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* AllJustADream: At the very beginning of ''Sorcerer'', you find yourself attacked by a Hellhound. You have no choice but to let the beast kill you. Thankfully you wake up in the Guild lodgings, realizing that it's all just a dream. However, when you find the AIMFIZ spell and use it to locate Belboz, you get warped into the same forest path with the same Hellhound, turning this into "OrWasItADream"


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* DreamingOfThingsToCome: In ''Enchanter'', if you sleep in bed in a tower a few times, you'll encounter dreams of wandering in a darkened place without any light or possessions while being surrounded by strange faces; or of a cartoon version of yourself wandering up the endless spiral staircase. All of these are clues that may help you press on through the game.
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* CuttingTheKnot: In ''Enchanter'', there is a jeweled egg with all the Gordian handles and buttons needed to open it. There are a few ways to open it, and besides the time-consuming way, you either break the egg to get a shredded scroll, or you can use the REZROV spell on the egg... [[SelfDestructingSecurity only for the egg to open and reveal a shredded scroll anyway]] (don't worry, it just needs repairing).
** Later on, you come across a jeweled box with the MELBOR protection spell, bound shut by magical coils of thin Gordian rope that prevent the box from opening (and not even REZROV can open it). You only need a knife to cut the rope, and the only way to obtain the knife is by HumanSacrifice... [[DeathIsCheap provided that you have the right kind of spell that can help you cheat death]], of course.
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* NoOneCouldSurviveThat: Toward the end of ''Enchanter'', [[spoiler:when you come face to face with Krill, he seems utterly surprised to see you alive, as he thought his hairy slaves had killed you in a HumanSacrifice ritual]]. This is also {{Justified|Trope}}, since you had the OZMOO spell on yourself to help you cheat death.
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* DeathIsCheap: Most of the games have a mechanism for bringing the protagonist back to life. Examples: In ''Sorcerer'' dying actually simplifies a certain puzzle (if you have the GASPAR spell enabled); in ''Spellbreaker'' you get brought back to life at the Boneyard (the place for the Death Cube) after you get killed. In ''Enchanter'', with the OZMOO spell enabled, you die briefly via HumanSacrifice... only to return to life in the same place seconds later... with a sacrificial dagger in your chest and [[FeelNoPain no pain in your body at all]], even when you pull it out.

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* DeathIsCheap: Most of the games have a mechanism for bringing the protagonist back to life. Examples: In ''Sorcerer'' dying actually simplifies a certain puzzle (if you have the GASPAR spell enabled); in ''Spellbreaker'' you get brought back to life at the Boneyard (the place for the Death Cube) after you get killed. In ''Enchanter'', with the OZMOO spell enabled, you die briefly via HumanSacrifice... only to return to life in the same place seconds later... with a sacrificial dagger in your chest and [[FeelNoPain no pain in your body at all]], even when you pull it out. (Toward the end of ''Enchanter'', [[spoiler:Krill seems surprised at your "revival", as he thought his hairy ogre servants had [[NoOneCouldSurviveThat ritually killed you]].]])
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* DeathIsCheap: Most of the games have a mechanism for bringing the protagonist back to life, and in ''Sorcerer'' dying actually simplifies a certain puzzle.

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* DeathIsCheap: Most of the games have a mechanism for bringing the protagonist back to life, and in life. Examples: In ''Sorcerer'' dying actually simplifies a certain puzzle.puzzle (if you have the GASPAR spell enabled); in ''Spellbreaker'' you get brought back to life at the Boneyard (the place for the Death Cube) after you get killed. In ''Enchanter'', with the OZMOO spell enabled, you die briefly via HumanSacrifice... only to return to life in the same place seconds later... with a sacrificial dagger in your chest and [[FeelNoPain no pain in your body at all]], even when you pull it out.

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* ChekhovsBoomerang: The GIRGOL spell in ''Spellbreaker''. And it has to be used at the last second the first time around. [[spoiler:It will soon come back to help you once again toward the end of the game, provided that you copy it onto a blank scroll and get the BigBad to paralyze you in an earlier time of the final confrontation.]]



** In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'.

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** In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'.action.'
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** If you [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ fail the copy protection]] in ''Spellbreaker'', the game lies to you and tells you that you passed it. Many hours later, at the very [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ end of the game]], Belboz will suddenly appear and imprison you below the earth, with no warning as to why, what you did wrong, or when.

