepy eyes.
                                                                  Page  4

    Vas Flam (Great Flame)
         Vas Flam effectively gathers a great ball of flame, which may then
    be hurled at a foe.  A simple spell, the great advantage of Vas Flam is
    that, aimed accurately, it will surely hit its mark and, just as
    surely, inflict damage.
        Combine common sulphurous ash and a single black pearl over a hot
    flame.  When the ash has adhered well to the pearl, remove it and store
    it until needed.  Cast the talisman at a foe while uttering "Vas Flam."

    Vas Lor (Great Light)
         Vas Lor conjures a great light.  This light is equivalent to In
    Lor's in quality and range, but Vas Lor lasts longer.  Its endurance
    comes from mandrake root.  Mix the prepared root with sulphurous ash
    and proceed as if making In Lor.


    The Fourth Circle
    ----------------------------------------------------------------------

    An Grav (Negate Energy)
         Adventuring parties are sometimes prevented from pursuing their
    objective by obstructing or noxious fields.  An Grav removes the
    obstructing field by negating the field's energy.
         Ash countermines the field's energy; a black pearl thrusts the
    negating energy in the direction indicated by the spell caster.  The
    obstructing field is instantly dispersed.

    Des Por/Uus Por (Downward Movement/Upward Movement)
         Magic users often travel with courageous groups, and courageous
    groups often find themselves in danger.  When problems occur within
    dungeons, it is sometimes helpful to use Des Por and its complement Uus
    Por for moving among floors.  Only effective w hen going from empty
    corridor to empty corridor, Des Por transports an entire group to the
    exact same location one floor lower, Uus Por works in reverse and
    transports upward.  Unfortunately, these spells take too long to intone
    during the heat of ba ttle.
         Blood moss provides the motion the spider silk keeps the party
    together during the transport.

    In Sanct (Create Protection)
         Sometimes young questers join in battles beyond their might.  In
    Sanct helps balance the fight by creating a protective shield around
    each party member.
         In Sanct works only during combat and does not last long, so
    knights should be sure to hit hard and fast while the iron is doubled.
    In Sanct is most effective when sulphurous ash, fast-working ginseng,
    and reeking garlic are mixed by the mage and the group's strongest
    fighter, simultaneously.

    In Sanct Grav (Create Protective Energy)
         In Sanct Grav's protective energy provides a strong defense.  Its
    shimmering blueness cannot be entered or passed through.  An excellent
    recourse when a few moments of safety are required, In Sanct Grav is
    well used to block dungeon corridors fully.  Mandrake root is necessary
    for In Sanct Grav; choose older, tougher specimens for this concoction.
    Add spider silk to make it impenetrable and black pearl for placement.
                                                                  Page  5

    Wis Quas (Knowledge of Illusion)
         Wis Quas strips illusion from creatures hidden by the cloak of
    invisibility, instantly revealing their position.
         Nightshade cut many times to form a paper-like sheet, then carved
    into lace is secured by spider silk.  It is glazed, dried in the sun,
    then crystallized into a shiny powder that must be tossed in the sky
    over the field of battle as the spell is cast .


    The Fifth Circle
    ----------------------------------------------------------------------

    An Ex Por (Negate Freedom of Movement)
         The magical locking of doors works in nearly every situation.
    Even normal locks can be transformed into magical locks by means of
    this spell.  Thus the very creature who initially locked a door with
    its own key may be forbidden access.
         Mix ash and moss, gathered from darkest glens under heavy clouds,
    into a strong garlic paste.  While mixing, sing a melody that no other
    creature has every heard.  For greatest security, the melody should be
    different each mixing; so each magical lock will require a subtly
    different magical key, and anyone trying to break the magical lock will
    not be able to use any previously discovered keys.

    In Bet Xen (Create Small Creature)
         This combat spell creates a powerful ally by calling up four
    swarms of small but deadly insects.  All four swarms are generated in
    the same location.  However, each can be commanded to move
    independently and on its own turn.  Quartets of insect swarms
    generated by In Bet Xen have been known to surround and suffocate an
    enemy by their very number.
         The powder for In bet Xen consists of sulphurous ash to give life
    energy, blood moss to set them swarming, and spider silk to bind the
    swarm in obedience.  For deadliest results, blend with stagnant water
    from the dankest swamp.

    In Ex Por (Create Freedom of Movement)
         This powerful spell can open magical locks.  The power of In Ex
    Por is that it first analyzes the lock to be broken and then actually
    produces the precise tool or magical potion that will break the lock.
    The success of this spell comes from combining ash and moss in
    isolation, in complete darkness.

