Steve Jackson's Sorcery! - The Complete Collection Crack



Steve jackson sorcery spell list
Steve Jackson's Sorcery!
Cover of The Shamutanti Hills (1983).
Art by John Blanche.
  • The Shamutanti Hills
  • Kharé: Cityport of Traps
  • The Seven Serpents
  • The Crown of Kings
AuthorSteve Jackson
IllustratorJohn Blanche
GenreFantasy
PublisherPenguin Books
Puffin Books
Wizard Books
Published1983 - 1985

Sorcery!, originally titled Steve Jackson's Sorcery!, is a single-player four-part adventure gamebook series written by Steve Jackson and illustrated by John Blanche. Originally published by Penguin Books between 1983 and 1985, the titles are part of the Fighting Fantasy canon, but were not allocated numbers within the original 59-book series. Sorcery! was re-published by Wizard Books in 2003 and recreated as the Sorcery!video game series by Inkle.

Kelsey, Art, and (briefly) Keith play Steve Jackson's Sorcery and make some questionable decisions along the way! Kelsey - @kelseyr713 Art - @atebbel Keith.

Publication history[edit]

Fantasy Gamer #5 (April-May 1984). Quit dragon your heels; there's a great issue of Fantasy Gamer #5 (cover date April-May 1984) now available in the wings! In addition to the regular game reviews, news, and letters, this issue features Steve Jackson's 'Demonwand,' a boardgame for two to four players. The Complete Collection Paperback – May 30, 2017 by Daniel Knauf (Author), Charles Knauf (Author), Christos Gage (Author), Stuart Moore (Author).

The Sorcery! series was published by Penguin Books (and later by their Puffin Books imprint) as four individual titles, beginning in 1983 with The Shamutanti Hills, followed by Kharé: Cityport of Traps and The Seven Serpents in 1984, and The Crown of Kings in 1985.[1]

Each title could be played as an individual adventure or as part of the overall story arc. The series was supported by the Sorcery! Spellbook, published in 1983, which was eventually incorporated as an appendix into the four titles in later printings. A boxed set titled Sorcery! was released, containing both The Shamutanti Hills and the spellbook. The series was reissued by Wizard Books in 2003.

Rules[edit]

Sorcery! features several mechanics not present in previous Fighting Fantasy gamebooks. The principal difference is the ability to choose between playing as a warrior or a wizard. As a wizard, the player is weaker in combat, but has access to 48 spells, with each appearing as a three-letter word that has to be memorised by the player. Examples include ZAP (creates a lightning bolt from the finger) and HOT (creates a fireball).[2] When given the option to cast spells the player is presented with a small selection of these three-letter words to choose from; the player is encouraged to choose from these without consulting the spell listing. It is also possible to fail to cast at all, as false spell words are placed alongside correct choices. Many spells also require a certain item (e.g. GOB requires one or more goblin teeth). If the character does not have the necessary equipment then the spell fails. All spell choices, irrespective of the outcome, incur a Stamina penalty.

Warriors and wizards share the ability to call on the character's patron goddess, Libra, once each adventure. The goddess can perform a range of services, such as restoring lost Skill/Stamina/Luck points or curing a curse, or in specific locations, providing an automatic escape from that situation.

The series features strong continuity: it is possible for a reader to use the same character – complete with any upgraded abilities and equipment – through each of the titles, and also use hidden clues found in one title to assist with a situation in another. Each title also features dice images at the bottom of each page, making it possible for the player to randomly 'flick' through the pages for the equivalent of a dice roll.

Plot[edit]

'Your search for the legendary Crown of Kings takes you to the Shamutanti Hills. Alive with evil creatures, lawless wanderers and bloodthirsty monsters, the land is riddled with tricks and traps waiting for the unwary traveller. Will you be able to cross the hills safely and proceed to the second part of the adventure – or will you perish in the attempt?'

The story is set on the fictional Fighting Fantasy world of Titan, on the continent known as The Old World. A powerful artifact known as the Crown of Kings, which bestows magical powers of leadership upon its owner, has been stolen from the land of Analand by the cruel Archmage of Mampang Fortress. With the Crown, the Archmage will be able to gain leadership of the lawless and brutal region of Kakhabad and begin an invasion of surrounding kingdoms. The player takes on the role of the lone hero, referred to only as the Analander, who has been dispatched to retrieve the Crown, thereby averting the invasion and saving Analand from terrible disgrace. The quest itself is divided between the four titles in the series:

The Shamutanti Hills

Details the player's attempt to navigate the hills and plains surrounding Analand while defeating various monsters and avoiding traps.

