Saturday, April 25, 2020

Exploring Titan 14: The Crown of Kings

The final book of the Sorcery! epic - The Crown of Kings - deals with the end of the Analander's journey to stop the Archmage.  It covers his trek through the regions of Low Xamen and High Xamen in the Zanzunu Peaks, and his infiltration of Mampang Fortress, the Archmage's stronghold.

THE ZANZUNU PEAKS, LOW XAMEN and HIGH XAMEN

The high mountains that border Kakhabad to the north and west are known as the Zanzunu Peaks, a craggy range whose upper reaches are shrouded in billowing clouds.  Low Xamen and High Xamen are regions in the Zanzunu Peaks.  It may be that these are the only two regions of the Zanzunus, or simply that these are the regions most associated with the Archmage's territory.

Low Xamen begins at the foothills of the Zanzunus.  Its indistinct paths are not often traversed by creatures on foot, although the She-Satyrs sometimes come down this way.  The region has plenty of vegetation, and presumably has a high amount of rainfall; the Analander has to seek shelter from a storm while travelling through Low Xamen.  Among the creatures known to inhabit Low Xamen are Skunkbears and Jib-Jibs, although in general there is little wildlife to be found.

High Xamen covers the upper reaches of the mountains where the Archmage's fortress of Mampang is located.  The vegetation seems to thin out here, making way for steep rocky paths and crags, and the air is thinner as well.  Aside from the denizens of Mampang, High Xamen is home to two notable tribes of creatures: the Birdmen and the She-Satyrs.

Birdmen
The Birdmen make their nests in High Xamen, and are highly protective of their territory.  They are humanoid, held in the air by large feathery wings.  Their beaks are sharp and hooked, they have wild black manes of hair, and all four of their limbs end in sharp talons.

The Birdmen nesting in High Xamen are aggressive, and don't really show much in the way of intelligence, but those who serve the Archmage appear to have the same average intelligence as a human.  I'll discuss those more in detail below.

In the Old World, Bird Men are native to the Zanzunus, but there are Bird Men in the Moonstone Hills of Allansia as well.  One of them was encountered by the protagonist of Caverns of the Snow Witch.

She-Satyrs
The She-Satyrs are a tribe of bestial, goat-legged females who live in High Xamen.  Their goat-legs make them particularly nimble on the rocky paths.  They are said to be unruly, and prone to violent outbursts, but they are not truly evil, and are not aligned with the forces of Mampang.  Although they have a strong desire to visit other lands, this is impossible, as they can only breathe the rarefied air of the upper mountain regions.

The She-Satyrs live in a village that consists of caves on a wide ledge in the side of a mountain. Their current leader is named Sh'houri, and is older than the others of her race.  They are currently at the mercy of a highly contagious trembling disease that spreads through their people like a plague, but they are receiving healing from Colletus the Holy Man.  It is a custom of the She-Satyrs to go off alone and find a cave to die in peace; one of their number - Sh'himbli - recently contracted the trembling disease and left to die alone.

It's not clear if this tribe represents the entirety of the She-Satyr race, or just a part of it.  It's also curious that their race is completely female, and it's not clear how they reproduce without males, but I'm sure they manage. It's far from the oddest thing that goes unexplained in these books.

Colletus the Holy Man
Colletus is a holy man who dwells somewhere in High Xamen, around the approach to Mampang Fortress.  He appears as an old, bald man in a dirty brown robe, and his eyes are painted black to represent the fact that he is blind.  He is difficult to find, but can be summoned at the right location by whistling through cupped hands.  He claims to be the only lawful priest for many days' travel.  (The closest lawful priest in the books is probably the priest of Throff from the ruined temple in The Seven Serpents. It's possible that Colletus once served in that same temple.)  He worships Throff, the goddess of the earth, but also swears by the luck god Cheelah.

As a younger man, it was Colletus's mission in life to destroy the evil within Mampang, but the evil gods of Mampang struck him blind.  Now he roams the passes of High Xamen, and will excitedly tell anyone planning to go to Mampang that they should repent of its evil.  He is currently using his healing powers to help the She-Satyrs with their trembling sickness, in exchange for their protection.

The Traps Protecting Mampang Fortress
There are a number of traps protecting the approaches to Mampang Fortress from intruders.  The simplest of these is a swinging rope that appears to be a way across a narrow crevasse.  When the rope is used to swing across, it stretches so as to dash the person swinging against the crevasse's far wall.

Further along, the path to Mampang leads through a crevasse, and if the Analander tries to pass this way he is caught in a sudden landslide.  This could be a natural hazard, but the inconvenient timing suggests that it could also be a trap.

The most notorious trap protecting the entrance of Mampang, however, is the Groaning Bridge, a wooden bridge with a rope handrail which appears to span the crevasse that borders the fortress.  When the bridge is stepped on, it emits a series of unnerving moans and groans.  The bridge is an illusion, and when the person crossing is halfway across it disappears and sends them plunging into the crevasse as its moans turn to mocking laughter.  The real bridge, which is much stronger-looking, is beside it, hidden with a spell of invisibility.

MAMPANG FORTRESS

Mampang Fortress lies in High Xamen, nestled in a plateau inside an extinct volcano.  It is surrounded by rocky walls, and there is only one pass through that gains entrance to the fortress.

The fortress is imposing, with sharp angles and jagged points protruding on every surface, and gnarled spires twisting upwards toward the sky.  Demonic gargoyles line the outside walls.  The parapets are patrolled by Birdmen, and the front gate is guarded by Beastmen (more on them below).  The entrance to the fortress is a huge wooden gate with a smaller door set into its base.  This door is locked with magic that is too strong to be opened by the Analander's spells.

The fortress is split into five distinct areas.  The first is a small guard post, patrolled by Beastmen and Black Elves.  Beyond that is a courtyard, where the chaotic denizens of the fortress mingle.  Past the courtyard is the inner keep, which among other things houses the barracks of the Archmage's guards and Birdmen servants, the kitchens, and the torture chambers.  Beyond that is a gauntlet of traps, and the office of the captain of the guards. And finally, the Archmage's tower.  All of these areas are separated and protected by the Throben Doors, a series of doors that are magically locked and trapped.  More on those below.  Outside of the fortress is the Archmage's prison tower, hidden with a spell of invisibility, where he keeps his most valuable prisoners.

Very little is said about the origins of the fortress, but what is certain is that it is a place of palpable evil.  In several instances its evil is described as a living thing, and it is watched over by dark powers and Netherworld gods.

The Throben Doors
These four sets of heavy double doors each protect an area of the fortress, and reaching the Archmage's tower requires passing through all four doors.  They were enchanted by the Throben Necromancers' Guild, and each one is wizard-locked and protected with a deadly trap.  Each one requires a specific key or password to open safely.

The first Throben Door lies between the outer guard post and the courtyard. Its door handle is trapped with needles tipped with poison that is fast-acting and deadly.  It's opened by a simple key held by Beastman guards.

The second Throben Doors lies between the courtyard and the inner keep.  Anyone who tries to open it will be struck with complete memory loss.  It requires a password to open, which is kept by Valignya, the first assistant to the Archmage's treasurer.

The third Throben Door lies between the inner keep and the area where the guard captain has his quarters. Beyond the door is the illusion of a fiery inferno, and anyone who steps through will be burned alive unless they are certain that what they are seeing is not real. Naggamanteh the torture-master is one who knows the secret of this door.

The fourth Throben Door protects the Archmage's tower.  It has no special traps, but it is guarded by the Sleepless Ram, and can only be opened by a key held by Cartoum, the captain of the guards.

Other Traps of Mampang Fortress
There is a magnetic post, as tall as two men, embedded in the ground in the courtyard just outside of the second Throben Door.  It is covered in ornate markings, with all manner of faces and symbols cast into it.  The Analander surmises that it might be used by the guards to search prisoners, particularly those with magic powers who may be able to disguise their weapons. It's also used by the guards as a form of amusement, where they hold their weapons towards the pole and try their best to wrench them away.

Beyond the third Throben Door is a room known as the Chamber if Night.  It is completely dark inside.  The floor is made from wooden boards, and sharp blades protrude through them at irregular intervals.  Picking one's way through requires perfect balance, but is not too difficult for someone using a regular candle.  If someone uses a blood candle, however, they will be doomed, as the candle itself has a lust for the life-blood of its victims, and will flicker treacherously.

The final guardian before the fourth Throben Door is the Sleepless Ram, said by some to be the Archmage's deadliest servant.  It is also known as the Marbled Ram. It appears as a marble statue of a ram, and is about the size of a sheep or a large dog.  It attacks by charging with sufficient force to kill an armoured troll.  It seems to be impervious to physical attacks, and none of the spells in the Analander's arsenal are powerful enough to stop it (although a MUD spell can slow it down).  The only thing that can defeat it is a vial of liquid given to the Analander by the sorceress Dintainta, also known as the Sham.  The liquid is pungent and acidic, and when thrown against the Sleepless Ram it causes it to topple over. This effect is temporary, though, and the Ram will recover quickly.

Evidence suggests that the Ram is older than the Archmage.  It is spoken of in a couplet that was told to the Analander by Shinva, the Fifth Noble of Khare.  Shinva has been dead for an unspecified amount of time, but he says that the couplet dates back to ancient days.  So the Ram is very old indeed, and must have been found - or enslaved/recruited if it's actually sentient - by the Archmage in more recent times.

The Archmage
The ruler of Mampang is the Archmage, a powerful figure who has no other name that is known of.  In his most recognisable form, he appears as scrawny fellow with spiky black hair, wearing half-moon glasses and a sinister smile.  He seems to rely more on trickery and cunning than raw power.  When dealing with the Analander, he uses disguises to trick him, and never confronts him by choice unless he has the upper hand.