    In Zu (Create Sleep)
         The first mass effect spell the developing magician learns, In Zu
    causes the scent of poppies to emanate from the caster in an ever-
    widening wedge, dropping into a sound of sleep all those touched by it.
    Only the toughest minds and wills may deny it .
         Nightshade, gathered when high tide coincides with a moonless
    midnight, must be mixed with ocean ginseng and spider silk.  Moisten
    with brine and add sand to mix thoroughly.  Lay to dry in bright
    moonlight.  Note that this spell is just as effective on friend as foe;
    aim carefully.
                                                                  Page  6

    Rel Tym (Change Time)
         Rel Tym doubles a party's speed, anytime, anywhere.  It is
    especially effective in battle, when a party's members can return two
    blows for each of the enemies blows. It is also effective in
    surveillance, when being caught could be disastrous.  Sulphurous ash
    provides energy, blood moss creates movement, and mandrake root
    provides the magical power required for this incantation.

    Vas Mani (Great Life)
         Whole health restored; full vitality given; such is the nature of
    Vas Mani.  A miraculous spell requiring concentration and vast
    knowledge of anatomy, Vas Mani is reserved for experience mages.
         Vas Mani fully restores patients from combat wounds.  While it
    provides neither antidote to poison nor cure for disease, Vas Mani does
    heal all damage wrought by these ravagers, ensuring survival until a
    cure can be found.
         The difficulty in preparing Vas Mani is in locating the mandrake
    root; otherwise the preparation is straightforward; mix the mandrake
    root with ginseng and spider silk.
         To cast Vas Mani successfully, the caster must concentrate totally
    on the subject to be healed.  When the concentration is full, one can
    actually see wounds heal.  Because the healing process can take several
    hours, Vas Mani cannot be used during com bat.


    The Sixth Circle
    ----------------------------------------------------------------------

    An Xen Ex (Negate a Creature's Freedom)
         A most effective tactic to use against enemies is to charm members
    of their party to work against them.  However, this spell is most
    difficult to apply where it could be of the most help, against the most
    diabolical of foes, those of superior intelli gence.
         Control of a charmed individual is limited to fighting and moving;
    it does not extend to use of magic or special forms of attack.  This
    spell can also be used to bring back party members after they have been
    charmed by a foe.
         An Xen Ex requires a careful mixture of nightshade, to poison the
    mind; a black pearl, for projection; and spider silk to bind loyalty.

    In An (Create Negation)
         In An creates an air of magical negation.  Spells fizzle when In
    An is in effect and neither side in combat can use magic for several
    rounds.
         First, mandrake root must be gathered; the root must be rubbed
    with garlic and wrapped in a damp, black cloth for several hours.  At
    midnight, it must be pulverized and mixed with sulphurous ash.  The
    mixture must be dried on parchment and the parchm ent then folded into
    a tricorn.  In casting the spell, a hole must be cut in the tricorn and
    the mixture dispensed from this in a wide arc.
                                                                  Page  7

    In Vas Por Ylem (Create a Great Movement of Matter)
         In Vas Por Ylem is a terrifying spell that can generate a massive
    earthquake.  While it reaches every enemy in combat, even if lurking in
    distant corners or behind mountains, the magical earthquake leaves
    allies unshaken and unharmed.
         Seek mandrake root that has grown unobstructed, so that its form
    is string yet fibrous.  Grind it with sulphurous ash and blood moss
    until no ingredient can be distinguished from another.

    Quas An Wis (Illusion of Negated Knowledge)
         Quas An Wis turns a foe's orderly, well-planned attack into
    bedlam.  Confusion reigns and creatures strike out at whomever is
    nearest, regardless of loyalty.  Extremely effective against the likes
    of rats and Orcs, Quas An Wis loses much of its impact against more
    intelligent monsters, which are often capable of recognizing and
    resisting it.
         A mix of rare mandrake root and nightshade, the cloud of Quas An
    Wis works only for experienced mages.

    Wis An Ylem (Knowledge of Negated Matter)
         Adept magicians are relied upon, not only to aid in battle and to
    repair wounds, but to guide their party wisely.  Wis An Ylem provides
    the necessary insight, by making the hidden apparent.  For an instant,
    the caster may see through the densest forest, tallest mountain and
    most solid rock.  No wall can be too thick, no door too heavy.
    Requiring intensity of concentration, Wis An Ylem cannot be maintained
    for more than a flash of time.  Thick, mature mandrake root must be
    combined with sulphurous ash in clear rain water.  Boil the mixture
    until it becomes steam and capture the stea m in a small glass box.
    Open the box as the spell is uttered.