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** If you [[http://www.[[https://web.archive.org/web/19970805225821/http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ fail the copy protection]] in ''Spellbreaker'', the game lies to you and tells you that you passed it. Many hours later, at the very [[http://www.[[https://web.archive.org/web/19970805232746/http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ end of the game]], Belboz will suddenly appear and imprison you below the earth, with no warning as to why, what you did wrong, or when.
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* CopyProtection: Only two games in the series each have one: In ''Sorcerer'', you need to unlock the trunk containing the AIMFIZ spell in the cellar of the Guild Hall by looking up the creature name in Belboz's journal and referring to the Infotater (packaged within the game) to search for the combination color code for one of the twelve creatures in said Infotater. And in ''Spellbreaker'', when Belboz asks you a test question in the String Room, you'll need to look up the six Enchanter Cards (also packaged) to find the correct answer in one of them so that he'll give you a key for later use.
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* MythologyGag: The series makes some cameos from the ''VideoGame/{{Zork}}'' series (namely, the Adventurer and the map, the Zorkmid, the Grue Repellent, and the temple of HumanSacrifice from the magic table in the Scenic Vista).

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''For the arcade pinball game called'' Sorcerer, ''[[Pinball/{{Sorcerer}} click here.]]''

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''For the arcade pinball game called'' Sorcerer, ''[[Pinball/{{Sorcerer}} click here.]]''
here]].''


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* HumanSacrifice: In ''Enchanter'', hairy ogres make a sacrificial ritual in the castle's temple, and you are chosen as soon as you enter. And for good reason, too: it is necessary to get the sacrificial knife in order to cut the ropes that bind the jeweled box shut that contains the MELBOR spell... [[DeathIsCheap provided that you survive getting sacrificed with help from the OZMOO spell]].

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* ControllableHelplessness: In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'.

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* ControllableHelplessness: ControllableHelplessness:
**
In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'.action'.
** Also, in ''Spellbreaker'', [[spoiler:the BigBad freezes you in the final confrontation, leaving you unable to do anything but watch him carry out his evil scheme.]]
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That part is definitely not true, at least on any version I played.


* ControllableHelplessness: In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'. Even the RESTORE, RESTART, and QUIT commands are blocked.

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* ControllableHelplessness: In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'. Even the RESTORE, RESTART, and QUIT commands are blocked.
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I did a LP of Spellbreaker a while back, and the key doesn\'t explode. Instead, it\'s the same message as if you try to attack Belboz at the Enchanter\'s Retreat.


** If you [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ fail the copy protection]] in ''Spellbreaker'', the game lies to you and tells you that you passed it. Many hours later, at the very [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ end of the game]], a vital object will explode and kill you when you try to use it, with no warning as to why, what you did wrong, or when.

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** If you [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ fail the copy protection]] in ''Spellbreaker'', the game lies to you and tells you that you passed it. Many hours later, at the very [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ end of the game]], a vital object Belboz will explode suddenly appear and kill imprison you when you try to use it, below the earth, with no warning as to why, what you did wrong, or when.
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* TimeStandsStill: The recurring Girgol spell does this.
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** Spellbreaker is this for the trilogy itself. [[spoiler:The ultimate source of the problems is InherentInTheSystem, since any sufficiently powerful sorcerer will have an evil shadow; and even if you were to win, it would only be a matter of time until one managed to destroy everything. Of course, you ''don't'' even manage to win cleanly, leading to a DownerEnding.]]
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* VancianMagic

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* VancianMagicVancianMagic: Spells have to be memorized each time you want to cast them, although apparently you can "master" a spell to retain it in your mind permanently.
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* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water almost indefinitely -- but only almost, and there is no sustenance otherwise available in the game, effectively giving the game a time limit. ''Spellbreaker'' [[AvertedTrope dispenses with starvation mechanics entirely]].
** The time limit in ''Sorcerer'' is 8,000 turns after drinking the potion, enough time to finish the game...and restart and finish again...and possibly again. It effectively doesn't exist at all.

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* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water almost indefinitely -- but only almost, and there is no sustenance otherwise available in the game, effectively giving the game a time limit.indefinitely. ''Spellbreaker'' [[AvertedTrope dispenses with starvation mechanics entirely]].
** The time limit in ''Sorcerer'' is 8,000 turns after drinking the potion, enough time to finish the game...and restart and finish again...and possibly again. It effectively doesn't exist at all.----
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----

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----** The time limit in ''Sorcerer'' is 8,000 turns after drinking the potion, enough time to finish the game...and restart and finish again...and possibly again. It effectively doesn't exist at all.
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''For the arcade pinball game called'' Sorcerer, ''[[Pinball/{{Sorcerer}} click here.''