Even by the end of this book little has been learned of the Archmage's history.  We know already that he rose to power is Mampang some time ago, gathering allies such as the Birdmen of Xamen.  From The Seven Serpents we learned that - about twelve years ago - the Archmage battled and killed a hydra that lived in the caves of High Xamen. Taking all seven of the hydra's heads, he consecrated them to his netherworld gods and created the Seven Serpents, his most trusted messengers and allies.  More recently, with ambitions of uniting the whole of Kakhabad, the Archmage had his Birdmen allies steal the Crown of Kings from Analand.  What the Archmage's ambitions are beyond becoming the ruler of Kakhabad are never made clear.

The Archmage's true nature is ambiguous.  He appears to the Analander in the form described above, but he is also said to be in disguise as the imprisoned weapons specialist Farren Whyde.  When confronted as Whyde, the Archmage takes the form of a Netherworld Demon, and Whyde's body is discarded as a corpse.  After this demon is destroyed, the Analander is certain that the Archmage is dead.  This raises the question of whether the Archmage was ever human to begin with, and whether the version described above and depicted on the cover of the book is some some kind of impostor or stand-in.

As far as the book is concerned, it seems to treat the human Archmage and the demon possessing Farren Whyde as one and the same.  At least, there's no explicit confirmation that the human Archmage is not the real deal.  He certainly acts like he's the real deal.  Perhaps the Archmage was once human, and became possessed by a demonic entity due to his trafficking with netherworld gods.  It's possible that he now has the power to possess multiple bodies, and switch his essence between them, or to control multiple bodies at once.  It's all speculation, of course.  The only other explanation is that the human Archmage is a fake, which I'm not particularly thrilled with.

Farren Whyde
At the time of The Crown of Kings, Farren Whyde is dead, and his body is possessed by the Archmage of Mampang.  When he was alive, he was a scientist from Ruddlestone specialising in weapons. He invented gunpowder, which attracted the attention of the Archmage, who sent his Birdmen to carry Farren Whyde away to Mampang.  Whyde must have remained alive in Mampang for at least a little while, as he had long enough to befriend Peewit Croo and the Samaritans of Schinn.

The Samaritans of Schinn
Although the Birdmen of Xamen are the Archmage's most trusted allies, there is a faction from Schinn, east of the Nagomanti River, that fears his growing power.  They believe him to be a power-crazed madman, and have infiltrated the fortress to plot his overthrow.  Somehow the Archmage has learned of this, and has launched an inquisition, but because it's impossible to tell which of the Birdmen is from Schinn, many wrongful accusations have been made and loyal Birdmen tortured and executed.  The only way to tell if a Birdman is from Schinn is to inquire after their parents; loyalist Birdmen will talk only of their fathers, but those from Schinn worship their mothers.  (The way the Samaritans are spoken of it seems like they are quite numerous, but going back over the books it appears that there are only three of them.  Good luck with that overthrow, lads!)

Valignya
Valignya is the first assistant to the Lord Treasurer of Mampang.  He has his chambers near Mampang's courtyard, and part of his job is to collect taxes.  He is very fat, with brown skin and a turban perched on top of large bulbous ears.  (Possibly this kind of turban is worn by all of those in Mampang who deal with finances; there's a merchant in the inner keep who wears one as well.)

Valignya knows the password to the second Throben Door, but getting it out of him can be a dangerous affair.  Although not much of a physical threat (aside from his pet jaguar, Hashi) Valignya has a murderous passion for gold, and will do anything for the possibility to gain more of it.  Anyone who shows as much as one gold piece in Valignya's presence is almost guaranteed to die by poison, and to have his corpse stripped and dumped in a ditch outside the fortress.

Valignya appears to have at least some resistance to magic.  The only one of the Analander's spells that works on him is NAP, and that is only because he thinks the brass pendulum used for the spell is made of gold.  It's possible that even that spell may not have worked on him if his greed hadn't caused him to let his guard down.

Throg
Throg is a hobgoblin who serves as the head of the kitchens in Mampang, bossing her minions around by barking orders and whacking them on the head with a branch. Her menu is somewhat dubious, consisting of swine offal and lizard entrails, but it is her job to keep the guards fed.  She is very respectful towards the Archmage, and will allow guard officers to eat from her "special larder".  Refusal to eat is considered a grave insult, and she will attack anyone who so refuses her hospitality.  One of the delicacies in her larder are mutant meatballs, which while cause anyone who eats one to mutate in a manner that may be beneficial, detrimental, or outright fatal.

Naggamanteh
Naggamanteh is an ogre who serves as the Archmage's torture-master. He is brutally ugly, with a patch over one eye, and he wields a whip.  A particularly cruel torturer, he will reflect nostalgically on the time he gruesomely tortured a thieving Klattaman if prompted.  Despite his cruelty, he's particularly proud of his torture chamber, and immensely grateful for any praise it receives.  Under normal circumstances, this is the only thing that will get him to reveal the secret of the third Throben Door.  It seems, however, that he has a particularly sensitive nose, and creating a stink with the NIF spell  will also get him to reveal his secrets.

Cartoum
Cartoum is the captain of Mampang's guards, a tall, slim human with long hair down to his shoulders.  He is said to be a renegade from the lands east of Kakhabad.  (This is a detail that got missed by whoever designed the maps for Titan: The Fighting Fantasy World, because there really aren't any lands to the east of Kakhabad.)  Cartoum is loyal to his job, and incredibly difficult to bribe, as he realises that he can just take whatever he wants from his prisoners anyway.  He's not above treachery, and will kill the Analander with a poison dart if he lets his guard down.  At some point in his past Cartoum fell in love with a beautiful woman, and still keeps a portrait of her on his wall.  Whether the woman returned his feelings is unknown, and if she did  there must have been some reason that the two are now apart.  The Analander can find a locket with her portrait inside in The Shamutanti Hills.  How it got there is anyone's guess; presumably the pilfer grass in that area nicked it from someone passing through.  Regardless, the sight of this locket is enough to bring a tear to the captain's eye, and make him give up the key to the fourth Throben Door,

Jann the Minimite
Jann is currently being held in the Archmage's prison tower, where he deserves to be.  Apparently he thought he and the Analander were friends, and that he could be helpful. He followed the Analander across Kakhabad, avoiding Khare, and seeking guidance from the sorceress Fenestra, who he is good friends with.  The Analander crossed Lake Ilklala before Jann arrived, so he was forced to skirt the lake.  At some point he was captured by Red Eyes, had his wings cut off, and was imprisoned in the Archmage's tower.

Jann is eager to help - though not eager enough to kill himself so you can cast spells again - even though he can't escape himself.  He knows all about the Archmage's disguise, and the true nature of the ZED spell.  Casting the ZED spell in his presence makes him die in agony, although it's possible that - due to the time travel nature of ZED - he doesn't actually die at all.

The Beastmen Guards
The guards at Mampang are a race of bestial humanoids, They hail from Tinpang Valley in the Zanzunu foothills, and are described as hairy, black-skinned chaotics.  Otherwise they seem much like humans in terms of intelligence and behaviour.

The Sightmasters
Among the denizens of Mampang is a group of Sightmasters.  A race of spindly humanoids with enormous eyes, they possess the power of "ultravision" and are closely allied to the Analand crown.  A Sightmaster sergeant was one of those who saw the Analander off at the Cantopani Gate, at the beginning of his quest.  These particular Sightmasters are traitors, and may have been exiled from their homeland.  The Archmage has offered them large expanses of Analand in return for their service.

Javinne
Javinne is an old blind beggar who dwells in the courtyard of Mampang. In her youth she was a skilled healer. Her master, an old healer-priest from Daddu-Yadu who had been shipwrecked and washed up on the Earthend beaches, had wanted her to go south and use her skills to aid the lawful nations, but instead she went to live in prosperity at Mampang. Her undoing came when the Archmage recruited the Mucalytics, and she was unable to restore their voices or improve their hearing.  Her punishment was an "accident" that resulted in the loss of her sight.  (There really are a lot of blind characters in this series.) Now she is a beggar, constantly tormented by the Sightmasters, to the point that she will reward the Analander should he kill them for her.  She knows about the Samaritans of Schinn, but is afraid to seek them out for help.

THE ZED SPELL

The ZED spell has long been shrouded in mystery. It is believed to have only ever been cast once, by a Necromancer from Throben, who was never seen again, but whose notes were found later.  In actual fact, the spell was created in Mampang by sorcerer-priests of Chronada, god of time.  A Minimite stole the secret, and later on sold it to the Throben Necromancer for unspecified favours.

The spell grants its caster the secret of travel through space and time, but unless the caster concentrates intensely upon their desired destination, the place they end up will be random.  It is even possible to end up in the far future or the distant past.  The Analander (assuming he was a wizard) used the spell to circle back in time to confront the Archmage a second time, and uncover his disguise as Farren Whyde.

THE NECROMANCERS OF THROBEN

The Necromancers of Throben are mentioned in relation to a number of things in Mampang Fortress.  The first and most notable of these is obviously the Throben Doors, which they helped to enchant.  It was a Throben Necromancer who was said to have first cast the ZED spell.  And the mutant meatballs were created by an apothecary from Throben, for a rebellious prince from the nation of Brice who wanted to create mutants to bolster his army.  Where Throben is, and who the necromancers are exactly, is never made clear, but it seems likely that it's a region that is close to Mampang, and may be ruled by magic-users.  It's even possible that the Archmage originated from there, assuming that he was ever human.

