Tag Archives: fantasy worlds

Necronomicon Enchanter: Fifth of Uslar, Whose Name Was Lost Magic

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret. 

Previously:

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories. The first four categories favor ambient Sye magic.

Enchanters Forbade Themselves From Weaving the Church Spells
Enchanters Forbade Themselves From Weaving the Church Spells

Today’s post covers the last category that represents all non-Enchanter magic. The Enchanters call the spells here the Fifth of Uslar, Whose Name Was Lost. It includes Church Magic, plus unclaimed and forbidden enchantments.

Origin of the Fifth of Uslar, Whose Name Was Lost

The roots of this rather odd name came when the original Enchanters and Church Magicians divided Sye’s magic for their respective camps. The Enchanters named the category ‘Fifth of Uslar’ as an alternate name for Church Magic, since the Enchanters did not wear Uslar stones from a fifth Sye element. By agreement with the Church, the Enchanters forbade themselves from weaving the Church spells.

The Church Magicians named the fifth category ‘His Divine’s Lost Name’ after the sixth high priest that oversees Church magic. Upon assuming the post of His Divine, the candidate abandons his Common and Secret Names, and answers to only his title.

Enchanters Shortened the Phrase
Enchanters Shortened the Phrase

The Enchanters shortened the phrase to ‘Whose Name Was Lost.’ The Church Magicians responded by lengthening the category name to the ‘Fifth of Uslar, Whose Name Was Lost.’

Allowed Practitioners

The Magic Guild and Enchanter Schools do not practice any magic from the Fifth of Uslar category because some spells counteract the Enchanter’s magical essence. The Enchanter Grandmasters have laced their School’s foundation spells to stop the Enchanters who weave a Fifth of Uslar spell. Because the Magic Guild is the business arm of the Enchanters, guild Maji’kers are also forbidden to weave these spells.

Freelance magic workers sometimes practice the Fifth of Uslar spells, but the ungoverned craft is risky because it has no formalized safeguards protect the spell casters.  Sciomancers, Priests, Enforcers, Clerics, and His Divine practice Church Magic.

Enchanter Harm Spells Disables an Enchanter's Ability to Produce Essence
Enchanter Harm Spells Disables an Enchanter’s Ability to Produce Essence

Inside the Lost Name Magic

Shunned spells encompass three areas: those that harm Enchanters, those that harm Church Magic, and rogue magic.

The Enchanter Harm spells either disables an Enchanter’s ability to produce magical essence, or harms Sye’s ability to keep magic balanced. Spells that destroy Sye’s natural essence production are also in this group.

Church Harm spells interfere with the Marriage Rings magic, and includes harassment enchantments for the dead. Necromancy with dead bodies and unwilling souls fall in this area, along with tampering with the buffer area separating the land of the living (Sye)and the home of the dead (The Fields of Yalu).

Church Harm Spells Include Harassment Enchantments for the Dead
Church Harm Spells Include Harassment Enchantments for the Dead

Rogue Magic are spells that spawn magical chaos. In Sye, their magical world naturally seeks the pooling and distribution of magical essence to all creatures that need it.

Enchanter and Church magical disciplines are in harmony with Sye’s natural magical flows. Rogue eddies sometimes form, and paired Church and Enchanter magicians can disperse the eddy back into natural flow channels. Fifth of Uslar magicians delight in causing magical unbalance, and create rogue eddies that sicken nearby magical creatures.

Also see:

Necronomicon Enchanter: Aer and Fyre Magic

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret.

Previously: Necronomicon Enchanter: Earthe and Mer Magic

Overhead View of an Aer Enchanter's Essence During Spell Weaving
Overhead View of an Aer Enchanter’s Essence During Spell Weaving

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories.

Four categories favor ambient Sye magic: Earthe, Mer, Aer, and Fyre.

The last category represents all non-Enchanter magic, primarily spells by the Church, plus unclaimed and forbidden magic. Today, the discussion focuses on the ambient Sye enchantments of Aer (air) and Fyre (fire).

Aer

Aer Enchanters use their powerful magical essence to form spells that cleanse air for breathing, and to shape clouds into whimsical forms. These magicians hold friendly competitions during the Midsummer Festival, and create complex misty sculptures from a mere dish of water. The most talented Aer Enchanters can animate their foggy creations, and make their enchantments whisper words to onlookers.

