Sorcery! Part 4

Sorcery! Part 4

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Sorcery 4 Spellbook
By Xander77
Various spells you may discover and use in your travels. Also includes the different counter-spells.
   
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General spellbook spells
Counterspells will cancel the effect of their opposite spell when cast.

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

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

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

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

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

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

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

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

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

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
Counter-spell: WOK

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
Counter-spell: gAK

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
Counter-spell: KIN

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

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

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

Spell Name:: GUM
Effect: sticks something (monster) to something else (floor)
Requirements: A vial of glue (used up: e.g. you throw it)
Cost: None
Counter-spell: ZIP

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
Counter-spell: fIX

Spell Name:: DOC
Effect: cause blimberry juice to be “upgraded” to heal more.
Requirements: medical potion or Blimberry Juice
Cost: None
Counter-spell: HOT

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

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

Spell Name:: MAG
Effect: Protection from magic
Requirements: none
Cost: 1HP
Counter-spell: LAW

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
Counter-spell: ROK

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

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
Counter-spell: SUN

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

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
Counter-spell: HUF

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

Spell Name:: SAP
Effect: Demoralizes a creature
Requirements: none
Cost: 1HP
Counter-spell: PEP

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

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
Counter-spell: SIX

Spell Name:: SUN
Effect: Makes the jewel glow brightly. Brightness is controlled by you, anywhere between a blinding light and dim illumination.
Requirements: yellow sun jewel
Cost: None
Counter-spell: FOG

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

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

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

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

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

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

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

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
Counter-spell: NIF

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
Counter-spell: HOW

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
Counter-spell: GOD

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

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
Counter-spell: TEL

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

Spell Name:: RES
Effect: temporarily brings someone back to life, they are rather confused after the resurrection.
Requirements: Holy water
Cost: None
Counter-spell: HOT

Spell Name:: PEP
Effect: Super strength
Requirements: Potion of firewater
Cost: None
Counter-spell: SAP

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. Though I'm noting the places where you can find these spells, you can generally use them in book 4 even if you never discovered them in previous books.

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. Requires a golden hair to cast


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.

SSS - Allows you to compell the Seven Serpents to share information. 2 questions each, topics include Mampang (clues for book 4) the Serpent's weakness, the location of the other serpents, and the Sham. It can be found in the cave on the cliffside (Ancient World), Bria's home (ditto) and the beacon in the forest. Requires the Serpent ring you get from the blind noble in Sorcery 2.

ZOB - Create a Rock Demon (an incredibly tough monster). Requires a Rock Demon tooth (huge, diminishes your stamina while carrying it). Can be learned from a spellbook bought in the Black Elf caravan, Bria also hints about the spell. You'll find one tooth in the Kariamma tunnels, and another by climbing the mountain towards Bria's abode in the present time. You can only carry one tooth at a time.
Counter-spell: SOB

TUF - Cast in the circle below the steppe beacon (Ancient World). Increases your maximum stamina by 4(!) points. Requires a Yellow Feather as an ingredient. One can be found when leaving the tunnels past the village of Kariamma. Another can be found by foraging in the western part of the forest, below the bridge - search the trees and the nest. You can only have 1 feeather in your inventory at once, so you'll have to backtrack if you want both stamina increases. You may have to visit the circle at night to learn the spell, then wait until daytime to cast it.

SOB - Summons a Snattacat. Disocvered underneath the Whispering Bridge (in the valley, you can't discover it from the bridge location itself) or at the Old Door leading into the fields of inner Mampang. Uses up a Snattacat tooth.
Counter-spell: ZOB
9 Comments
Xander77  [author] 11 Jan, 2020 @ 12:10am 
Thanks.
Psicraft 10 Jan, 2020 @ 7:45pm 
Psicraft 10 Jan, 2020 @ 7:01pm 
The stars are just available there to cast it.
Xander77  [author] 9 Jan, 2020 @ 12:08pm 
Ah, the door into the fields? How do find the spell there?
Psicraft 9 Jan, 2020 @ 12:06pm 
The old door is one of the exits from the courtyard found by entering Mampang by the side entrance.
Xander77  [author] 3 Jan, 2020 @ 9:43am 
I honestly forget what the Old Door is and where to find it.
Psicraft 3 Jan, 2020 @ 7:21am 
SOB can also be discovered at the Old Door inside Mampang.
Naznomarn 2 Nov, 2019 @ 4:59pm 
Top can also be cast in book 4 to scale the tower from I think it was the furthest right experimenting tower!