THE GODS OF MAMPANG

These seven gods are worshipped by the Archmage, and hold great sway over Mampang Fortress.  Such is their power that the goddess Libra is unable to influence events within Mampang.  When the Archmage slew the seven-headed hydra, it was these gods who imbued the heads with their powers to create the Seven Serpents.  They are as follows:

  • Chronada, god of time
  • Pangara, god of the air, whose bearded, stark-white face has puffy cheeks
  • Glantanka, goddess of the sun, who has sharp features, bright orange hair, and burning red fireballs for eyes
  • Hydana, god of water, whose face is green and scaly, with a pointed nose and gills in its neck
  • Lunara, goddess of the moon, who has a black face with large yellow eyes

Those are the ones specifically named in this book (although I may have missed a reference).  The other two would be gods of fire and earth.  The first of those would be Filash.  As for the latter, the only god or goddess of earth named in the books is Throff, who is a force for good (or neutrality, at the very least).  It seems very unlikely that she would have been involved in the creation of the Seven Serpents, or that she would ever be classified as a "netherworld god".

In later books all of these entities are treated like gods that are worshipped the world over, and were involved in the creation of Titan.  That doesn't really fit with their depiction here, where they seem to much more demonic in nature, and very much localised to Mampang.


CREATURES OF THE ZANZUNUS AND MAMPANG FORTRESS

There are a few creatures returning here from other books: the skunkbear, red-eyes, and black-elves all appeared earlier in the series.  Genies have appeared in the main Fighting Fantasy series, as have wolves.  I'm not sure about whether we've seen a jaguar elsewhere, but I'm not about to bother doing a write-up on a real-world creature.

These are the creatures that are new in this book.  I've already covered the She-Satyrs further up.

Jib-Jib
Appearing as a small,ball of fur on two legs, about the size of a cabbage, Jib-Jibs are harmless creatures, possessing neither teeth nor claws.  Their only defense mechanism is their horrendous voice, which they can use to make themselves sound like dangerous beasts.  They are known to the scholars of Analand.

Mucalytics
Mucalytics are hideous creatures, having bulky, blubbery bodies and elephant-like heads with a short snout.  With their inaudible voices and inability to hear, they can come across as quite pathetic, but their breath is instantly fatal, and it seems that they glean some amusement from using this breath on others.  Javinne mentions that they were cursed by the gods, which might be literal or just a figure of speech, it's difficult to tell.  Their status in Mampang appears to be incredibly lowly; it seems as though many of the other denizens enjoy taunting them.

Spiny Ones
The mysterious "spiny ones" live in a room in Mampang where no light penetrates.  They are never seen, only describes as a dark, bulky shape, and when they move it's said to sound like sticks scraping along the ground.  They kill by firing spines at their victims, like those of a porcupine, with a distinctive ping sound.  Whatever they are, they're incredibly deadly.

Minions
These small goblin-like creatures serve in the kitchens of Mampang, under Throg.  They are introduced as "Servant Minions", which could just be their job description but could also indicate that they were created or bred to be servants.

Goblin Mutants
There's a room in Mampang's inner keep that's filled with mutated goblins.  They seem to be locked in, and at one point the guard captain Cartoum is called away to deal with them, as they are getting agitated.  It seems likely that these goblins are the result of experimentation with the mutant meatballs from Throg's larder.

OTHER NOTES

  • The boatman from The Seven Serpents is given the name Tek Kramin, and is said to have been a notorious character; he must be if even the She-Satyrs, who can't leave the mountains, have heard of him.
  • Apparently the holy man of Slangg, from Khare, has never revealed his true identity to anybody, and only Slangg knows who he is.
  • Shadrack the Hermit, from The Seven Serpents, makes a cameo.  Two days ago the Archmage's servants went to his cave, tortured him for information, and staked him on a cross.  He sends his spirit for to tell the Analander about the Throben Doors, and presumably dies not too long afterwards.
  • There's a bald goblin-like creature, who is incredibly muscular but goes down to a single punch.  He's probably just a goblin, but what he is exactly is never specified.
  • While the Analander is fighting the illusory hydra, the battlemasters at the Academy at Chawberry are mentioned.

NEXT: At last, I'm done with Sorcery!  I love it, but I'm glad to be moving on.  I was going to read "The Dark Usurper" from White Dwarf, but I might save that one.  I want to get back to the main series, so my next entry will be on Freeway Fighter.

Saturday, April 18, 2020

The Crown of Kings: Final Thoughts


And so we come to The Crown of Kings, the final installment of Steve Jackson's Sorcery! epic.  It's been a long road (particularly for this blog; I started The Shamutanti Hills nearly five years ago, and The Crown of Kings in June of last year).  Endings can be very difficult; more than one long-running series has failed to stick the landing, or otherwise been just slightly disappointing.  So how does The Crown of Kings fare?

I'm pleased to say that The Crown of Kings is an amazing end to the series, and is probably my favourite book of the four.  It takes all of the strongest elements from the previous books and mixes them up to make what might just be the best gamebook Steve Jackson ever wrote.  (It's a toss-up between this, House of Hell, and Creature of Havoc to my mind.)

There are some minor problems with the book, to be sure.  It's a little too long and linear, which can make for some tedium on replays.  This is made up for by the incredible variety of outcomes within each encounter; the spell system is used to full effect here, and gives you a lot of options.  That said, the book's deadliness mitigates that variety somewhat.  When you find a safe path through an encounter, it can be a little too risky to try alternate options.

Did I mention that the book is deadly?  Because it really is.  Pretty much every encounter you have within the Fortress of Mampang can lead to death if you make the wrong choice, or cast the wrong spell.  It gives the book a really dangerous air, the feel that at any point you could be killed, or discovered and thrown into the Archmage's dungeons.  This is where it pays off to have played through the earlier books, particularly The Seven Serpents.  There are a lot of hints to be found earlier in the series, and The Crown of Kings definitely rewards someone who has gone through all four books.

Thankfully the book isn't all that deadly statistically speaking: a character with poor stats could get through without major trouble, I feel, especially if they use their magic well.  An extra layer of difficulty is added on with the various keys, passwords and other forms of information that are required or helpful to get through the book.  Steve has been using these techniques since House of Hell, and they've been seen here and there throughout Sorcery!, but here he unleashes every trick that he has, and it makes for a very challenging book.

The encounters in The Crown of Kings may be deadly, but almost all of them are interesting.  Mampang is full of intriguing characters, and memorable monsters.  My only complaint here is with the Archmage himself, who is a bit of an anticlimax after four books of build-up.  I was hoping for a spell duel like the one at the end of The Citadel of Chaos, but instead it ends with a somewhat underwhelming battle with a Netherworld Demon.  Come on Steve, the book is already 800 entries long, surely another 200 wouldn't have been too hard?

Although the final battle with the Archmage is a minor anticlimax, the ending as a whole is excellent.  This is due in large part to the revelation of the true nature of the ZED spell, which was set up as a mystery from the very first book.  It's extremely cool, and the fact that it results in the screaming death of Jann the Minimite is just a little bit of extra icing on the cake.  I'm not sure that the warrior's ending with the genie is quite as impressive, but I doubt many players go through this as the warrior anyway.  (I intend to at some point, perhaps when the secrets of this series are a little less fresh in my mind.)

So that's The Crown of Kings, one of the very finest gamebooks out there.  It's always a good feeling when the end of a series outdoes its predecessors, and I feel like this book does that on every level.

COOL STUFF I MISSED

This is a long, somewhat linear adventure, so I wouldn't have expected to miss a lot.  But while the encounters are linear, there's a lot of variety to be had within each one, so I missed a fair bit.  I never did hook up with the Samaritans of Schinn, for instance, and I completely missed the Goblin Mutants, and the second Mucalytic encounter.  I never fought the God-Headed Hydra, which is a pretty cool encounter (even if I was rather disappointed to discover that it's not real).

MISTAKES AND RED HERRINGS

I could be mistaken here, but I'm pretty sure that paragraph 548 is orphaned, and can't be reached.  I checked this pretty thoroughly, but if anyone knows different I'd love to be proven wrong.

The encounter with the Sleepless Ram gives you the option of using a "yellowfruit skin" against it, but no such item is ever found during the series.

And now, here is the complete list of items that serve no purpose at all during the Sorcery! epic:

  • Death-hound, ape and Snattacat teeth, found in The Shamutanti Hills
  • A huge, broken stool, found in The Shamutanti Hills
  • A net with a wide mesh, found in The Shamutanti Hills
  • A giant skull, found in The Shamutanti Hills
  • Various other parts of a dead giant, found in The Shamutanti Hills
  • A parchment scroll, found in Khare
  • A vial of poison, found in Khare
  • Some moldy goat's cheese, found in Khare
  • A rat's spine, found in The Seven Serpents
  • Leaves, found in The Seven Serpents
  • Yellow bird feathers, found in The Seven Serpents
  • A long horn, found in The Crown of Kings
  • A flask of oil, found in The Crown of Kings
  • A bird's nest with a golden egg, found in The Crown of Kings

The vast majority of these are obvious rubbish to be discarded (although in Fighting Fantasy you can never be sure), or found so late in the saga as to serve no purpose.  Again, if I've made any mistakes here I'd like to know.

BEST DEATH

If I've counted correctly, there are 43 instant death paragraphs in this book, which is a lot even for such an oversized adventure.  A lot of them are extremely cool, so I had some trouble deciding this one.  This is what I went with:



There were loads of contenders, but in the end I went with one of the endings resulting from the ZED spell.  How could I not?