    The Seventh Circle
    ----------------------------------------------------------------------

    In Nox Hur (Create a Poison Wind)
         A cone of poisonous wind emanates from the hands of an agile
    wizard when in Nox Hur is cast, widening as it moves forward and
    sickening all in its path, friend or foe.  Quite effective against many
    kinds of creatures, In Nox Hur is dangerous to use since the slightest
    error can destroy comrades as well as foes.  Only the most dexterous
    should attempt it.

    In Quas Corp (Create an Illusion of Death)
         Illusion is a dangerous tool an In Quas Corp creates a powerful
    illusion.  Suddenly, in the eyes of all creatures no intelligent enough
    to recognize the illusion, each party member may be made to appear as a
    twelve-foot giant, with a sword like a guillotine and a staff like a
    tree trunk.  Fear strikes foes to the cores of their beings.  They
    shriek and flee.
         In Quas Corp is expensive.  The dust that must fill the atmosphere
    as the spell is cast contains both mandrake root and hallucinatory
    nightshade.  Simple garlic adds to the distastefulness of the
    experience for the foe.
                                                                  Page  8

    In Quas Wis (Create an Illusion for Knowledge)
         Travelers in Britannia tell of magical gems that transport the
    vision of one gazing into their depths to a viewpoint thousands of feet
    above the land, like that of an eagle suspended in flight.  It is
    illusion and reality.  The change of viewpoint is illusion, but the
    knowledge provided is real.  Powerful mages can replicate these
    miraculous effects through magic.
         In Quas Wis requires only two ingredients to create its illusion.
    Only the most powerful mandrake root will work for this spell; and only
    the most convoluted stems of nightshade.  Mix the two in the dark of
    night with seven drops of cold spring water.  Let the moisture
    evaporate, then place the shimmering powder in a cloth sack.
         When intoning In Quas Wis, cast the powder high to view the world
    about as if from the air.  If cast within a towne, building or dungeon,
    all the detail of that level is revealed.

    In Quas Xen (Create an Illusionary Creature)
         Another powerful combat spell is In Quas Xen.  By means of
    illusion, this spell duplicates friend or foe, in every detail.
    Although the new creature is an illusion, it fights and bleeds exactly
    as the original.
         When a friend is cloned, the original and duplicates are still
    joined.  Injury to each is felt by the other, death to one destroys the
    other.  Yet the two are physically separate; they have independent
    turns in battle and may work together to vanquish a foe.
         When a hostile creature is duplicated, no connection between copy
    and original seems to remain.  Pain to a monster's clone is not felt by
    the monster; and death of the creature does not remove the clone.
         The power of mandrake root is essential to this spell; as are the
    illusionary properties of nightshade.  To mature the root, add spider
    silk to bind and ginseng to heal; mix with the living energy of
    sulphurous ash and add blood moss for animation.  When casting the
    spell, fling the glittering sand that results into the air.  The wind
    will catch the granules, and where the first one touches earth, there
    shall the clone arise.

    Sanct Lor (Protect from Light)
         Sanct Lor affects the path of light, bending it around the caster;
    so it may continue on.  The result is an illusion that the caster is
    not there.
         Mix mandrake root and nightshade picked in absolute darkness with
    blood moss to bend the light.  It is essential that, while intoning
    this spell, none see any indication of its casting.  Speak without
    moving lips.

    Xen Corp (Creature Death)
         Regardless of the strength, size or endurance of a foe, Xen Corp
    will overcome it.  Only a creature with intelligence capable of greater
    concentration than that used in the casting, and capable of recognizing
    the intent before the spell is completed, has a chance of escaping
    death when assailed by Xen Corp.
         Mix nightshade that has never seen light with the blackest pearl.
    Pour the powder into a small lead capsule and seal with black wax.
    While intoning the spell, hurl the capsule at the foe selected for
    destruction.
                                                                  Page  9

    The Eighth Circle
    ----------------------------------------------------------------------

    An Tym (Negate Time)
         Perhaps the most difficult of spells, An Tym appears to stop time
    itself.  For eons, scholars of thaumaturgy have tried to learn the
    secret of controlling the universe, and the more they discovered, the
    more convinced they became that they could neve r control this power
    even if they understood it.  It is a tribute to the brilliance and
    creativity of Britannian minds that experts, undaunted by their
    failures, simply turned the problem around and found a way to achieve
    every advantage of briefly controlling time without actually
    controlling it at all.
         Those capable of this spell will witness their foes paralyzed in
    mid-motion.  After  a few moments, all returns to normal, just as
    though time had actually stopped and started up again.  However, the
    caster's party remains active throughout the spell .
    An Tym requires a mixture of mandrake root, well-preserved blood moss
    and a garlic clove.

