Sorcery For Beginners
7th dragon iii code. (Updated at 4 pm on April 30, 2015.) Full spellbook for Sorcery! (Spoilers ahead) The following is the full original spellbook for Steve Jackson’s Sorcery! Series (for Android and iOS.) Additional spells, a growing list of counter-spells, and the full list of spells at Courga’s temple are below. Do cast spells when you can; you are indeed a sorcerer/sorceress, and there will always.
Archtraitor Bluefluke’s incredible Psychonaut Field Manual, a visual guide to getting started with chaos magick, collected in full for your delight and enlightenment!
The Psychonaut Field Manual, attached in whole below, is a comic book guide to chaos magick created by Bluefluke. It’s an incredible, concise piece of work, demonstrating how to use altered states of consciousness and flexible belief to achieve a greater experience of reality.
Magick is one of the oldest pursuits of humanity. It was practiced in caves by tribal shamans, in early religions, and in secret by those who were persecuted by authorities from more organized religions. It was practiced in covens and in secret societies. In fact, keeping it secret has been one of the primary concerns of those who studied it, who sought to hoard their knowledge greedily and prevent it from being used by the uninitiated.
Of course, we think magick should be available to everybody, and liberating it is, of course, a primary concern of Ultraculture.
“Choates,” those who practice the more modern, “chaotic” version of magick, are those who are concerned with discovering the core working truths of magick, discarding everything that is not necessary (like all the silly robes, candles, incense, affirmations and the like) and developing a wholly unique, new, personal approach to magick. All you truly need to do magick is serious willpower, the ability to get into altered states of consciousness, and the core, timeless techniques of sorcery itself. Nothing else is truly necessary. (Chaos magick has now become so popular that even celebrities are using it.)
These are truths that Archtraitor Bluefluke elegantly expresses in this comic book introduction to magick. It’s enough to get an aspiring young sorcerer started. (For more information on chaos magick [is_visitor](and how to do it—for both beginners and advanced students!), check out Ultraculture’s free book and course on magick here.)[/is_visitor][is_lead](and how to do it—for both beginners and advanced students!), check out Magick.Me, our online school for magick!)[/is_lead][is_customer](and how to do it—for both beginners and advanced students!), check out Magick.Me, our online school for magick!)[/is_customer][is_subscriber](and how to do it—for both beginners and advanced students!), check out Magick.Me, our online school for magick!)[/is_subscriber]
Check out the comic below! We’ve now collected all parts into one gigantic mega-edition (consider it the trade paperback version!) below, for your enjoyment.
(Updated at 4 pm on April 30, 2015.) Full spellbook for Sorcery! (Spoilers ahead)The following is the for Steve Jackson’s Sorcery! Series (for Android and iOS.) Additional spells, a growing list of counter-spells, and the full list of spells at Courga’s temple are below.Do cast spells when you can; you are indeed a sorcerer/sorceress, and there will always be at least one or two spells that can really turn a situation around, make something interesting happen, or prevent injury. I’ve found the stamina costs of spells to usually be negligible. SPELLSTAMINA COSTDESCRIPTIONMY THOUGHTSZAP3An extremely powerful weapon, this spell creates a blast of lightning which shoots from the caster’s hand. It is effective against virtually all living creatures without a magical defense.
But it takes great concentration to use.HOT3The spell creates a fireball, which can be thrown by the caster towards a target. Games like eternal lands. The fireball will cause severe burns on impact, but will then quickly extinguishd OC is the counter-spell for HOT!FOF3This powerful spell creates a physical barrier in front of the caster which is capable of keeping out all intruders. The resulting force-field is both extremely strong and flexibleFOF is the counter-spell for mUD!
Please let me know if this isn’t so.)WAL3The casting of this spell creates an invisible wall in front of the caster. This wall is impervious to all missiles, creatures, or other material objects. Hence, it is a very useful defensive spell.LAW3Casting this spell at a non-intelligent attacking creature allows the caster to take control of the attacker’s will for a short time.
The attack will cease and the creature will immediately come under the control of the caster.dUM3When cast at a creature holding an object, such as a weapon, this spell will make the creature clumsy and uncoordinated. It will drop the object, fumble to pick it up, and drop it again.BIG1When this spell is cast on the caster’s own body, it will inflate the body to three times the normal size. This increases the power of the caster and is especially useful against large opponents, but must be used with caution in confined spaces.WOK1Requires one gold piece.This spell requires a gold coin, which is placed on the caster’s wrist.
When the spell is cast, it will transform into an invisible metal shield, but the coin will be lostDOP1This spell may be used to open any locked door. Casting the spell works directly on the lock tumblers and the door may be opened freely. If the door is bolted from the inside, the bolts will be undone. The spell will not work on doors sealed by magic.RAZRequires beeswax.To perform this spell, beeswax is required.
By rubbing the wax on any bladed weapon and casting this spell, the blade will become razor sharp and do at least double its normal damage.SUS1This spell may be cast when the caster suspects a trap, and it will indicate telepathically to the caster the danger and the best protective action. If already trapped, this spell may be used to minimize the effects in certain cases.You can also cast this “voice of guidance” spell to learn more about your surroundings, whether or not you are in danger.SIX1This spell is cast onto the caster’s own body and creates multiple images of the caster, all capable of casting spells and attacking. Each will perform identical actions and most creatures will be unable to tell which is the real figure.JIGRequires a bamboo flute.When cast, the recipient will get an uncontrollable urge to dance. The caster can make any creature dance merry jigs by playing a small bamboo flute, thereby exhausting a creature or providing time to escape.This is a pretty useful spell!GOBRequires a goblin’s tooth.This creation spell requires any number of teeth of goblins.