S.T.A.M.I.N.A. RATING:

Story & Setting: In some ways the story is is a rehash of The Citadel of Chaos, with your goal being to infiltrate an evil fortress and assassinate its ruler.  In terms of this category, however, it exceeds that book in almost every way.  Mampang is a functioning place in a way that the Black Tower wasn't, complete with a hierarchy and court intrigue.  Where it perhaps falters at the end is in it's final confrontation with the Archmage, which doesn't match up to the wonderful spell duel with Balthus Dire, but the revelation of the true nature of the ZED spell more than makes up for it.  Plus, this book bears the burden of being the climax to a series, and on that score it's very satisfying.  Rating: 7 out of 7.

Toughness: Make no mistake, this is a tough book, especially if you're tackling it as a solo effort.  Almost every encounter has the potential to end your quest if you make the wrong decision, but smart play and clues gathered from earlier books do a lot to mitigate that.  Thankfully, it's well balanced statistically, with no difficult combats that can't be avoided.  Yes, this book is hard, and very challenging, but it's pretty fair.  I might ding it a point for a couple of arbitrary instant death paragraphs though.  Rating: 5 out of 7.

Aesthetics: John Blanche really is on top form once again, and alongside the good illustrations this book probably has my favourite cover of the series (at least in its original form).  Steve Jackson's writing provides a lot of atmosphere, and overall this is a great-looking book.  Rating: 6 out of 7.

Mechanics: The Sorcery! epic as a whole has done well in this category, as the spell system really is very well done.  The Crown of Kings follows that trends, and backs it up with some extra tricks: Steve Jackson brings everything he has to this one.  If I have one complaint, it's that there are a number of spells that never get a chance to shine.  Rating: 6 out of 7.

Innovation & Influence: I have this book being released around February of 1985, so I feel pretty safe in saying that it beat Joe Dever's Shadow on the Sand to the bookshelves.  That would make it the first gamebook to close out a continuing series, and it does that in real style.  Steve Jackson also takes a lot of the tricks that he first used in House of Hell and ramps them up here.  These are the kinds of tricks that other gamebook authors will be using to make their books more difficult to come, so I feel like The Crown of Kings should rank highly here. Rating: 5 out of 7.

NPCs & Monsters: There are hardly any throwaway encounters in this book.  Everyone you encounter is a character in their own right, and their various quirks have the potential to end your quest if you aren't paying attention.  From Valignya to Naggamanteh to Throg to - and I hate that I'm saying this - Jann the Minimite, everyone in this book is intriguing and fun to interact with.  I have just one complaint, and that's the Archmage himself.  As the antagonist for Steve Jackson's magnum opus I was expecting more, but he never quite rises above the evil wizard stereotype, or inhabits it with a memorable personality like Balthus Dire did.  Rating: 6 out of 7.

Amusement: There's a lot to see in this book, and every encounter can play out in any number of ways.  But while the conclusion with the ZED spell is excellent, I couldn't help but feel a slight sense of anticlimax at the final encounter with the Archmage in his Netherworld Demon form.  Rating: 6 out of 7.

The above scores total 41, which doubled gives a score of 82.  I'll award this book the discretionary bonus point, which gives it a S.T.A.M.I.N.A. Rating of 84. That puts it equal second overall, on a par with House of Hell, a very good showing for the ultimate conclusion of the Sorcery! epic.  With seven-and-a-half out of the top ten books on the list so far, Steve Jackson is really racing ahead.

NEXT: I know I promised a mid-week post, but it didn't happen, sorry.  This quarantine has made me think I have more time than I actually do.  I'm back to work next week, so expect the final Exploring Titan for this series.  Then it's either on to Freeway Fighter or a detour to "The Dark Usurper", a three-part FF adventure from White Dwarf magazine which came out around this time.

Monday, April 13, 2020

The Sorcery of Sorcery! 4: The Crown of Kings

The wrap-up posts for The Crown of Kings were supposed to start last weekend, but get this: the book is enormous and quite complex. My prep work took a bit longer than I expected, so I'm posting this a week-and-bit late. Anyway, I have some time off work and pretty much everything else to do with life, so I might try to make up the post that I missed during the week.

This is the final part in a series covering the use of magic in the Sorcery! epic.  I'm going to cover the spells and artefacts in The Crown of Kings, and I'll try to do some analysis of the series as a whole.

SPELL COMPONENTS:

Below is a list of the spell components that can be found in and around the Fortress of Mampang:


  • Goblin Teeth for the GOB spell - Two are found in the Mucalytic's chamber
  • A Vial of Glue for the GUM spell - Taken from the slain Sightmasters
  • A Medicinal Potion for the DOC spell - Given to you by Colletus
  • Pebbles for the POP spell - Three are found in the Jib-Jib's cave
  • Sand for the MUD spell - Taken from the slain Sightmasters
  • Nose Plugs for the NIF spell - Traded by the She-Satyrs
  • A Cloth Skullcap for the TEL spell - Given to you by Colletus
  • A Black Facemask for the GAK spell - Found in the Archmage's prison tower
  • A Jewel of Gold for the GOD spell - Sold by the Mampang merchant
  • A Gold-Backed Mirror for the KIN spell - Sold by the Mampang merchant
  • A Potion of Fire-Water for the PEP spell - Traded by the She-Satyrs
  • Stone Dust for the ROK spell - Found in the Jib-Jib's cave
  • Yellow Powder for the NIP spell - Traded by the She-Satyrs (although it's orange, so it's debatable whether it should work), sold by the Mampang Merchant
  • A Staff of Oak Sapling for the FIX spell - Found outside the third Throben Door
  • A Brass Pendulum for the NAP spell - Traded by the She-Satyrs
  • A Jewel-Studded Medallion for the ZEN spell: Sold by the Mampang Merchant
  • A Pearl Ring for the YAZ spell - Traded by the She-Satyrs
  • A Sun Jewel for the SUN spell - Traded by the She-Satyrs
  • A Bracelet of Bone for the KID spell - Found in the Mucalytic's chamber
  • A Ring of Green Metal for the ZIP spell - Taken from the slain Sightmasters
  • An Orb of Crystal for the FAR spell - Traded  by the She-Satyrs, sold by the Mampang merchant
  • Holy Water for the RES spell - Given to you by Colletus, given to you by Javinne the blind beggar

All of the encounters where you can find spell artefacts can be hit in a single run without much trouble, and it should be possible for someone who has played all four books to obtain all of the spell components.  Technically all of them were available by the end of the last book, but trading with Fenestra on a two-for-one basis didn't seem like a particularly efficient way of getting everything (unless you had a big stockpile of goblin teeth to get rid of).

SPELL COMPONENTS FOR THE WHOLE SERIES:

This is a list of every spell component, and all of the places they can be found during the Sorcery! epic. I've arranged them in order from most common to least common.

  • Sand
    • Taken from Alianna in The Shamutanti Hills
    • Sold by dwarves in Khare
    • Gifted by gnomes in Khare
    • Taken from Bakland Horsemen in The Seven Serpents
    • Taken from Klattamen in The Seven Serpents
    • Found on a forest path in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Taken from the Sightmasters in The Crown of Kings
  • Goblin Teeth
    • 4 sold by the Cantopani trader in The Shamutanti Hills
    • 8 taken from goblins at the Schanker Mines in The Shamutanti Hills
    • 6 sold by the gnome in Khare
    • Traded by Fenestra (unspecified amount) in The Seven Serpents
    • 2 found in the Mucalytic's chamber in The Crown of Kings
  • Medicinal Potion
    • Sold by the Cantopani trader in The Shamutanti Hills
    • Gifted by gnomes in Khare
    • Found in the chainmaker's shop in Khare
    • Traded by Fenestra in The Seven Serpents
    • Gifted by Colletus in The Crown of Kings
  • Pebbles
    • 4 are gifted by Alianna in The Shamutanti Hills
    • 3 are gifted by gnomes in Khare
    • 5 are found on a forest path in The Seven Serpents
    • Traded by Fenestra (unspecified amount) in The Seven Serpents
    • 3 are found in the Jib-Jib's cave in The Crown of Kings
  • Orb of Crystal
    • Found after defeating the Moon Serpent in The Seven Serpents
    • Sold by the Black Elf caravan in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Traded by the She-Satyrs in The Crown of Kings
    • Sold by the Mampang merchant in The Crown of Kings
  • Beeswax
    • Tree near Cantopani in The Shamutanti Hills
    • Sold by dwarves in Khare
    • Sold by the gnome in Khare
    • Traded by Fenestra in The Seven Serpents
  • Bamboo Flute
    • Sold by the Cantopani trader in The Shamutanti Hills
    • Sold by the gnome in Khare
    • Taken from the snake charmer in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
  • Giant Teeth
    • 1 sold by the Cantopani trader in The Shamutanti Hills
    • Taken from a dead giant (unspecified amount) in The Shamutanti Hills
    • Sold by the gnome in Khare
    • Traded by Fenestra (unspecified amount) in The Seven Serpents
  • Vial of Glue
    • Found in the chainmaker's shop in Khare
    • Gifted by Alianna in The Shamutanti Hills
    • Traded by Fenestra in The Seven Serpents
    • Taken from the Sightmasters in The Crown of Kings
  • Cloth Skullcap
    • Sold by the Dhumpus merchant in The Shamutanti Hills
    • Taken from the chainmaker in Khare
    • Traded by Fenestra in The Seven Serpents
    • Gifted by Colletus in The Crown of Kings
  • Black Facemask
    • Taken from Vangorn in Khare
    • Taken from black elves in Khare
    • Traded by Fenestra in The Seven Serpents
    • Found in the Archmage's prison tower in The Crown of Kings
  • Gold-Backed Mirror
    • Taken from the Firemaster's tent in Khare
    • Taken from the Flayer's house in Khare
    • Traded by Fenestra in The Seven Serpents
    • Sold by the Mampang merchant in The Crown of Kings
  • Stone Dust
    • Taken from the Baddu-Beetle's pit in The Seven Serpents
    • Found on a forest path in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Found in the Jib-Jib's cave in The Crown of Kings
  • Sun Jewel
    • Taken from the Mantis Man in Khare
    • Taken from Klattamen in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Traded by the She-Satyrs in The Crown of Kings
  • Bracelet of Bone
    • Taken from the Mantis Man's hut in Khare
    • Won in the cabinet of fortune in Khare
    • Traded by Fenestra in The Seven Serpents
    • Found in the Mucalytic's chamber in The Crown of Kings
  • Holy Water
    • Taken from the snake charmer in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Gifted by Colletus in The Crown of Kings
    • Gifted by Javinne in The Crown of Kings
  • Yellow Powder (this goes on the cusp between two and three, because the She Satyr powder is orange and probably not effective)
    • Taken from Renfren in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Traded by the She-Satyrs in The Crown of Kings
    • Sold by the Mampang merchant in The Crown of Kings
  • Nose Plugs
    • Gifted by Alianna in The Shamutanti Hills
    • Traded by Fenestra in The Seven Serpents
    • Traded by the She-Satyrs in The Crown of Kings
  • Galehorn
    • Gifted by Shadrack in The Seven Serpents
    • Sold by the Black Elf caravan in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
  • Staff of Oak Sapling
    • Gifted by The Sham in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Found by the third Throben Door in The Crown of Kings
  • Brass Pendulum
    • Sold by the Black Elf caravan in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Traded by the She-Satyrs in The Crown of Kings
  • Pearl Ring
    • Sold by the Black Elf caravan in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
    • Traded by the She-Satyrs in The Crown of Kings
  • Green-Haired Wig
    • Gifted by Lortag in Khare
    • Taken from Bakland Horsemen in The Seven Serpents
    • Traded by Fenestra in The Seven Serpents
  • Jewel of Gold
    • Traded by Fenestra in The Seven Serpents
    • Sold by the Mampang merchant in The Crown of Kings
  • Potion of Fire Water
    • Traded by Fenestra in The Seven Serpents
    • Traded by the She-Satyrs in The Crown of Kings
  • Jewel-Studded Medallion
    • Traded by Fenestra in The Seven Serpents
    • Sold by the Mampang merchant in The Crown of Kings
  • Ring of Green Metal
    • Traded by Fenestra in The Seven Serpents
    • Taken from the Sightmasters in The Crown of Kings
SPELL USES:

