Saturday, March 14, 2020

The Sorcery of Sorcery! 3: The Seven Serpents

Normally I'd start this round of wrap-up posts with my Final Thoughts on The Seven Serpents, but due to a combination of coronavirus paranoia and the sniffles, I've spent the week exiled from the house which has been slightly disrupting to my schedule. I live in a bungalow already, so it's not so bad, but it's been a big enough change that I didn't get around to doing a full reading of the book.

For the weekend I'm lounging away in a hotel though, with no responsibilities, so I at least have time to knock out a "Sorcery of Sorcery".  I could get used to this, if I'm being honest...

This is part three of the series covering the use of magic in the Sorcery! epic: where the spell components are found and how often the various spells come in handy.  I've already covered The Shamutanti Hills and Kharé - Cityport of Traps, and today's post will cover The Seven Serpents.

It should be noted that this post may not be as accurate as my previous two in this series, as I've only skimmed the book and not yet done a deep read.  I'll come back and fix any mistakes that I find later.

SPELL COMPONENTS

Below are listed the spell components that can be found within the Baklands between Kharé and the Zanzunu Peaks.

  • Beeswax for the RAZ spell - Traded by Fenestra
  • A Bamboo Flute for the JIG spell - Traded by Fenestra, taken from the Snake-Charmer
  • Goblin Teeth for the GOB spell - Traded by Fenestra
  • Giant Teeth for the YOB spell - Traded by Fenestra
  • A Vial of Glue for the GUM spell - Traded by Fenestra
  • A Medicinal Potion for the DOC spell - Traded by Fenestra
  • Pebbles for the POP spell - 5 found on a path in the Forest of Snatta, traded by Fenestra
  • Nose Plugs for the NIF spell - Traded by Fenestra
  • Sand for the MUD spell - On a path in the Forest of Snatta, on the body of a slain Horseman, traded by Fenestra, taken from some Klattamen
  • A Cloth Skullcap for the TEL spell - Traded by Fenestra
  • A Black Facemask for the GAK spell - Traded by Fenestra
  • A Jewel of Gold for the GOD spell -Traded by Fenestra
  • A Gold-Backed Mirror for the KIN spell - Traded by Fenestra
  • A Potion of Fire Water for the PEP spell -Traded by Fenestra
  • Stone Dust for the ROK spell - In the Baddu-Beetle's hole, on a path in the Forest of Snatta, traded by Fenestra
  • Yellow Powder for the NIP spell - Taken from Renfren the illusionist, traded by Fenestra
  • A Galehorn for the HUF spell - Given to you by Shadrack, bought from the Black Elf caravan, traded by Fenestra
  • A Staff of Oak Sapling for the FIX spell - Traded by Fenestra, given to you by Dintainta
  • A Brass Pendulum for the NAP spell - bought from the Black Elf caravan, traded by Fenestra
  • A Jewel-Studded Medallion for the ZEN spell - Traded by Fenestra
  • A Pearl Ring for the YAZ spell - Bought from the Black Elf caravan, traded by Fenestra
  • A Sun Jewel for the SUN spell - Traded by Fenestra, taken from some Klattamen
  • A Bracelet of Bone for the KID spell - Traded by Fenestra
  • A Green-Haired Wig for the RAP and YAP spells - Taken from a slain Horseman, traded by Fenestra
  • A Ring of Green Metal for the ZIP spell - Traded by Fenestra
  • An Orb of Crystal for the FAR spell - Left behind after the Moon Serpent is slain, bought from the Black Elf caravan, traded by Fenestra
  • Holy Water for the RES spell - Bought or taken from the Snake-Charmer, traded by Fenestra

Wow, I knew that there were a lot of spell components to be found in this book, but I never knew exactly how many. Given that Fenestra will trade you for any spell component you want, the potential is there to be able to cast all 48 spells.  Thirty-six of those were available as of the end of book 2, so there are twelve that have now been added: GOD, PEP, ROK, NIP, HUF, FIX, NAP, ZEN, YAZ, ZIP, FAR and RES.

