Sorcery! Parts 1 & 2

Sorcery! Parts 1 & 2

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Sorcery - The Spellbook
By Xander77
With the aid of this handy guide, you no longer have to memorize your spellbook in advance of casting.

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Spellbook
Spell Name:: ZAP
Effect: Lightning bolt. Effective against most non-magically defended creatures
Requirements: none
Cost: 3HP

Spell Name:: HOT
Effect: Fireball equivalent of ZAP. Great unless something is flame-retardant
Requirements: none
Cost: 3HP

Spell Name:: FOF
Effect: Magical/physical barrier, keeps out all magic/non-magic intruders. V. strong and malleable
Requirements: none
Cost: 3HP

Spell Name:: WAL
Effect: Creates an invisible wall, impervious to missiles, creatures etc
Requirements: none
Cost: 3HP

Spell Name:: LAW
Effect: Takes control of an attacker’s will. Non-intelligent creatures only, short duration
Requirements: none
Cost: 3HP

Spell Name:: DUM
Effect: Creature becomes clumsy and uncoordinated and drops its weapon
Requirements: none
Cost: 3HP

Spell Name:: BIG
Effect: Makes you massive. Great against large opponents, bad in small spaces.
Requirements: none
Cost: 1HP

Spell Name:: WOK
Effect: Creates a 3 foot diameter invisible metal shield on your left arm.
Requirements: 1GP (unusable afterwards)
Cost: 1HP

Spell Name:: DOP
Effect: Unlocks all non-magically locked doors
Requirements: none
Cost: 1HP

Spell Name:: RAZ
Effect: Doubles a weapon’s damage for a single battle
Requirements: Edged weapon (i.e. not your fists), Beeswax (used up afterwards)
Cost: None

Spell Name:: SUS
Effect: Tells you if there is a trap coming up and if caught in a trap, how to escape it (most of the time).
Requirements: none
Cost: 1HP

Spell Name:: SIX
Effect: Sorcery!’s answer to mirror image, creates 5 other copies of you, enemies don’t know which is the real you
Requirements: None
Cost: 1HP

Spell Name:: JIG
Effect: Makes an enemy dance a merry jig until you stop playing/scarper.
Requirements: Bamboo Flute
Cost: None

Spell Name:: GOB
Effect: summons goblins to fight for you for 1 battle
Requirements: 1 Goblin tooth per goblin (used up afterwards)
Cost: None

Spell Name:: YOB
Effect: Summons a kickass giant
Requirements: Giant’s tooth
Cost: None

Spell Name:: GUM
Effect: sticks something (monster) to something else (floor)
Requirements: A vial of glue (used up when you throw it)
Cost: None

Spell Name:: HOW
Effect: Gives info about escaping from a perilous situation/defeat seemingly invincible enemies, like SUS but for when traps aren’t involved
Requirements: none
Cost: 1HP

Spell Name:: DOC
Effect: cause a health potion/blimberry juice to be “upgraded” to heal full health.
Requirements: medical potion or Blimberry Juice
Cost: None

Spell Name:: DOZ
Effect: Slows an enemy to 1/6th speed making it easier to fight/evade
Requirements: none
Cost: 1HP

Spell Name:: DUD
Effect: Illusory treasure to distract or bribe people
Requirements: none
Cost: 1HP

Spell Name:: MAG
Effect: Protection from magic
Requirements: none
Cost: 1HP

Spell Name:: FAL
Effect: causes you to float gently to the ground, useful when you step off a cliff/fall down a hole
Requirements: none
Cost: 1HP

Spell Name:: DIM
Effect: Causes a creature to become muddled and confused, be careful it doesn’t turn on you in its deranged state
Requirements: none
Cost: 1HP

Spell Name:: FOG
Effect: renders a room pitch black to all but the caster i.e. blindness
Requirements: a sealed room with no windows
Cost: 1HP

Spell Name:: MUD
Effect: Creates a patch of super effective quicksand on the floor
Requirements: Grains of sand
Cost: None

Spell Name:: NIF
Effect: Makes a bad smell, everyone vomits. The bigger the nose the harder it hits
Requirements: Nose plugs (to protect yourself)
Cost: None

Spell Name:: TEL
Effect: read the mind of an intelligent creature to find out strengths, weaknesses, fetishes etc.
Requirements: Cloth Skullcap
Cost: None

Spell Name:: SAP
Effect: Demoralizes a creature
Requirements: none
Cost: 1HP


NOTE - These are all the spells you'll be able to cast in Book 1. The rest have ingredients that have to be found in Book 2 onwards.