Every single spell is available for use from the beginning of this book. I've arranged them below starting those that are most often useful, ending with those that are used the least.

Spells Used 7 Times:

  • DOC
    • Restores your Stamina to its initial level after meeting Farren Whyde
    • Restores your Stamina to its initial level before confronting the Jib-Jib
    • Adds 2 to your Stamina while fighting Throg, but adds 4 to her Stamina as she snatches the bottle
    • Restores your Stamina to its initial level before the first Throben Door.
    • Restores your Stamina to its initial level before the swinging rope in High Xamen
    • Restores your Stamina to its initial level at the courtyard pillory
    • Restores your Stamina to its initial level at the magnetic pole in the courtyard

Spells Used 5 Times:

  • FAR
    • Shows you a vision of yourself battling the Archmage's guards
    • Shows you an image of a mountain trail in a crevasse
    • Shows you a vision of someone crossing the Chamber of Night bearing a white candle
    • Shows you an image of the magnetic pole in the courtyard.
    • Shows you an image of Farren Whyde in his chamber

Spells Used 3 Times:

  • HOW
    • Tells you that the Jib-Jib presents no danger
    • Guides you to the key to the first Throben Door.
    • Warns you that the swinging rope in High Xamen is dangerous
  • NIF
    • Allows you to escape from the Black Elves
    • Makes Naggamanteh set you free, and tell you the secret of the third Throben Door.
    • Kills the Mucalytic
  • POP
    • Damages the Black Elves before you fight them
    • Damages Naggamanteh before you fight him
    • Allows you to frighten off some of the guards in the courtyard
  • RAZ
    • Cast just before meeting the Spiny Ones, allows you to deal double damage during your next battle
    • Allows you to deal double damage when fighting the guards near the first Throben Door
    • Allows you to deal double damage when fighting the guards in the courtyard
  • TEL
    • Allows you to trick a Red-Eye into killing his friends with his eye-beams
    • Allows you to completely avoid the blows of one of the Sightmasters
    • Lets you know that Naggamanteh is very proud of his dungeon.
  • ZAP
    • Destroys the Netherworld Demon before it can fully form.
    • Blows open the door to the Spiny Ones' chamber.
    • Opens the lock on the courtyard pillory without needing a Skill test

Spells Used 2 Times:

  • DIM
    • Incapacitates one of Mampang's four gate guards, but allows him to wound you once.
    • Incapacitates one of the guards in the captain's office
  • DOZ
    • Allows you to escape from the Skunkbear, or deducts 3 from its Skill if you fight it.
    • Reduces the Mucalytic's Skill by 4 points
  • DUM
    • Incapacitates one of Mampang's four gate guards
    • Knocks out one of three Birdmen
  • GOD
    • Lets you escape from the Birdmen
    • Causes the Captain of the Guard to release you
  • HOT
    • Destroys the Netherworld Demon before it can fully form.
    • Kills the Birdman in High Xamen
  • KIN
    • Makes duplicates to help you fight the Red-Eyes
    • Makes the Jib-Jib leave its cave
  • PEP
    • Lets you break the lock on the pillory without a Skill test
    • Allows you to get past the She-Satyrs
  • SUN
    • Knocks out or kills the Mucalytic
    • Allows you to get through the chamber of Goblin Mutants
  • SUS
    • Warns you that the magnetic pole in the courtyard is dangerous
    • Tells you that the She-Satyrs have no trap planned for you

Spells Used 1 Time:

  • DOP
    • Opens the door to the Spiny Ones' chamber
  • FOF
    • Allows you to escape from the Red-Eyes
  • FOG
    • Allows you to get through the chamber of Goblin Mutants
  • GAK
    • Frightens off the She-Satyrs
  • JIG
    • Allows you to get past the She-Satyrs
  • KID
    • Allows you to leave without fighting Throg
  • LAW
    • Allows you to escape from the Spiny Ones at the cost of 2 Stamina.
  • MUD
    • Slows down the Marble Ram, allowing you to avoid it without making a Luck test
  • NAP
    • Puts Valignya to sleep
  • NIP
    • Allows you to escape from the Sightmasters, or add 3 to your Attack Strength if you fight them
  • RAP
    • Lets you speak with the guards near the first Throben Door
  • RES
    • Brings Farren Whyde back to life
  • ROK
    • Turns the Mucalytic to stone
  • SAP
    • Allows you to escape the Birdman in High Xamen
  • SIX
    • Gives you a chance to escape from the Spiny Ones
  • WAL
    • Allows you to get past the rockslide and into Mampang
  • WOK
    • Adds 2 to your Attack Strength against Mampang's gate guards
  • YAP
    • Lets you communicate with the Jib-Jib
  • YAZ
    • Allows you to escape from the Birdmen with a successful Luck test
  • ZED
    • Takes you back in time to confront the Archmage
  • ZIP
    • Allows you to escape from the guard captain

Spells Used 0 Times:

  • DUD, BIG, FAL, FIX, GOB, GUM, HUF, MAG, YOB, ZEN
As you'd expect, with such a wide variety of spells the results are a little more spread out here,  A lot spells come in handy once or twice, but there are few that break away from that. The two most used spells, DOC and FAR, are rarely applicable to your current situation.  I also had to make some judgment calls here, because there are quite a number of situations where spells are immediately useful but still lead to your death.  I've tried not to include those, although a few may have slipped through.

SPELL USAGE IN THE WHOLE SERIES:

Now I'm going to go through each spell one by one, showing all the times they are useful through the whole series and assessing them all.

DOC (used 17 times)

  • Cures the family in the plague village in The Shamutanti Hills
  • Restores your Stamina to its initial level at the crypt entrance in Khare
  • Restores your Stamina to its initial level in the Shrine of Courga in Khare
  • Restores your Stamina to its initial level before fighting the Barbarian in Khare
  • Cures Vangorn's poison in Khare
  • Restores your Stamina to its initial level in the Gnome's shop in Khare
  • Restores your Stamina to its initial level inside the crypt in Khare
  • Restores your Stamina to its initial level while fighting the Earth Serpent in The Seven Serpents
  • 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 in The Seven Serpents
  • Restores your Stamina to its initial level inside the ruined temple in The Seven Serpents
  • Restores your Stamina to its initial level after meeting Farren Whyde in The Crown of Kings
  • Restores your Stamina to its initial level before confronting the Jib-Jib in The Crown of Kings
  • Adds 2 to your Stamina while fighting Throg, but adds 4 to her Stamina as she snatches the bottle in The Crown of Kings
  • Restores your Stamina to its initial level before the first Throben Door in The Crown of Kings
  • Restores your Stamina to its initial level before the swinging rope in High Xamen in The Crown of Kings
  • Restores your Stamina to its initial level at the courtyard pillory in The Crown of Kings
  • Restores your Stamina to its initial level at the magnetic pole in the courtyard in The Crown of Kings

DOC is the clear winner in terms of the numbers of times it can be used in the series, with 17 separates instances, but that number on its own is a little misleading.  There are only 5 medicinal potions to be found in the series, so that's a pretty hard limit.  The books are generous about when you can use them (especially The Crown of Kings) but those uses in total are fairly few.