With enough items to trade it's technically possible to find everything, but Fenestra only accepts two spell components for every one she gives you, so this isn't the best way to do it.  Even taking the right path, there are still a bunch of items that can only be found by trading with her, so it's probably not possible to end this book with a full complement of items.  Although, if you count individual goblin teeth as single items it's definitely doable. I'd say that's valid.

SPELL USES:

As noted above, all 48 spells are available by the end of this book. Below I've grouped these spells by the number of times they are useful during The Seven Serpents.

Spells Used 5 Times:

  • FIX
    • Allows you to escape from the Bear
    • Deducts 1 Skill point from the Flying Fish
    • Forces the Ferryman agree not to charge you any gold
    • Frees you from the Stranglebush
    • Protects you from rocks while fighting the Earth Serpent

Spells Used 4 Times:

  • HUF
    • Defeats the Air Serpent
    • Defeats the Earth Serpent
    • Disperses the whirlwind
    • Adds 2 to your Skill while fighting the Fire Serpent, and protects you from its special attack

Spells Used 3 Times:

  • SUS
    • Warns you that the hieroglyphics in the ruined temple are dangerous
    • Warns you that the Snake Charmer's music is enchanted
    • Warns you the the Deathwraith is an illusion
  • DOC
    • Restores your Stamina to its initial level while fighting the Earth Serpent
    • Restores your Stamina to its initial level before crossing Lake Ilkala, or you can use it to get the Ferryman to agree to a free trip
    • Restores your Stamina to its initial level inside the ruined temple
  • RAZ
    • Increases damage dealt when fighting the Flying Fish
    • Increases damage dealt when fighting the illusory Rock Demon
    • Increases damage dealt when fighting Water Serpent
  • ZAP
    • Kills the Golden Snake
    • Open's Fenestra's door (although you can just walk in without using this spell, so it probably shouldn't count)
    • Frees your leg from the rocks when fighting the Earth Serpent
  • FOF
    • Allows you to flee from the Snattacats
    • Protects you from the Golden Snake
    • Protects you from falling rubble in the ruined temple
  • FAR
    • Allows you to spy on Fenestra from outside her lair
    • Allows you to avoid the Snattacats
    • Gives you some cryptic hints while fighting the Earth Serpent
  • GOD
    • Makes the Klattamen leave you alone (I didn't think you could get the Jewel of Gold at this point, but perhaps I missed one somewhere.)
    • Stops the old Black Elf from leaving you staked out on the plains (ditto).
    • Makes the Ferryman agree to ferry you for free

Spells Used 2 Times:

  • GAK
    • Frightens the Klattaman Champion into fleeing
    • Deducts 2 from the Attack Strength of the three Klattamen
  • HOW
    • Warns you that the Black Elf is leading you into a trap
    • Warns you to steer clear of the whirlwind
  • WOK
    • Reduces the Water Serpent's Attack Strength by 2
    • Protects you from falling rocks while fighting the Earth Serpent
  • DIM
    • Removes one of the Horsemen from the following battle
    • Reduces the Skill of the illusory Deathwraith, and causes it to act confused in battle
    • GOB
      • May free you from the Stranglebush
      • Help you fight the Marsh Goblins
    • GUM
      • Removes one Snattacat from the following battle, if you are Lucky
      • Allows you to avoid the Firefox
    • SAP
      • Reduces the Klattaman Champion's Skill by 3
      • Reduces the Skill of one of the Horsemen to 1
    • HOT
      • Kills the Moon Serpent
      • Kills the Golden Snake
    • KID
      • Distracts the Snake Charmer long enough for you to loot his pit
      • Frightens the Klattamen into giving you their possessions
    • LAW
      • Saves you from fighting the Nighthawks
      • Forces the Bear to leave you alone

    Spells Used 1 Time:

    • KIN
      • Creates a duplicate to fight the illusory Rock Demon
    • NIF
      • Forces the Firefox to flee
    • POP
      • Kills all of the Marsh Goblins
    • DOP
      • Opens Fenestra's door, but this probably shouldn't count because it opens anyway
    • YOB
      • Moves rocks to free your leg while fighting the Earth Serpent
    • TEL
      • Warns you that the old Black Elf is leading you into a trap, but can be swayed with gold
    • MUD
      • Helps you climb out of the pit while fighting the Earth Serpent
    • MAG
      • Dispels the illusory Deathwraith
    • SUN
      • Allows you to escape from the Baddu-Beetle
    • WAL
      • Protects you from the Flying Fish
    • YAP
      • Allows you to communicate with the Golden Snake
    • BIG
      • Doubles your Skill while fighting the Baddu-Beetle
    • RAP
      • Allows you to communicate with the Marsh Goblins
    • NIP
      • Allows you to flee from the Marsh Goblins
    • YAZ
      • Allows you to escape from the Snattacats
    • ROK
      • Removes three Snattacats from the battle that follows if you are Lucky, one if you are not
    • ZEN
      • Allows you to lift the Earth Serpent and destroy it (although I was sure you can't get the item required so early; perhaps I missed it?)
    • FAL
      • This one might help against the Fire Serpent, but it's ambiguous. The spell says you are protected from falling damage, and shortly after you can fall out of a tree. However, the damage sustained is a combination of falling and being burned, and it's not split between the two. The spell should probably do something here, but it's not clear.

    Spells Used 0 Times:

    • DOZ
    • DUM
    • SIX
    • JIG
    • DUD
      • All of the above spells can be cast during the book, but none are successful
    • FOG
      • This spell only works inside, so it fails every time it's used in this book
    • ZED
      • This spell isn't used until the final book

    Once again looking at the six spells that the book says are the most useful, we find that in this book they run the gamut: ZAP and FOF are used three times, HOT and WAL are used twice, and DUM isn't useful at all.  Overall, there's a flattening of the number of times that spells are useful; with a greater variety available, it's inevitable that spell usage gets spread around a bit. The real stars are FIX and HUF, both newly available. This is understandable, as I suspect Steve wanted to play with his new toys.

    Of course, it also should go without saying that these spell uses are of varying worth. Some will be vital to beating the book, and some will be trivial, or perhaps even detrimental in the long run. I've just included those that succeed in the moment.

    Spell Usage Across All Four Books:

    Below I've added the amounts of times that spells are useful in both books 1, 2 and 3. I'll be keeping a tally for the whole series.

    • DOC - 10 times
    • SUS - 10 times
    • HOW - 9 times
    • WOK - 9 times
    • ZAP - 9 times
    • FOF - 8 times
    • RAZ - 8 times
    • GOB - 7 times
    • YOB - 7 times
    • LAW - 7 times
    • DOP - 6 times
    • TEL - 6 times
    • HOT - 6 times
    • GUM - 6 times
    • DIM - 6 times
    • MUD - 5 times
    • BIG - 5 times
    • GAK - 5 times
    • FIX - 5 times
    • SIX - 4 times
    • POP - 4 times
    • JIG - 4 times
    • DUD - 4 times
    • WAL - 4 times
    • SAP - 4 times
    • HUF - 4 times
    • DUM - 3 times
    • FAR - 3 times
    • DOZ - 3 times
    • KID - 3 time
    • MAG - 3 times
    • NIF - 3 times
    • KIN - 3 times
    • GOD - 3 times
    • FAL - 2 time
    • SUN - 2 time
    • RAP - 2 time
    • ROK - 1 times
    • FOG - 1 time
    • NIP - 1 times
    • ZEN - 1 times
    • YAZ - 1 times
    • YAP - 1 times
    • ZIP - 0 times
    • NAP - 0 times
    • RES - 0 times
    • PEP - 0 times
    • ZED - 0 times

    NEXT: I should have my Final Thoughts on The Seven Serpents ready to go.

    1 comment:

    1. Sad to see JIG (my favourite spell!) fall by the wayside but I suppose there is only so much room in the book. I'm fully in agreement that Steve wanted to try and experiment with the 'new' spells you can cast and as a player I do appreciate the variety!

      ReplyDelete