Kharé – Cityport of Traps

Relates the player's attempt to pass through the city of Kharé and find the four lines of a spell required to open the Northern Gate and allow an exit from the city.
Jackson

Steve Jackson's Sorcery Book

The Seven Serpents

Steve Jackson's Sorcery - The Complete Collection Crack Download

The player crosses the Baklands, a vast and dangerous wasteland, attempting to find and defeat seven magical serpents: servants of the Archmage who are travelling to warn their master of the Analander's approach.

The Crown of Kings

Steve Jackson's Sorcery Game

The final adventure details the player’s attempt to find and penetrate Mampang Fortress – stronghold of the Archmage – and defeat the enemy before reclaiming the Crown of Kings.

In other media[edit]

Myriador pen-and-paper d20 modules[edit]

The first three gamebooks in the series were converted into 40-page d20 System multi-player role-playing adventures by Jamie Wallis. They were published by Myriador in 2003 and 2004 respectively,[3] and reissued in pdf format by Greywood Publishing in 2009.[4] The fourth and final installment was never released.

  • d20 Fighting Fantasy 4 / Steve Jackson's Sorcery!: The Shamutanti Hills ISBN1904629032
  • d20 Fighting Fantasy 6 / Steve Jackson's Sorcery!: Kharé - Cityport of Traps ISBN1904629059
  • d20 Fighting Fantasy 8 / Steve Jackson's Sorcery!: The Seven Serpents ISBN1904629075
Steve Jackson

Inkle Studios video game[edit]

The gamebook series have been ported to computerized media as Steve Jackson's Sorcery! by Inkle. The first part was released for iOS in 2013, and by 2016 all four parts were available for iOS, Android, and Steam (on Mac and PC).

Arion Games pen-and-paper adventure book[edit]

The four gamebooks were converted into a RPG adventure book by Graham Bottley, for the Advanced Fighting Fantasy system. The book was titled Crown of Kings:The Sorcery! Campaign, and was published in 2012 by Arion Games. The book was credited to Jackson and Bottley. The book also reprinted Blanche's illustrations.[5]

Reception[edit]

Pete Tamlyn reviewed Sorcery for Imagine magazine, and stated that 'Sorcery is actually a fine example of back-to-basics role-playing. I'd like to see more (preferably RPG-orientated) like it.'[6]

Marcus L. Rowland reviewed Sorcery for White Dwarf #50, giving it an overall rating of 7 out of 10, and stated that 'I'm not sure how successful the book will be with the non-gaming public, but anyone wanting something to pass a few hours between games won't go far wrong with Sorcery.'[7]

Marcus L. Rowland reviewed Kharé - Cityport of Traps for White Dwarf #54, giving it an overall rating of 8 out of 10 if used as a continuation of Sorcery (but only 6 of used as an independent adventure), and stated that 'I liked this book, but I think it is only at its best if the magic system is available and the reader is prepared to use it without cheating.'[8]

References[edit]

Steve Jackson
  1. ^Sorcery! series at Demian's Gamebook Web Page
  2. ^Jackson, Steve. The Sorcery Spell Book, Penguin Books, 1984.
  3. ^'SFandFantasy.co.uk - Fighting Fantasy - d20 Role Playing Game Conversions'. Retrieved 10 August 2017.
  4. ^'Fighting Fantasy d20 - RPG Geek'. Retrieved 24 August 2014.
  5. ^'Crown of Kings (2012) - RPG Geek'. Retrieved 30 May 2020.
  6. ^Tamlyn, Pete (January 1984). 'Game Reviews'. Imagine (review). TSR Hobbies (UK), Ltd. (10): 43.
  7. ^Rowland, Marcus L. (February 1984). 'Open Box'. White Dwarf. Games Workshop (Issue 50): 12.
  8. ^Rowland, Marcus L. (June 1984). 'Open Box'. White Dwarf. Games Workshop (Issue 54): 22.

External links[edit]

Steve Jackson's Sorcery Spells

Steve jackson
  • Fighting Fantasy – the official website
  • Scholastic Homepage – current publisher of the range
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Steve_Jackson%27s_Sorcery!&oldid=993327155'