HOW (used 12 times)

  • Tells you to use the DOP spell to open the locked door in the Schanker Mines in The Shamutanti Hills
  • Warns you not to enter the dark passage in the Schanker Mines in The Shamutanti Hills
  • Warns you to avoid the Ogre's room in the Schanker Mines in The Shamutanti Hills
  • Tells you not to attack the weird two-tailed Serpent near the Elvin village, and to let it guide you instead in The Shamutanti Hills
  • Warns you to run from the Mantis Man in Khare
  • Gets you safely past the trap at the entrance to the crypt in Khare
  • Lets you know that the fish fountain is not dangerous in Khare
  • Warns you that the Black Elf is leading you into a trap in The Seven Serpents
  • Warns you to steer clear of the whirlwind in The Seven Serpents
  • Tells you that the Jib-Jib presents no danger in The Crown of Kings
  • Guides you to the key to the first Throben Door in The Crown of Kings
  • Warns you that the swinging rope in High Xamen is dangerous in The Crown of Kings

HOW is almost always a good idea to cast whenever it comes up.  If you're ever confronted with a mysterious situation, or something unknown, it's a good bet that this spell will tell you whether you should avoid it.

SUS (used 11 times)

  • Prevents death and lessens chance of injury when falling into the pit in the Schanker Mines in The Shamutanti Hills
  • Gives you a chance of surviving the flooded room in the Manticore's labyrinth, at the cost of your provisions and any other inventory items that would be spoiled by water in The Shamutanti Hills
  • Warns you not to enter the dark passage in the Schanker Mines in The Shamutanti Hills
  • Allows you to safely escape the home of Vangorn the Murderer in Khare
  • Gets you safely past the trap at the entrance to the crypt in Khare
  • Warns you that the Mantis Man is dangerous in Khare
  • Warns you that the hieroglyphics in the ruined temple are dangerous in The Seven Serpents
  • Warns you that the Snake Charmer's music is enchanted in The Seven Serpents
  • Warns you the the Deathwraith is an illusion in The Seven Serpents
  • Warns you that the magnetic pole in the courtyard is dangerous in The Crown of Kings
  • Tells you that the She-Satyrs have no trap planned for you in The Crown of Kings

SUS serves much the same purpose as HOW, and to be honest they could quite easily have been consolidated. Both of them are good at telling you what to avoid, and if they'd been combined they'd easily be the most-used spell in the books.

ZAP (used 11 times)

  • Kills the blind Goblin in the Schanker Mines in The Shamutanti Hills
  • Kills the Wolfhound in the Elvin village in The Shamutanti Hills
  • Allows you to finish digging holes faster if you take the job in Dhumpus in The Shamutanti Hills
  • Kills one of the Goblins outside of the Schanker Mines, and may cause the other two to flee in The Shamutanti Hills
  • Frees you from the south gate prison in Khare
  • Frees you from the slave ship in Khare
  • Kills the Golden Snake in The Seven Serpents
  • Frees your leg from the rocks when fighting the Earth Serpent in The Seven Serpents
  • Destroys the Netherworld Demon before it can fully form in The Crown of Kings
  • Blows open the door to the Spiny Ones' chamber in The Crown of Kings
  • Opens the lock on the courtyard pillory without needing a Skill test in The Crown of Kings

This is one of the six spells that are singled out in the rules as being the most useful. It performs quite admirably, with some instant kills (including the final enemy of the series) and at least one instance where it saves you from failing your mission.

RAZ (used 11 times)

  • Opens Alianna's cage in The Shamutanti Hills
  • Increases damage dealt when fighting the blind Goblin in The Shamutanti Hills
  • Increases damage dealt when fighting the Goblins outside of the Schanker Mines in The Shamutanti Hills
  • Increases damage dealt when fighting your painted double in Khare
  • Increases damage dealt when fighting the Chainmaker in Khare
  • Increases damage dealt when fighting the Flying Fish in The Seven Serpents
  • Increases damage dealt when fighting the Rock Demon in The Seven Serpents
  • Increases damage dealt when fighting the Water Serpent in The Seven Serpents
  • Cast just before meeting the Spiny Ones, allows you to deal double damage during your next battle in The Crown of Kings
  • Allows you to deal double damage when fighting the guards near the first Throben Door in The Crown of Kings
  • Allows you to deal double damage when fighting the guards in the courtyard in The Crown of Kings

The most reliably useful combat spell, you can always count on it to increase your damage when you need it.  It requires beeswax, so its use can be limited, but if you go through Khare you can obtain enough beeswax to last your entire mission. Always worth casting, unless you're really low on Stamina, and even then it can be a life-saver.

WOK (used 10 times)

  • Creates a shield in the fight with the Troll Sentry (giving it a -2 Attack Strength penalty) in The Shamutanti Hills
  • Creates a shield in the fight with one of the Elvins you meet before their village (giving it a -2 Attack Strength penalty) in The Shamutanti Hills
  • Protects you from being pelted with acorns by Elvins in The Shamutanti Hills
  • Creates a shield in the fight with the Ogre in the Schanker Mines (giving it a -2 Attack Strength penalty) in The Shamutanti Hills
  • Reduces the Living Corpse's Attack Strength by 2 in Khare
  • Reduces the Flayer's Attack Strength by 2 in Khare
  • Reduces a Harpy's Attack Strength by 2 in Khare
  • Reduces the Water Serpent's Attack Strength by 2 in The Seven Serpents
  • Protects you from falling rocks while fighting the Earth Serpent in The Seven Serpents
  • Adds 2 to your Attack Strength against Mampang's gate guard in The Crown of Kings

Like RAZ, this is a very good all-purpose combat spell that can be relied on to reduce your opponent's Attack Strength (or add to your own in book 4).  It's usage starts off strong in the first book, and tapers off by the end.

FOF (used 9 times)

  • Protects you from the Bandits outside Cantopani in The Shamutanti Hills
  • Allows you to survive the flooded room in the Manticore's labyrinth in The Shamutanti Hills
  • Protects you from getting sick in the plague village in The Shamutanti Hills
  • Blocks the Manticore's stinging tail in The Shamutanti Hills
  • Protects you from being pelted with acorns by Elvins in The Shamutanti Hills
  • Allows you to flee from the Snattacats in The Seven Serpents
  • Protects you from the Golden Snake in The Seven Serpents
  • Protects you from falling rubble in the ruined temple in The Seven Serpents
  • Allows you to escape from the Red-Eyes in The Crown of Kings

This is another one of the spells that the rules say are the most useful, and it starts out pretty well. For a spell that creates an impenetrable force field, though, it falls off pretty quickly after the first book. There are plenty of situations where it could be useful, but the series rarely gives it the opportunity.

TEL (used 9 times)

  • Reveals that Vangorn is trying to poison you in Khare
  • Reveals that the Mantis Man is not a statue in Khare
  • Reveals that the Firemaster's hut is trapped in Khare
  • Allows you to recover your most valuable possession from the Orclings in Khare
  • Warns you of the nature of the Red-Eyes in Khare
  • Warns you that the old Black Elf is leading you into a trap, but can be swayed with gold in The Seven Serpents
  • Allows you to trick a Red-Eye into killing his friends with his eye-beams in The Crown of Kings
  • Allows you to completely avoid the blows of one of the Sightmasters in The Crown of Kings
  • Lets you know that Naggamanteh is very proud of his dungeon in The Crown of Kings

For a spell that's not used at all in the first book, this one performs admirably after that, giving you insights into some key situations.  It also has my favourite spell usage of the whole series, when it's used against the Red-Eyes in book 4.

LAW (used 8 times)

  • Temporarily controls the snakes in the pit in the Manticore's labyrinth in The Shamutanti Hills
  • Allows you to avoid battle with the random creatures that attack by night (this can happen multiple times, but I've only counted it once) in The Shamutanti Hills
  • Allows you to avoid battle with the Skunkbear in The Shamutanti Hills
  • Stops the weird two-tailed Serpent near the Elvin village from attacking you in The Shamutanti Hills
  • Allows you to get the Mantis Man's locket and safely escape in Khare
  • Saves you from fighting the Nighthawks in The Seven Serpents
  • Forces the Bear to leave you alone in The Seven Serpents
  • Allows you to escape from the Spiny Ones at the cost of 2 Stamina in The Crown of Kings

Another spell that was called out as being very useful in the rules, this one doesn't live up to the hype.  It starts well in book 1, but tapers off quickly.  It only works on non-intelligent creatures, so by the time you get to Mampang it's not much use against that place's crafty denizens. (Although, the one time it is useful in book 4 it gets you out of an otherwise deadly situation, so props for that.)

HOT (used 8 times)

  • Kills Alianna's Wood Golem in The Shamutanti Hills
  • Kills one of the three Elvins you meet before their village in The Shamutanti Hills
  • Injures the Manticore in The Shamutanti Hills
  • Gets you through Khare's south gate in Khare
  • Kills the Moon Serpent in The Seven Serpents
  • Kills the Golden Snake in The Seven Serpents
  • Destroys the Netherworld Demon before it can fully form in The Crown of Kings
  • Kills the Birdman in High Xamen in The Crown of Kings

For a spell that's patterned after "fireball", the go-to offensive spell of Dungeons & Dragons and its many associated games, HOT doesn't get used all that much.  When it does come out, though, it's an almost guaranteed instant kill.  It's just a shame that the books don't give you more opportunities to use it.

DIM (used 8 times)

  • Allows you to escape from the Ogre in the Schanker Mines, or gives it a -4 Skill penalty if you opt to fight it
  • Reduces the Skill of the Bristle Beast.
  • Allows you to steal from the Flayer.
  • Has a chance to take one Harpy out of the fight.
  • Removes one of the Horsemen from the following battle
  • Reduces the Skill of the illusory Deathwraith, and causes it to act confused in battle
  • Incapacitates one of Mampang's four gate guards, but allows him to wound you once.
  • Incapacitates one of the guards in the captain's office

A spell to confuse your enemies that will generally take one out of the fight. It seems to be most useful when your confronted with multiple foes.  The rules call it out as being somewhat unreliable, as it makes its target act erratically, but that only happens in one instance where the spell is successful.

FAR (used 8 times)

  • Allows you to spy on Fenestra from outside her lair in The Seven Serpents
  • Allows you to avoid the Snattacats in The Seven Serpents
  • Gives you some cryptic hints while fighting the Earth Serpent in The Seven Serpents
  • Shows you a vision of yourself battling the Archmage's guards in The Crown of Kings
  • Shows you an image of a mountain trail in a crevasse in The Crown of Kings
  • Shows you a vision of someone crossing the Chamber of Night bearing a white candle in The Crown of Kings
  • Shows you an image of the magnetic pole in the courtyard in The Crown of Kings
  • Shows you an image of Farren Whyde in his chamber in The Crown of Kings

This spell is pretty high up there in terms of the amount of times it's useful, but those times are rarely relevant to your current situation, and in only one case is it practical.  Of the five images you can glean in book 4, three of them are worthless.  This one's a bit of a waste.

GOB (used 7 times)

  • Helps you fight the Wolfhound in the Elvin village in The Shamutanti Hills
  • Impresses the Elvins, allowing you to leave their village unmolested in The Shamutanti Hills
  • Helps you fight the Manticore in The Shamutanti Hills
  • Summons a Goblin who will investigate the Mantis Man or his hut in Khare
  • Summons Goblins to help you fight the Harpies in Khare
  • May free you from the Stranglebush in The Seven Serpents
  • Helps you fight the Marsh Goblins in The Seven Serpents

This one's not bad early on, but ultimately goblins are pretty weak, and not all that much help against more powerful foes. This is borne out by it's lack of effectiveness in the final book, where the stronger denizens of Mampang aren't much fussed by them.

YOB (used 7 times)

  • Helps you fight the Hill Giant in Lea-Ki (either inside or outside the cave) in The Shamutanti Hills
  • Helps you fight the Manticore in The Shamutanti Hills
  • Summons a Giant to fight the Bronze Statue in Khare
  • Gets destroyed by pursuing Red-Eyes, but still allows you to escape them in Khare
  • Summons a Giant to fight the Barbarian in your place in Khare
  • Summons a Giant to free you from  the Chainmaker's net in Khare
  • Moves rocks to free your leg while fighting the Earth Serpent in The Seven Serpents

A giant is a much stronger foe than a goblin, and you'd think there'd be more situations where you could use one.  That's not really the case, though, and its usage is also limited by the scarcity of giant teeth to be found (although there's one bit in The Shamutanti Hills which leaves the amount of teeth you can harvest up to your own discretion).

POP (used 7 times)

  • Temporarily drives off the snakes in the pit in the Manticore's labyrinth in The Shamutanti Hills
  • Damages the Living Corpse in Khare
  • Frees you from the south gate prison in Khare
  • Kills all of the Marsh Goblins in The Seven Serpents
  • Damages the Black Elves before you fight them in The Crown of Kings
  • Damages Naggamanteh before you fight him in The Crown of Kings
  • Allows you to frighten off some of the guards in the courtyard in The Crown of Kings

A fairly effective combat spell. It's limited by your supply of pebbles, but those are fairly plentiful.  It's a rare case of a spell that's available from book 1 but is at it's most useful in book 4.

DOP (used 6 times)

  • Opens Alianna's cage in The Shamutanti Hills
  • Opens the locked door in the Schanker Mines in The Shamutanti Hills
  • Opens the door to the Ogre's room in the Schanker Mines in The Shamutanti Hills
  • Opens Khare's south gate in Khare
  • Frees you from the south gate prison in Khare
  • Opens the door to the Spiny Ones' chamber in The Crown of Kings

A spell that opens locked doors should be more useful, but DOP never comes through when you need it: most of the doors that require keys don't open to it, or are locked with more powerful magic.  The only door that it opens in the final book leads to a place you definitely don't want to go.

GAK (used 6 times)

  • Causes the Bristle Beast to faint from fright in Khare
  • Allows you to get any stolen gold back from the Red-Eyes and escape in Khare
  • Allows you to escape the Red-Eyes in Khare
  • Frightens the Klattaman Champion into fleeing in The Seven Serpents
  • Deducts 2 from the Attack Strength of the three Klattamen in The Seven Serpents
  • Frightens off the She-Satyrs in The Crown of Kings

This spells does alright considering it can't be cast during the first book.  Unfortunately it's pretty irrelevant in the final book as well, so its usefulness is very much relegated to the middle of the series.

MUD (used 6 times)

  • Allows you to flee from the Bronze Statue in Khare
  • Kills the Red-Eyes but also makes your stolen gold irretrievable in Khare
  • Kills the Chainmaker in Khare
  • Lets you safely take the gold piece from the fish fountain in Khare
  • Helps you climb out of the pit while fighting the Earth Serpent in The Seven Serpents
  • Slows down the Marble Ram, allowing you to avoid it without making a Luck test in The Crown of Kings

This one can be cast a fair bit, but if memory serves it fails more often than it's useful.  It's very satisfying to cast against the Red-Eyes, though, and its use against the Chainmaker is one of the Analander's more callous acts of the series.

NIF (used 6 times)

  • Allows you to escape from pursuing Red-Eyes in Khare
  • Breaks up the fight between the Sprite and the Pixie in Khare
  • Forces the Firefox to flee in The Seven Serpents
  • Allows you to escape from the Black Elves in The Crown of Kings
  • Makes Naggamanteh set you free, and tell you the secret of the third Throben Door in The Crown of Kings
  • Kills the Mucalytic in The Crown of Kings

Not bad for a spell that's not used in book 1, but one of those usages above is completely worthless (the sprite/pixie encounter in Khare).  It can net you some absolutely vital information in book 4 though.

BIG (used 5 times)

  • Scares off the random creatures that attack by night, or doubles your Skill in the ensuing battle (this can happen multiple times, but I've only counted it once)
  • Doubles your Skill when fighting the Hill Giant in Lea-Ki (this fight can happen in two different place, but I've only counted it once)
  • Allows you to finish digging holes faster if you take the job in Dhumpus
  • Drives off the trio of Elvins you meet before their village, or doubles your Skill in the ensuing battle
  • Doubles your Skill while fighting the Baddu-Beetle

This spell isn't used much, but when it works it effectively doubles your Skill score.  I don't understand why this one wouldn't get trotted out every time you get into a fight in the wilderness.

DOZ (used 5 times)

  • Slows Alianna's Wood Golem, giving it a Skill penalty of -4 in The Shamutanti Hills
  • Dazes the Manticore, stopping it from stinging with its tail and giving it a -4 Skill penalty for 4 rounds if you attack straight afterward The Shamutanti Hills
  • Reduces the Skill of the Slime Eater in Khare
  • Allows you to escape from the Skunkbear, or deducts 3 from its Skill if you fight it in The Crown of Kings
  • Reduces the Mucalytic's Skill by 4 points in The Crown of Kings

A decent mid-tier combat spell that's pretty good when it works, but is ineffective more often than not.

DUM (used 5 times)

  • Makes the Troll Sentry drop its halberd, giving it a -4 Skill penalty in The Shamutanti Hills
  • Makes the Hill Giant in Lea-Ki drop its club, giving it a -3 Skill penalty in The Shamutanti Hills
  • Reduces the Attack Strength of your chosen fighter in the fight at the festival, but there's a chance you might cast it on the wrong one in Khare
  • Incapacitates one of Mampang's four gate guards in The Crown of Kings
  • Knocks out one of three Birdmen in The Crown of Kings

Of the six spells that the rules say are the most useful, this one is probably the least useful.  It works a couple of times in book 1 and 4, but most of the time when you cast it it's ineffective.

GUM (used 5 times)

  • Stops the rolling boulder in the Manticore's labyrinth in The Shamutanti Hills
  • Allows you to easily kill the Bristle Beast in Khare
  • Lets you escape from Vangorn the Murderer in Khare
  • Removes one Snattacat from the following battle, if you are Lucky in The Seven Serpents
  • Allows you to avoid the Firefox in The Seven Serpents

This one doesn't come out a lot, and only on one occasion is it in a situation that's truly life-saving. It's also limited by the amount of glue vials you can find. There are four, but two of those aren't found until book 4 and late in book 3, where they are effectively useless.

FIX (used 5 times)

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

FIX comes out with all guns blazing in book 3, but by book 4 it's completely worthless.

JIG (used 5 times)

  • Allows you to avoid combat with Alianna's Wood Golem in The Shamutanti Hills
  • Allows you to avoid combat with the Bandits outside Cantopani in The Shamutanti Hills
  • Allows you to escape from pursuing Red-Eyes in Khare
  • Allows you to escape from the Slime Eater in Khare
  • Allows you to get past the She-Satyrs in The Crown of Kings

Starts the series well (and may actually be the first spell you ever cast) but it's irrelevant by book 3, and its one use in book 4 is probably not something you want to do.

KIN (used 5 times)

  • Allows you to get any stolen gold back from the Red-Eyes and escape in Khare
  • Allows you to escape the Red-Eyes in Khare
  • Creates a duplicate to fight the illusory Rock Demon in The Seven Serpents
  • Makes duplicates to help you fight the Red-Eyes in The Crown of Kings
  • Makes the Jib-Jib leave its cave in The Crown of Kings

For a spell that can duplicate your opponent, this one's never as effective as it ought to be, and it can get you outright killed in book 4.  The mirror that it requires can be very fragile as well.

SAP (used 5 times)

  • Reduces the Skill of your painted double in Khare
  • Reduces the Skill of the Chainmaker in Khare
  • Reduces the Klattaman Champion's Skill by 3 in The Seven Serpents
  • Reduces the Skill of one of the Horsemen to 1 in The Seven Serpents
  • Allows you to escape the Birdman in High Xamen in The Crown of Kings

Considering that this spell was inexplicably ignored in book 1 it does okay overall.  It's not used a lot, but it can be fairly effective.

SIX (used 5 times)

  • Impresses the Elvins, allowing you to leave their village unmolested in The Shamutanti Hills
  • Gives you a chance to escape the Skunkbear in The Shamutanti Hills
  • Distract's the Living Corpse's head in Khare
  • Allows you to recover up to six stolen possession from the Orclings in Khare
  • Gives you a chance to escape from the Spiny Ones in The Crown of Kings

This one does okay as a defensive spell in the first half of the series before tapering off.

WAL (used 5 times)

  • Stops the rolling boulder in the Manticore's labyrinth in The Shamutanti Hills
  • Allows you to escape from the Ogre in the Schanker Mines in The Shamutanti Hills
  • Allows you to escape from the Manticore without a battle in The Shamutanti Hills
  • Lets you escape from Vangorn the Murderer in Khare
  • Protects you from the Flying Fish in Khare
  • Allows you to get past the rockslide and into Mampang in The Crown of Kings

This is one of the supposed six most useful spells, but it really isn't.  More often than not it's force field is ineffective, and it perhaps should have been combined with FOF.  It does get extra credit for getting you out of fighting the Manticore though, and it's also the only way into Mampang if you don't meet Colletus the Holy Man.

GOD (used 5 times, or maybe 3)

  • Makes the Klattamen leave you alone in The Seven Serpents (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 in The Seven Serpents (ditto).
  • Makes the Ferryman agree to ferry you for free in The Seven Serpents
  • Lets you escape from the Birdmen in The Crown of Kings
  • Causes the Captain of the Guard to release you in The Crown of Kings

The first two items on the list above are a bit dubious, because I don't think you can find the Jewel of Gold before meeting Fenestra.  Regardless, this spell doesn't get used much, and it's most vital use is probably against the guard captain in book 4.

DUD (used 4 times)

  • Impresses the Elvins, allowing you to leave their village unmolested in The Shamutanti Hills
  • Gets you past the guards at Khare's north gate in Khare
  • Can be used to trade with the Gnome shopkeeper in Khare
  • Frees you from the slave ship in Khare

Mildly useful in the first half of the series before it drops off a cliff. As you'd expect, it's at its most effective against the greedy denizens of Khare.

HUF (used 4 times)

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

Much like FIX, this one was super-effective in one book, and not used anywhere else.  It's the real star of book 3 though, defeating two of the Seven Serpents and giving you an advantage against a third.

KID (used 4 times)

  • Gives your chosen fighter a free attack in the fight at the festival.
  • Distracts the Snake Charmer long enough for you to loot his pit
  • Frightens the Klattamen into giving you their possessions
  • Allows you to leave without fighting Throg

Occasionally useful, but never in any vital situations.

SUN (used 4 times)

  • Reduces damage dealt to your chosen fighter in the fight at the festival.
  • Allows you to escape from the Baddu-Beetle
  • Knocks out or kills the Mucalytic
  • Allows you to get through the chamber of Goblin Mutants

This one isn't used all that often, but I have to give it props for getting you out of the fight with the Baddu-Beetle, because that thing really sucks.

MAG (used 3 times)

  • Allows you to escape from the Spirit of Mananka in the Elvin village in The Shamutanti Hills
  • Protects against the Firemaster's trap and allows you to steal his treasure in Khare
  • Dispels the illusory Deathwraith in The Seven Serpents

I'd have expected a spell that protects you against magic would be more useful.  It's particularly odd that it never comes in handy in the final book, especially when your ultimate enemy is a sorcerer.

RAP (used 3 times)

  • Gets you past the guards at Khare's north gate in Khare
  • Allows you to communicate with the Marsh Goblins in The Seven Serpents
  • Lets you speak with the guards near the first Throben Door in The Crown of Kings

It doesn't come up much, but it can be absolutely vital to defeating the Serpent of Time in book 3.

FAL (used 2 times)

  • Allows you to fall safely into the pit in the Schanker Mines in The Shamutanti Hills
  • Maybe protects you against falling out of a tree while fighting the Fire Serpent in The Seven Serpents (it's ambiguous)

This spell has one explicit use, and another that's very much open to interpretation. It's definitely one of the least useful spells in the series.

ROK (used 2 times)

  • Removes three Snattacats from the battle that follows if you are Lucky, one if you are Unlucky in The Seven Serpents
  • Turns the Mucalytic to stone in The Crown of Kings

A spell that doesn't come up all that often.  It's a rare case of a spell whose material component is more numerous that the amount of times it can effectively be used.

FOG (used 2 times)

  • Allows you to escape from the Spirit of Mananka in the Elvin village in The Shamutanti Hills
  • Allows you to get through the chamber of Goblin Mutants in The Crown of Kings

This one can be cast fairly often, but because it's only effective indoors it rarely works.  Funnily enough, I don't think the book with the most indoor locations - Khare - ever gives it as an option.

NIP (used 2 times)

  • Allows you to flee from the Marsh Goblins in The Seven Serpents
  • Allows you to escape from the Sightmasters, or add 3 to your Attack Strength if you fight them in The Crown of Kings

I expected more from a spell that has you sniffing powder to increase your speed.  (Yes, I know it's probably a reference to snuff, but I doubt that's where most people's minds go to these days.)  It has exactly two useful castings, and one of those takes you away from an encounter that's vital to surviving the book.

YAZ (used 2 times)

  • Allows you to escape from the Snattacats in The Seven Serpents
  • Allows you to escape from the Birdmen with a successful Luck test in The Crown of Kings

This invisibility spell isn't available until late in the game, but it never gets used that much considering you're on a stealth mission.

YAP (used 2 times)

  • Allows you to communicate with the Golden Snake in The Seven Serpents
  • Lets you communicate with the Jib-Jib in The Crown of Kings

Of all the dangerous animals you meet in this series, you can only use this spell to effectively communicate with two of them: the mostly harmless Golden Snake and the completely harmless Jib-Jib.  Couldn't this one at least have gotten you out of fighting a bear or something?

PEP (used 2 times)

  • Lets you break the lock on the pillory without a Skill test in The Crown of Kings
  • Allows you to get past the She-Satyrs in The Crown of Kings

Now that I look at these, they're both negative.  Breaking the prisoner out gets you killed, and missing the encounter with the She-Satyrs makes it very difficult to get into Mampang.  This is among the worst spells in the series.

ZIP (used 1 time)

  • Allows you to escape from the guard captain in The Crown of Kings

You can't get the ring of green metal required for this until late in the series, so it isn't used much. It's one use gets you past a potentially deadly encounter though.

NAP (used 1 time)

  • Puts Valignya to sleep in The Crown of Kings

This one is ineffective on multiple occasions, but on the one time it does work it gets you vital information for passing the second Throben Door.

RES (used 1 time)

  • Brings Farren Whyde back to life in The Crown of Kings

You can only bring one person back from the dead in this series, and that's Farren Whyde.  Doing so is vital to beating the final book though, if you happen to miss allying with the Samaritans of Schinn.

ZED (used 1 time)

  • Takes you back in time to confront the Archmage in The Crown of Kings

This spell only gets used once, but boy, what a use.  This spell doesn't belong on this list, to be honest.  It's a vital part of the plot, set up from the beginning of the series as a mystery, and one that pays off big at the end.  Plus it kills Jann the Minimite, so it gets huge bonus points for that.  (Although, if you've gone back in time and never went to the prison tower, you never cast the ZED spell in Jann's presence, so he's probably still alive in there.  Ah well, at least he remains locked away forever, where he belongs.)

ZEN (used 1 time, possibly)

  • Allows you to lift the Earth Serpent and destroy it in The Seven Serpents

If I'm correct, this is undoubtedly the most useless spell in the game.  It's one effective casting is pretty good, but I'm pretty sure that you can't actually find the required jewel-studded medallion before you meet the Earth Serpent.  I'll give it the benefit of the doubt, but it seems to me that this spell can't ever be used effectively. (This, of course, ignores the possibility of being looped back to an earlier point in the series by the ZED spell.  The books don't say what happens to your equipment, so it could be that you go back with everything. A rewrite of the series that takes this possibility into account would be fun.)

Whew, I'm done!  I don't have anything else in particular to add, except to say that the information I've compiled above does something of a disservice to the magic system in Sorcery.  As much as it's great when one of your spells succeeds, it can be equally entertaining when they fail, and a big part of the fun is trying different options to see what effect they have.  I didn't track the failures, as that would have been even more work, but it would be interesting to the success/failure ratios for each.

NEXT: I'll give my final thoughts on The Shamutanti Hills, do an Exploring Titan, then I am done with my years long sojourn with Sorcery. It'll be nice finally get back to playing through the books.