Steve Jacksons Sorcery! Wiki
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Cloth skullcap is used for the TEL spell. It is very good at gathering information, however, some information is less useful than others, and thus the usefulness of the spell is heavily dependant on the target. For example, learning that a guard is bored or that a wild beast wants to eat you is not useful information at all, whereas learning a secret password is extremely useful.

Locations[]

Sorcery![]

  • Can be bought from a merchant in Dhumpus for 4 gp or an emerald.
  • In New Game +, the man in Cantopani has one. You may buy it for 8 gp or for 1 gp or you can steal it from him, or you make him afraid which will cause him to flee, abandoning the skullcap.

Sorcery! 2[]

  • Can be looted from the chainmaker if he is killed in combat
  • Can be looted from a crate in the river if you sink the slaver's ship.
  • Can be won from the man with the closed eyes sitting outside of an orphanage
  • "Sold" by the kleptomaniac gnome in the fallen quarter. Be careful as you will lose a random item.

Sorcery! 3[]

  • Can be looted from the centaurs in the northwestern part of the map, if you already have the Green-haired Wig.
  • Can be looted from the black elf dice players.

Sorcery! 4[]

  • Given to you by Colletus if you get passed him.
  • Can be looted from the black elf who you beat in a brawl in the tavern
  • Can be looted from the guard captain from the warehouse encounter
  • Sold by Nylock for 25 gp.
  • Can be found on the executioner's block
  • Can be found in the PEP tower
  • Can be found in the DUM tower, though it is hard to pick up.

Usage[]

Sorcery![]

  • TEL the bandits to make them both flee or to kill one and make the other flee.
  • TEL the goblin boss to receive useful information about the archmage's plans and to get a ring of green metal. If you meet Libra in Daddu-Lei in New Game Plus, she will instruct you to do this, and comment whether or not you have a skullcap.

Sorcery! 2[]

  • TEL outside the south gate to learn the password
  • TEL the guards inside the south gate to hear their thoughts
  • TEL Sirisi to learn she is fraud
  • TEL the Pilfergrass. This has no effect.
  • TEL the green-haired clown in the festival to hear his thoughts
  • TEL Angvar or Skullsplitter in the festival to hear their thoughts going into the fight
  • TEL the Cabinet of fortune to get information on Lorag and clues on how to beat the cabinet of fortune.
  • TEL the Mantisman to learn he is not a statue and is dangerous
  • TEL the firemaster to learn of his trap
  • TEL the carpet seller to learn of his trap
  • TEL Vangorn to know the cup is poisoned
  • TEL the crossbow creature to learn of Vik
  • TEL the councilroom guards to unlock some dialogue options that allow you in (talking about food or accusing one of the guards of being a thief)
  • TEL the guard while you are in the ship's hold to learn of Vangorn's relationship to Vik - a clue to getting out
  • TEL the orclings to avoid getting robbed
  • TEL Lorag to hear his spellline even if he asks you to leave
  • TEL Theetah to learn his name and his station as noble.
  • TEL the greedy well. This has no effect.
  • TEL the slime eater in the sewers to hear its thoughts
  • TEL the deathwraith in the gravehard to hear its evil thoughts.
  • TEL just outside Shinva's tomb. This has no effect.
  • TEL the deathwraith in Shinva's tomb. This also has no effect for some reason.
  • If you are captured by Sansas, you will not be able to cast TEL, and the gametext will inform you of this if you own a skullcap.

Sorcery! 3[]