Beginning
Take all 24 Gold from the start, don’t even kind of argue.
Get your Spellbook and then go buy 4 Rations.
Practice swordfighting if you are new.
A Low Rise
Go into Cantopani.
When the villager eyeballs you, greet him and tell him you want to buy equipment.
He will point you to the store.
*Note* Pushing him away will just let you go to the Inn.
At The Storage House, purchase Bag of Teeth, Bamboo Pipe and the Axe.
Out of Town
Head out and you will find a few bandits looking to score some of your stuff.
Use your new flute and cast JIG to make them dance like lunatics and usher them back to town.
Back at the hill, you will come to a fork in the road.
Look Left, then Right and finally Look Around.
Investigate the noise to find an old man hanging out in a tree.
Help him down and he will give you a spellbook page.
Once he is safe, you hear another noise. It is a Beehive. Climb to the top of the beehive tree and you will find some beeswax and a ration of food.
Make camp, but be prepared to kill a ferocious bat, then sleep.
The Next Morning
You will come across a praying spot, but you can’t use it now.
Moving along, you will find some heads on a stick. Investigating or moving on is the same.
Take the “Climb” option to go up to the mine.
The Mine
“Make a Break for the Entrance” and go inside.
Choose in the mine, then “Go Right”
You will arrive at a door, try to open it, but it is locked.
Cast “DOP” to open the door.
Behind the door is an ogre.
Cast a spell- “DIM” –to make him clumsy and kill him pretty easy.
After he is dead, try the machine, search the table and search the corners to find two emeralds.
Then back to the map then “Go Left” in the mine.
The left hallway will also have a door.
Go through the door to find a Goblin. Kill him and search the room to find a silver key on his body.
Go further into the mine, grope through the darkness and press on through the rocks.
You will fall, concentrate on landing well.
At the base of a pit, keep walking. When you feel something furry, grasp it.
It is a pair of boots. Go on.
Climb out of the cave.
To Kristanti
On your way, you will hear twigs breaking. Ignore it and edge away to the Left to avoid a Skunkbear fight.
When you see a village on the hill, go and enter Kristianti.
Ignore the street kids and go to the tavern.
Tavern
Greet the owner and sit with the oldest man.
Be nice and when he talks about the Crown, answer “Not if I can Help it.”
He will pay for your beer. Tell him you appreciate it then ask him about the town.
After you talk, thank him and he will give you a Bomba (a food).
Go outside, eat then sleep.
The Woods
Enter the Woods at the junction and Move Carefully.
Go to Aliana’s, knock and then open the door and call out.
Locate the speaker and free her with the axe.
She will ask you if you want a magic or a combat reward.
Choose magic.
She will give you some gold and a Golem will attack you.
Use HOT to shoot a Fireball and kill it.
Leave Aliana’s and head to Dhumps.
Dhumpus
In town, go out and explore. At the shop, ask the Merchant for work.
The shopkeeper will lead you to a man who needs a hole dug.
Cast “BIG” to finish as soon as you start and collect 3 Gold, eat and sleep.
Leave Dhumpus the next morning.
Urrustanti
Go uphill to Urrustanti. The village has been infected with a plague.
Go into a hut and offer friendship to a plague victim.
Jann
Head to the next town.
Something will touch you on your way. Talk to it and discover that it is a tiny annoying fairy thing called a Minimite.
He will come with you into Birrianti.
*Note* You cannot use magic while you have Jann as a friend.
Birrianti
There is some kind of kind of children-running-amok festival happening. Don’t save the old lady. Just leave them to their weird, weird business.
Head to the tavern with your new best friend Jann.
Tavern
Talk to the bartender and give him his axe. He will give you a free drink and a ticket to the Crystal Waterfall. Leave the Tavern.
Crystal Waterfall
Head to the falls and hand the ruffian your ticket.
Go into the falls, select the message about the water healing disease and decide to go back to Urrustanti and put a stop to the plague yourself.
Jann will stop you about halfway there and go himself.
Leaving Town
Sleep outside of the village and you will be woken up by a wolfhound. Kill it.
Head out of Birrianti and go to the right to meet Flanker the Assassin.
Flanker the Assassin
You will have to agree to fight him and when you do, let him live.
Help him up, ask him about his life, and then bandage his wounds.
Friends are a commodity.
Through the Trees
You will see an old woman who will call out to you.
Go visit her.
Drink the tea in front of you (her tea is poisoned, so don’t switch cups)
She will ask you about the old man you found in a tree a few days ago. Tell her you had met him and give her the spellbook page. Take your opportunity to escape.
Torrepani
Enter the town and talk to the townsfolk who will tell you about Tia the captured princess.
Tell them you are sorry to hear about her terrible fate and that you are a traveler.
They will force to into a hut, eat and sleep for the night.
At daybreak, you will meet Chief Proseus. He will apologize for the rough treatment and ask for your help.
The Crack in the Ground
The Svinns will dump you underground. Feel around and they will throw you a tinderbox to light.
Go to the left at the break and continue making lefts until you find the princess.
Look for traps.
The Manticore appears and is pretty keen on fighting you.
Cast DOZ to slow it down, YOB to summon a Giant and POP twice to strike at it.
Choose “Finish it” when he is weak save the girl and go back down the hallway.
Put the girl in the basket first and eventually, the chief will come back and save you.
The End
Head back to Torrepani for your celebratory feast/dance party.
Collect your 10 gold pieces and your key to the next chapter.
Your Emeralds will automatically be changed into gold.
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