The spell may be cast onto these teeth to create one, two, or an army of Goblins, who may be commanded to fight an enemy or perform any other duties.YOBRequires a giant’s tooth.Casting this spell requires the tooth of a giant, and when cast, will summon a new giant whom the caster may control. The giant will then disappear when his duty is done.If you need a powerful ally, this guy is it! (However a rock demon would be even more intimidating. Find the summon spell and a tooth for a rock demon in Sorcery! 2 and/or see the “Additional Spells” section below!)gU mRequires a vial of glue.Casting this spell on a vial of glue will cause the glue to become super sticky, sufficient to stick creatures to the floor or to walls by throwing the vial at a creature’s feet, or by resting it on top of a door so that it falls when the door is opened.g U mis the counter-spell to ZI p (and vice versa; counter-spells work both ways – thank you for this tip, Kaboobie71!)HOW1This spell is to be used in perilous situations when information about the safest way of escape is desired. The caster will receive a psychic inclination towards one exit, or a means of defense if one is present.dOCRequires a medicinal potionMedicinal potions will, while this spell is active, heal any creature who drinks them.
The potions may be used by the caster but will not bring a being that has actually died back to life.Blimberry juices are medicinal potions. DOC is the counter-spell to HOT.DOZ1This spell may be cast upon any creature, reducing its movements and reactions to about a sixth of its normal speed. Thus the creature appears to move as in a dream sequence, making it much easier to evade or defeat.DUD1By casting this spell, the caster can create an illusion of treasure.
Gold pieces, silver coins, gems, and jewels can be created at will and used to distract, pay, or bribe creatures. Illusionary riches will disappear as soon as the caster is out of sight.mAG1This spell protects its caster from most magic. It must be cast quickly, and works by neutralizing the attacking spell. This spell is thus a very powerful protective weapon.PO pRequires a pebble.A potent little spell, but one which calls for great mental concentration, this spell must be cast on small pebbles, which will then explode when thrown. These explosions produce great force as well as a loud bang.fAL1This spell is useful if the caster is caught in a pit trap or falls from a considerable height.
When cast, it makes the caster’s body as light as a feather. The caster will float down through the air and land gently on the ground.A useful spell, indeed.dI m1A good defensive spell, this can be cast at any attacking creature, to muddle its mind. However, it must be handled with caution, as a deranged creature may act unpredictably.(In case the font is hard to read, it is d– I– m.) dI m is the counter-spell for KID. (Thank you, Stephen !)FOG1This spell may only be cast in a closed room with no windows. Once cast, the room turns pitch black in the eyes of all but the caster, even though torches and candles may still be burning. Therefore, nearby creatures will be temporarily blinded.SUN is the counter-spell for FOG.mUDRequires sand.While casting, the caster must sprinkle grains of sand onto the floor, to create a pool of quicksand.
Any creature stepping into the quicksand will slowly be sucked away.mUD is countered by FOF (and vice versa; counter-spells work both ways.)NIFRequires nose plugs.This spell causes the air to fill with a nauseating stench so vile that any creature catching a whiff will need to vomit. This includes the caster, unless they are wearing those plugs.
The effect is more pronounced on creatures with large noses.TELRequires a skullcap.To activate this spell, the caster must wear a cloth skullcap. The user may then read the mind of any intelligent creature nearby, learning its weaknesses, the contents of nearby rooms, and other such details.Very useful spell! I cast it nearly every time I can. TEL is countered by YAZ (and vice versa; counter-spells work both ways.gAKRequires a black facemask.Casting this spell while wearing a black facemask will create a terrible fear within another’s mind. Brave creatures will suffer a cold sweat, while cowardly ones will be reduced to cowering jellySAP1The effect of this spell is to demoralize an opponent so that his will to win is lost.
Any creature so demoralized will be easier to defeat.This spell can be used in many places outside of conflict.gODRequires a jewel of gold.When this spell is cast any creatures or humans nearby will take an immediate liking to the caster, and will offer aid and information. This illusion spell can only be performed if the caster is wearing a jewel of gold.KINRequires a gold-backed mirror.In battle, a gold backed mirror must be pointed at a creature when this spell is cast. An exact replica of the enemy will then be created under the caster’s control. However, should either creature die, both will disappear.PEPRequires fire water.A potion of fire water taken while casting this spell will give the caster double or triple their normal strengths. The effects are temporary, but usually last long enough to aid in battle or enable some feat of super strengthROKRequires stone dust.Special stone dust must be thrown at a creature as this spell is being cast. Within seconds, the intended victim will petrify quickly becoming a grey stone statue.You may be relieved to know that f AL is the counter-spell for ROK (and vice versa; counter-spells work both ways.)NIPRequires yellow powder.The caster must cast this spell on his or her own body. The caster will then become exceedingly quick and may run, speak, think or fight at three times the normal speed.
However, this spell requires the caster to sniff yellow powder before casting.HUFRequires a galehorn.In order to use this spell, the caster must possess the galehorn, a trumpet-like instrument which plays a discordant note. The spell is cast onto the horn and it is blown in a particular direction. As the spell takes effect, a tremendous wind rushes from the trumpet.