An Entry in the Aer Novice Category at the Midsummer Festival Contest
An Entry in the Aer Novice Category at the Midsummer Festival Contest

The Aer Enchanters also bring rain for crops. For farmlands with excess rain, these magicians can also divert rain to produce more arid conditions.

To influence the weather over a large area, several Aer Enchanters must combine their efforts. They use the considerable essence from a nearby Enchanters’ School to fuel these large weather spells.

Aer magicians also influence the winds. They encase their most common spells inside of charms, which produce breezes to stir the stuffy air in a room. Aer magicians also delight in the antics of birds and other flying animals. Almost all Aer Enchanters keep dragonettes as pets.

Fyre

Fyre Enchanters Burn Magical Essence to Create Cool Flickering Flames
Fyre Enchanters Burn Magical Essence to Create Cool Flickering Flames

Enchanters that practice Fyre magic specialize in two aspects. The first specialty creates flames and light.

Fyre spells burn magical essence, so Fyre Enchanters constantly refine their spell craft to create ever-more-efficient light and flame enchantments. Fyre charms and spells are cool to the touch, and can be handheld. Fyre Enchanters put these charms  in wall brackets, lamps, and sconces.

The second Fyre specialty favors the production of heat, using traditional fire that consumes combustibles. These Fyre charms function as hand warmers. Talented Fyre Enchanters can create long-lasting consumable fires by interlacing the spell with burning magical essence

Next time: Necronomicon Enchanter: Fifth of Uslar, Whose Name Was Lost Magic

Also see:

20,000 Curious Came to See the Show

What a mad, grand day for Lita Burke’s blog. 20,000 views. Smiles from Lita for all of you lovely and curious Gentle Readers who visited.

Lita's Bestiarum Vocabulum
Lita’s Bestiarum Vocabulum

Suppose there was a mad carnival, and 20,000 souls came to see the show. Oh, so many wonders await the bold who visit here in Lita’s fantasy worlds.

Have fancy to visit the zoo? Over here is Lita’s  Bestiarum Vocabulum. Inside is where the magical creatures wander about, and the people are in cages. Visit the fairies in the forest, boggarts in their boxes, and mermaids in the Seduction Pool.

Enchanters of Sye Tower
Enchanters of Sye Tower

Climb the steps in the Enchanters of Sye tower. At the top are Sciomancer ghosts, affectionate dragonettes, and lovely women.

Meet a retired Enchanter who runs a well-respected magical curios shop. Perhaps you want a trinket that summons a chatty ghost. Here is another charm that bewitches the tongue, and makes you profess your undying love of donkeys.

Such fun, but we must be on our way. Don’t leave the tower without your luscious Enchanter’s essence kiss.

Islands Float Above the Ocean in the Clockpunk Wizard
Islands Float Above the Ocean in the Clockpunk Wizard World

This path leads to the floating islands of the Clockpunk Wizard wing. Around the back are its aerodrome docks, where a friendly weredog waits for you on the gangplank of a wizard’s airship.

The best seats are on the forward deck. Waiting for us is a minor demon in a mechanical man body. He offers us a tray of treats. Taste as many you dare:

Hear a Woodland Nymph Play a Fiddle
Hear a Woodland Nymph Play a Fiddle

Lita says thank you to all Gentle Readers who visited this mad and grand blog that is the gateway into her fantasy worlds.

There are many new tales are on the way for the main stage. Workers are building more sideshows, and expanding the choice in the tasty book booths.

Stop by anytime to perhaps hear a woodland nymph play a fiddle, and indulge in the fun.

Also see “10,000 Curious Came to See the Show

Necronomicon Enchanter: Earthe and Mer Magic

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret.  

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories. Four categories favor ambient Sye magic. The last category represents all non-Enchanter magic, primarily spells by the Church, plus unclaimed and forbidden magic.

Earthe Enchanter
Earthe Enchanter

Earthe

Enchanters that practice Earthe magic specialize in two aspects. The first specialty is the steady and abiding enchantments of rock and soil. These Enchanters use their powerful magical essence to sculpt stone into dwellings, and re-arrange the nature of fields to favor specific crops. Earthe mages can make the very rocks thrust up and out of the ground, and create rings of standing stones.