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''For the arcade pinball game called'' Sorcerer, ''[[Pinball/{{Sorcerer}} click here.''
]]''
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''For the arcade pinball game called'' Sorcerer, ''[[Pinball/{{Sorcerer}} click here.''

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* TheMagicGoesAway: The threat of this sets off the plot of ''Spellbreaker''. [[spoiler:In the end, making it happen is the only way to defeat the antagonist.]]

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* TheMagicGoesAway: The threat of this sets off the plot of ''Spellbreaker''. [[spoiler:In the end, making it happen is the only way to defeat the antagonist. You get a rank of "scientist" for completing the game, since wizard is no longer a useful occupation.]]
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The time travel method in Spellbreaker is unrelated to GOLMAC.


* TimeTravel: The time travel spell, GOLMAC, is used for puzzles in ''Sorcerer'' and ''Spellbreaker''.

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* TimeTravel: The time travel spell, GOLMAC, is used for a series of puzzles in ''Sorcerer'' ''Sorcerer'', and a rather more fundamental method is used in ''Spellbreaker''.
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* IfICanOnlyMove: At the end of ''Spellbreaker'', the BigBad paralyzes you and then starts a JustBetweenYouAndMe speech that goes on just long enough to let you make one move at the last second to stop him. Unfortunately, by that point [[DownerEnding your options are limited]].

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* IfICanOnlyMove: At the end of ''Spellbreaker'', the BigBad paralyzes you and then starts a JustBetweenYouAndMe speech that goes on just long enough to let you make one move at the last second to stop him. Unfortunately, by that point [[DownerEnding your options are limited]]. Even more awkwardly, you have to deliberately provoke him into paralysing you as soon as possible, so the paralysis wears off in time for you to act; if you try to remain under the radar he'll eventually paralyse you anyway and it won't wear off until after he's already won.
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* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water almost indefinitely -- but only almost, and there is no sustenance otherwise available in the game, effectively giving the game a time limit.

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* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water almost indefinitely -- but only almost, and there is no sustenance otherwise available in the game, effectively giving the game a time limit. ''Spellbreaker'' [[AvertedTrope dispenses with starvation mechanics entirely]].

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* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water almost indefinitely.
** Said potion will eventually wear off, given a long enough time frame, requiring you to eat and drink again. However, there is no sustenance otherwise available in the game, effectively giving the game a time limit.

to:

* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water almost indefinitely.
** Said potion will eventually wear off, given a long enough time frame, requiring you to eat
indefinitely -- but only almost, and drink again. However, there is no sustenance otherwise available in the game, effectively giving the game a time limit.

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* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water indefinitely.

to:

* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water indefinitely.almost indefinitely.
** Said potion will eventually wear off, given a long enough time frame, requiring you to eat and drink again. However, there is no sustenance otherwise available in the game, effectively giving the game a time limit.
Is there an issue? Send a MessageReason:
None


* ControllableHelplessness: In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'.

to:

* ControllableHelplessness: In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'. Even the RESTORE, RESTART, and QUIT commands are blocked.

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from trope pages


The main magical mechanic involves learning magic words, such as BLORB, FROTZ and NITFOL, each of which has a particular effect.



* BewitchedAmphibians: The CLEESH spell turns a person into a frog or a newt.



* DemonicPossession: This is what's behind the mentor's strange actions in ''Sorcerer''. Letting the demon possess ''you'' is... not a good idea.
* FromBeyondTheFourthWall: In ''Enchanter'', you can summon an Implementor (that is, one of the developers of the game), who will make a comment about "fixing bugs" and then disappear.



* TheMagicGoesAway: Sets off the plot of ''Spellbreaker''.

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* IfICanOnlyMove: At the end of ''Spellbreaker'', the BigBad paralyzes you and then starts a JustBetweenYouAndMe speech that goes on just long enough to let you make one move at the last second to stop him. Unfortunately, by that point [[DownerEnding your options are limited]].
* InvisibleMonsters: The aptly named Unseen Terror from ''Enchanter''.
* TheMagicGoesAway: Sets The threat of this sets off the plot of ''Spellbreaker''.''Spellbreaker''. [[spoiler:In the end, making it happen is the only way to defeat the antagonist.]]