  • TEL Shadrack's tree to become aware of Shadrack and make Shadrack's face appear.
  • TEL the rock slide to become aware of the rock demon.
  • TEL the forest near Bria's hut to learn of a "powerful mind"
  • TEL the woodcutter to hear his thoughts on sorcerors.
  • TEL at Bria's tomb. This has no effect.
  • TEL Bria's skeleton to communicate with her and unlock the final secret.
  • TEL the creature by the whirlpool to avoid being robbed by it and instead force it to give you 2 provisions
  • TEL the despair snake to enter a battle of wits with it. To win you will need to think of something that makes you happy. Your options are Vik (if you met him), Flanker (if he is your friend), Khare (if it is not destroyed), the bronze statue in Khare if you beat it and the first 3 options are not available, Urrustanti (if you saved it), your legendary sword (if you bought it), Tomas if you made him a pirate captain, Analand (if the last 3 options are not available), the elvin you saved from Khare jail (if you did save him), or finally Glandragor (if you met him AND are female)
  • TEL the bristlebeast to learn of the location of the water serpent and make it leave you alone
  • TEL the centaurs to learn of the ferryman's death
  • TEL the black elf leader while entering the camp to hear his opinion of you
  • TEL the black elf leader after being revealed as the analander to learn of his plans to betray you. You also unlock the option of bargainnig for your life; if you offer your compass, he will let you go.
  • TEL the dead black elf leader. This has no effect because he is dead.
  • TEL to find the burried head
  • TEL the burried head to hear its thoughts
  • TEL the boy who wants to hear his future to learn what he expects from you. Due to a bug, you only get to actually hear his thoughts if you have spoken to old Elthera. If you didn't then the text ends abruptly without actually describing the boy's thoughts.
  • TEL Manata to hear his thoughts. Beware of continuing the spell for too long, because it intensifies the hypnotising effects of his music!
  • TEL Manata after trying to cast JIG and then lieing to Manata about what you were doing. This will intensify the effects of Manata's music and turn you into a snake.
  • TEL Vancass. He will counter the spell.
  • TEL the priest of Throff to hear his thoughts.
  • TEL the wolf in the Klattabak beacon to learn it's backstory. You can feed it with raw/cooked meat/fish and pet it. Or you can get a clue about the seven spirits. Or you can learn of its weakness to get a combat buff while fighting it.
  • TEL the seven spirits. This has no effect.
  • TEL the guard to the Klattaman camp to hear his thoughts.
  • TEL the Klattaman craftsman to hear his thoughts.
  • TEL the red snake in the forest to learn it is the fire serpent.
  • TEL in Aliizi's hut to see her dreams.
  • TEL outside Fenestra's hut. This has no effect.
  • TEL Fenestra. She will counter it.
  • TEL the sun serpent to hear its thoughts.
  • TEL the marsh goblins to communicate with tem and acquire the goblin message.
  • TEL the corpse of the ferryman to get a clue to what happend to him if you have already cast RES on him (if you didn't, then the spell has no effect because he is dead)
  • TEL the shoal of fish to learn that there is a serpent on the south west island.
  • TEL the magic whale to hear its thoughts.
  • TEL on the northeast island to hear the sergeant's warnings to stay away.
  • TEL while on the beacon island. This has no effect

Sorcery! 4[]

  • TEL the figure in the far cave. This has no effect because the figure is dead.
  • TEL Fynn when he appears. The spell is blocked by the minimite's powers.
  • TEL the rope swing to learn of a trap.
  • TEL the ruined tavern to learn of the presence of something.
  • TEL the deathwraith in the crater to hear its thoughts
  • TEL in the pass to reveal the presence of guards and their thoughts
  • TEL the guard to the main gate to get a clue on how to get passed him.
  • TEL the sightmaster in the barracks to see his backstory.
  • TEL the ratbear in the secret passage, but you cannot decifer its thoughts.
  • TEL in the main square to get information. You will get the first piece of information to have not heard out of: the red eyes respect monks, no one enters the east or west parts of Mampang, the north road guards want to fight, the wanted status of the Analander (if it exists) and finally that the beggar woman hates sightmasters. If you have already heard all this information, then you will get random garbage instead.
  • TEL the sleeping farmer to see its dreams.
  • TEL while fighting the red eyes to dodge the eye attack. The attack will instead hit the red eye behind you, killing it.
  • TEL the Mucalutic in the treasury to become aware of the audience
  • TEL the Lynchbug to hear its thoughts
  • TEL outside the YAZ tower to counter it.
  • TEL in the YOB tower to hear the giant's thoughts
  • TEL at the door to the torture chamber. This has no effect.
  • TEL the Samaritans of Schinn to hear their thoughts; you may reveal yourself as the Analander to them.
  • TEL Cartoum to hear his thoughts. If he thinks you might know Celestine he will want to keep you alive. If the Analander is wanted he will be thinking of how to kill or capture you. If neither he will be thinking of Celestine. In addition, you will learn the name "Celestine" regardless of which state of mind the commander is in.
  • TEL in the high cells to learn that Ranii's thoughts are 'incredibly well guarded' if she is with you. If not you receieve nothing useful - lamentations of other prisoners if there are indeed other prisoners.
  • TEL Ranii while fighting goblins with her to hear the vault password.
  • TEL the mutant champion to get a 1 skill bonus during the fights
  • TEL the Mucalytic in the vaults to hear its thoughts
  • TEL the 3rd Throben door to counter it.
  • TEL on the roof after beating the game to be aware of the presence of eagles
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