    In Flam Hur (Create a Flame Wind)
         In Flam Hur causes the wind itself to catch fire and devastate all
    in its path.  Those who intone this spell can direct the flaming wind
    in a deadly spreading wedge.  All creatures in the path of this wedge
    are severely burned; few ever survive.  Careless misdirection of In
    Flam Hur over one's own companions may result in their deaths as well.
         Sulphurous ash, blood moss and mandrake root combine best for this
    spell in an iron cauldron over great heat.

    In Mani Corp (Create Life from Death)
         There are many rewards for hard work and concentrated practice.
    For practiced wizards, having attained the eighth circle, there is the
    reward of being able to reverse death itself.  Resurrection requires
    such total concentration and peace of mind th at it should never be
    attempted on the harried field of battle.
         To mix, place a mandrake root in a sieve in a fresh water spring
    on a sunlit day.  One by one, add garlic, to keep away ills and evil,
    spider silk, for binding the life forces together, ginseng for healing,
    sulphurous ash for the spark of life, and blood moss to animate the
    spirit.
         Remove the sieve from the spring and let the mixture dry.  A small
    crystal will form from the drying mass.  To revive a companion, place
    the crystal on the friend's forehead and intone In Mani Corp.  The
    resurrected person will be weak and in need of further assistance.

    In Vas Grav Corp (Create a Great Energy of Death)
         In Vas Grav Corp is the most powerful instrument of death yet
    devised.  This spell lays waste to every living creature in its path
    unless the creature be exempt from the natural laws of this world or be
    strong enough intellect to resist the spell.  Mandrake root must be
    gathered on a dark night during a lightening storm.  It must be
    marinated in slime from stagnant mosquito fens and wrapped in
    nightshade, which must have been picked at midnight in total darkness.
         This package should be rolled in sulphurous ash and left on a
    grave overnight.  If it is not discovered, it is ready to be dried into
    stringy dreadlocks of death.
                                                                  Page 10

    Kal Xen Corp (Call a Creature of Death)
         Kal Xen Corp resembles Kal Xen, but its summons has far greater
    complexity and power.  Kal Xen Corp calls forth a daemon.  But only an
    experienced wizard is able to devote the concentration needed to bind
    the daemon's allegiance and prevent it from turning on his party.
    Then, although the daemon cannot use its own powers of possession, it
    can hurl great balls of fire across long distance to smite foes.
         Mandrake root, gathered as near as possible to an entrance to
    dungeons, pits, and other vile holes, is the base of this spell.  Add
    garlic, blood moss and the strongest spider silk.  Mix the lot together
    letting the moisture of the root act as a bind ing.  Now shape the
    mixture into the form of the winged daemon.  Raise the icon to the sky,
    into this spell and hear it calling its own.

    Vas Rel Por (Gate Travel)
         A moongate traveler cannot rely on magic alone.  The knowledge of
    the influence of the moon's phases is also required.  Take a black
    pearl and shine it well.  Bury the pearl in a clean piece of mandrake
    root.  Sprinkle the whole with sulphurous ash and expose the
    conglomeration to the moons during one night.  In the morning it will
    be a fine silver powder.
         To travel, cast the powder in the direction of the gate to be
    reached while speaking the name of that gate's town followed by Vas Rel
    Por.  Immediately drop to the ground and meditate on the proper phases
    of the moon for that gate.  Instantly, the party will be there.
                                                                  Page 11

                                    Credits
     ----------------------------------------------------------------------

    I, Lord British, would like to thank the following people for their
    invaluable contributions.  My deepest thanks go out to:

    Kenneth Arnold, Richard Garriott, Mark Hamner, Steve Meuse, John Miles,
        Toshi Morita, and Dallas Snell for their invaluable programming
                                  assistance.

                Dallas Snell for his expert project management.

      Denis Loubet for his magnificent illustrations within this text and
                                within the game.

                    Kenneth Arnold for his masterful music.

     Richard Garriott, Marsha Meuse, John Miles, Lori Ogwulu, Dallas Snell
       and Doug Wike for the eloquent writing and artful design of these
                                     tomes.

     Richard Garriott, Mark Hamner, Paul Isaac, Stuart Marks, Steve Meuse,
      John Miles, Toshi Morita, Chris Roberts, and Dallas Snell for their
                          skillful design assistance.

    Tim Beaudoin, Kurt Boutin, Cheryl Chen, John Fachini, Richard Garriott,
      Mark Hamner, Kirk Hutcheon, Ian Manchester, Steve Meuse, John Miles,
       Herman Miller, Toshi Morita, Ed Nelson, Dale Nichols, Mary Taylor
       Rollo, Colin Sachs, Mac Senour, Dallas Snel l, Jean Tauscher, and
           Laurel Treamer for their time and insight during playtest.