Spell Name:: GAK
Effect: Freaks out enemy, depends on the creatures initial bravery
Requirements: Black facemask
Cost: None

Spell Name:: KIN
Effect: Creates an identical replica of the creature you’re fighting, same skill & stamina etc to fight for you.
Requirements: Gold Backed Mirror
Cost: None

Spell Name:: SUN
Effect: Makes the jewel glow brightly. Brightness is controlled by you, anywhere between a blinding light and dim illumination.
Requirements: Sun Jewel
Cost: None

Spell Name:: KID
Effect: creates an illusion of anything you want. Only works on intelligent creatures.
Requirements: Bracelet of bone
Cost: None

Spell Name:: RAP
Effect: Talk to intelligent creatures in their own language
Requirements: green-haired wig
Cost: None

Spell Name:: YAP
Effect: talk to animals
Requirements: green-haired wig
Cost: None

Spell Name:: FAR
Effect: see briefly into the immediate future, non controllable
Requirements: a crystal ball, how cliché
Cost: None

Spell Name:: GOD
Effect: everyone suddenly really likes you, may produce conflicts with duty
Requirements: Jewel of Gold
Cost: None

....................

These are all the spells you'll be able to cast in the first two books, as you won't find the necessary ingredients for the rest.

Spell Name:: PEP
Effect: Super strength
Requirements: Potion of firewater
Cost: None

Spell Name:: ROK
Effect: Sorcery!’s answer to ‘stone to flesh’ petrifies an enemy
Requirements: stone dust
Cost: None

Spell Name:: NIP
Effect: Super speed
Requirements: must snort “yellow powder” (used up in the snorting process)
Cost: None

Spell Name:: HUF
Effect: a tremendous wind out of the horn capable of blowing things over, or off shelves etc.
Requirements: a Galehorn
Cost: None

Spell Name:: FIX
Effect: holds an animate/inanimate object fixed in space unable to move, even in midair. wears off as you leave.
Requirements: an oak sapling
Cost: None

Spell Name:: NAP
Effect: sends an enemy to sleep, requires your attention as you have to swing the pendulum.
Requirements: a brass pendulum
Cost: None

Spell Name:: ZEN
Effect: Levitation
Requirements: Jewel-studded medallion
Cost: None

Spell Name:: YAZ
Effect: makes you invisible, you can still be heard though. Unintelligent creatures aren’t as fooled as intelligent ones
Requirements: A fine pearl ring
Cost: None

Spell Name:: ZIP
Effect: teleport a short distance away, rather unpredictable
Requirements: Ring of green metal
Cost: None

Spell Name:: RES
Effect: brings someone back to life, they are rather groggy after the resurrection.
Requirements: Holy water
Cost: None

Spell Name:: ZED
Effect: No one knows, the only person to cast it disappeared. Must be pretty awesome though?
Requirements: ?
Cost: ?
Found spells.
Spells that are not recorded in your default Spellbook, but will have to be discovered through your travels. The spells presented here are single-use only - you'll only get one chance to cast them.

Sorcery 1:
TOP: If you go down to the cliffs of Daddu-Ley from the gate of Analand, you will discover a number of clues regarding this spell, and will have to cast it in order to go back up the cliffs.

Sorcery 2:
The hidden spells of Courga. If you climb to the very top of the Ziggurat of Courga, you will have a chance to cast:

TAK - Obtain Magic Item. Whcih one depends on what you do:
[Close my fist] --> [Just grab]: Random
[Close my fist] --> [Wait for the green sparks]: Obtain Green-haired wig.
[Close my fist] --> [Wait for the black sparks]: Obtain Black Facemask.
[Close my fist] --> [Wait for the gold sparks]: Obtain Gold-backed Mirror or Sun Jewel
[Close my fist] --> [Wait for the white sparks]: Obtain Bone Bracelet.

TAR - Temporarily grow a shell, recovering stamina.

TUK - Feel like you've eaten a large meal, recovering stamina.

PUR – Make cats meow.

LAK – Rain spell.

LUK – Gives you a random clue / werewolf password.
15 Comments
sillyboyejdb Dec 31, 2023 @ 6:01pm 
How is so useful! Every time is use it it says "Why would you enter a dark corridor in an abandoned mine" and then I ignore it! I only died once, and the other time I got free boots!:steamthumbsup:
Super_ Feb 27, 2022 @ 7:48am 
I love when you cast HOW and it replies "you don't."
cosmo Jan 22, 2022 @ 7:35pm 
you can also leave the casting menu and click through your spellbook whenever you want though
Boaboa Sep 17, 2021 @ 12:31am 
Very useful for NG+
SPRÆY Dec 27, 2020 @ 3:10pm 
thanks! very helpful!
Conker Oct 14, 2018 @ 10:38pm 
thats a handy list :)

havent played alot so far but you can check your spells anytime in the first book
=M.D= Lion Sep 13, 2016 @ 5:36am 
You have an opportunity to cast Zed in the last part, part 4 at the end.
=M.D= Lion Sep 13, 2016 @ 5:35am 
Oh at the top of the temple spells, very useful, thanks, where did you learn this from?
=M.D= Lion Sep 13, 2016 @ 5:34am 
There are a few spells there I haven't learned yet, like Tuk. 😉
=M.D= Lion Sep 13, 2016 @ 5:33am 
Great work, I prefer to memorise it but great work all the same, to me memorising spells makes it feels more like im a real sorcerer, my personal favourite is jig, though Big has been very useful at times too. I love the options you get from spells.