* SealedEvilInACan: In ''Enchanter'', your job is to defeat Krill without disturbing the Cosmic Horror that's sealed below his castle. The tie-in novel by Robin Bailey takes the tack that your character accidentally did release the thing, and now it's up to the book's protagonist to stop it.
* SelfDestructingSecurity: In ''Enchanter'' there's an mechanical egg with a scroll inside. No matter how you open it, the egg shreds the scroll so it's unusable. You later get a spell that allows you to reconstitute the scroll and learn the spell on it.
* ShoutOut: Some of the spell names; for instance, NITFOL, which lets you talk to the animals, is named after Creator/HughLofting.



* TurtlePower: ''Enchanter''

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* SteppingStonesInTheSky: ''Spellbreaker'' has this as a puzzle solution ... though it makes a little more sense jumping up rocks when you've ''[[TimeStandsStill stopped time in the middle of the rock collapse]]''.
* TimeTravel: The time travel spell, GOLMAC, is used for puzzles in ''Sorcerer'' and ''Spellbreaker''.
* TurtlePower: ''Enchanter''In ''Enchanter'', a turtle is one of the friendly creatures you encounter, and a useful ally in getting one necessary item.
* TwelveCoinsPuzzle: Implemented in ''Spellbreaker'' as a puzzle involving the magical power levels of a set of physically-indistinguishable white cubes.
* UnwinnableByDesign:
** In ''Enchanter'', the Kulcad scroll can only be used once. It cancels magic. Since every puzzle you encounter is basically a magical trap, the spell allows you to "cheat" your way past any one puzzle in the game. Doing this gives you no warning that you've done anything wrong -- until you get to the endgame and lack the spell you need to win.
** If you [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ fail the copy protection]] in ''Spellbreaker'', the game lies to you and tells you that you passed it. Many hours later, at the very [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ end of the game]], a vital object will explode and kill you when you try to use it, with no warning as to why, what you did wrong, or when.


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* VancianMagic


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* WizardNeedsFoodBadly: ''Enchanter'' requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in ''Sorcerer'' you obtain a magical potion that enables you to go without food and water indefinitely.
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from Infocom and Zork

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!!This series provides examples of:

* BagOfSpilling: In ''Spellbreaker'', the magic problem affects the protagonist's spellbook, causing you to lose the spells you gathered over the previous two games.
* ControllableHelplessness: In ''Sorcerer'' it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action'.
* DarkerAndEdgier: Than ''Zork''. You're thwarting the plans of {{Evil Overlord}}s instead of just searching for treasure in a cave and getting rid of a senile wizard along the way.
* DeathIsCheap: Most of the games have a mechanism for bringing the protagonist back to life, and in ''Sorcerer'' dying actually simplifies a certain puzzle.
* GuideDangIt: ''Spellbreaker'' was so hard the developers actually ''apologized'' and admitted most people would have to use a hint book to finish it.
* TheMagicGoesAway: Sets off the plot of ''Spellbreaker''.
* NonstandardGameOver: If you mess up in the endgames, you can get a negative score and the title "Menace to Society" for unleashing a horror upon the world.
* StableTimeLoop: One in ''Sorcerer'' and two interlinked loops in ''Spellbreaker''.
* TurtlePower: ''Enchanter''
* UnwittingPawn: In ''Spellbreaker'', [[spoiler:the player character]].
* WithThisHerring: In ''Enchanter'', you are a novice sent to kill Krill with almost no spells to start with. Gets a HandWave that Krill would detect a more powerful mage and raise appropriate defenses.
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The ''Enchanter'' trilogy is a series of InteractiveFiction games published by Creator/{{Infocom}}. It is set in the same world as the ''VideoGame/{{Zork}}'' series.

The trilogy consists of:

* ''Enchanter'' (1983) by Marc Blank and Dave Lebling -- The protagonist, a novice enchanter, is sent on a quest to defeat the evil warlock Krill, in the hope that he will be able to pass under the radar where a more powerful enchanter would be detected and defeated.
* ''Sorcerer'' (1984) by SteveMeretzky -- The protagonist, now a full member of the Circle of Enchanters, investigates when his mentor acts strangely and then goes missing.
* ''Spellbreaker'' (1985) by Dave Lebling -- The protagonist, now head of the Circle of Enchanters, investigates when the foundations of magic itself become unreliable.

The tone of the series gets darker as it progresses, and the puzzles more difficult.
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