The second Earthe aspect favors the magic of plants, and the quick enchantments of land animals. These Enchanters delight in crop production, forest health, and cultivating flower beauty.

The Earthe mages in the Enchanter school at Halow oversee the essence creation process of the Old Forest trees. All Enchanters eat this tree essence, which causes profound thaumaturgical changes in their bodies. Enchanters generate human magical essence from the natural enchantments of the Old Forest trees.

Mer Enchanter
Mer Enchanter

Mer

The Mer Enchanters enjoy water spells. Mer magic also has two aspects. The first specialty is the quick effervescence of fresh water found on land, such as streams, lakes, and rain. These Enchanters can divert floods, change the course of a river, and construct dazzling fountains.

The second Mer aspect favors the deep power of saltwater seas. Mer specialists can summon marine life, turn the course of ocean currents, and influence storms over open water. These Enchanters can coax fish into fishermen’s nets, and divert destructive surf away from homes.

Next time: Necronomicon Enchanter: Aer and Fyre Magic

Also see: Necronomicon Enchanter: Evolution of Sole-Source Magic

Bestiarum Vocabulum: Ice Devil

The Bestiarum Vocabulum is the wizard’s encyclopedia of faerie beasties and mundane crossovers living in the lake and forest near Lita’s castle.

Ice Devil
Ice Devil

ice devil [īs devəl] noun, c.900; ON īss < Ger eis < OE īs < ME; c.1100; Sanskrit gurate; dia- + ballein to throw < Gr diabolos < LL diabolus < OE dēofol < ME devel; also ice hate

  1. Denizen of the Clockpunk Wizard world.
  2. A non-sentient magical creature composed of strong, negative emotions encased in ambulatory frozen water. An ice devil stands almost four feet tall, and bristles with icicles. The creature has a head, but no eyes. Ice devils immobilize their prey with a spell that numbs the limbs, and then stabs with the icicles. They feed on the victim’s blood and magic.
  3. Personages: Ice Devil pack in the Wager Island highlands in Old Bony Blue Eyes
  4. See: “Ice Devils

Fantasy at the Flicker Show

Step out with Lita. Let us go to the cinema, and meet some fantasy friends.

Authors Cave Fantasy eZineAuthors’ Cave presents its magical side in the March 2015 Fantasy eZine.

For these stories, leave the mundane behind. Meet the heroes and villains of ancient lands, hobnob with fellow wizards, and walk the deep forests with dryads.

Does Gentle Reader want to fly with dragons? Lita suggest you put on your flying gear, check twice to be sure you’ve buckled the saddle to your fire lizard’s back, and hop on. Then read the enchantments from: March McCarron, Terry Maggert, C. B. Pratt, Lita Burke, Scott Collins, Charles Carfagno Jr., Mary Fonvielle, Maria Greene, and Colin Rutherford.

So turn down the lights, and turn up the flicker show. Enchantment is waiting for you.

Guild Matters Sye: Bird-of-Paradise

The Guild Matters Sye book whispers the arcane secrets of the Magic Workers and Merchant guilds.

An Earthe Green Dragonette
An Earthe Green Dragonette

The Bird-of-Paradise Flower resembles a dragonette in flight.

Wild blooms are blue, orange, and white. The plants grow in the warm and sunny coastal regions of Sye.

Maji’kers (Magic Guild mages) who keep dragonettes use the Bird-of-Paradise blooms in bouquets to represent their adored sentient magical pets.

Enchanters cultivate the Bird-of-Paradise in their gardens at the Five Schools, and use their magical essence to coax the flowers into the seven colors of the stones in their Uslar Rings:

  • Earthe (brown and deep green)
  • Mer (aqua and blue)
  • Aer (clear)
  • Fyre (scarlet and amber)
Bird-of-Paradise
Bird-of-Paradise

The Bird-of-Paradise retains spells fueled with Enchanter essence.

Easy spells make the flower flap “wings” and dip its head. More difficult spells detach the bloom,  make it flutter, and hover the bloom above the plant. The most advanced enchantments turn the flower into a tiny dragonette form. Enchanters can bespell an entire garden of Bird-of-Paradise. They turn the blooms into mewling miniatures, and the transformed flowers fly about and play with real dragonettes.

Also see: