Tag Archives: magician

Bestiarum Vocabulum: Wee Wildebeest

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

Wee Wildebeest
Wee Wildebeest

wee wildebeest [wē wildə bēst ] noun,  c.1835; < Afrikaans  wildebees < Dutch  wildebeest, means “wild”  wild + beest  “beast”; also gnu.

  1. Denizen of the Clockpunk Wizard world.
  2. A herbivore herd animal that eats grasses containing trace levels of ambient magic. Mature females stand six hands high (24 inches) at the withers; males reach nine hands high (36 inches). Males weigh 4-6 stone (55-75 pounds), and females are 3-5 stone (44-64 pounds). Because wee wildebeest are not sentient magical creatures, they cannot cast spells. Predators hunt them for the traces of residual magic in their flesh. Wild wee wildebeest thrive in the sere interior grasslands on large floating islands. Heat demons and wild wee wildebeest congregate for protection from predators. Grassland satyrs were the first to domesticate wild wee wildebeest.
  3. Personages: The wild herds on Veldt Island in Ephraim’s Curious Device, and the domesticated herds on the Raeburn Island ranchland in Old Bony Blue Eyes.
  4. See “Bestiarum Vocabulum: Grassland Satyr

Dramatis Personæ: Probability

The Dramatis Personæ is the roster of conjurers and sentient magical creatures staying in the many rooms, grottos, and byways of Lita’s castle. Here is an entry in the guest book for the Clockpunk Wizard Wing.

Miss Probability
Miss Probability

Probability [prä-bə-ˈbi-lə-tē] proper noun, c. 1550;  ME probabilis from probare to test < L probābilitās; also Luck’s Child, Luck’s Brat (derogatory), Daughter of Fickle Numbers, Baby Needs New Shoes

  • Profession: Heir-apparent for the Personification Office of Lady Luck
  • Race: Human, female, nine-year-old child
  • Appearance: Blue eyes, blond hair, medium build
  • Full Name: Amabel Probability Juliana Luck
  • Formal Title: Lady Luck to Be
  • Honorifics: Miss Luck, Miss Probability
  • Education: Homeschooled
  • Milieu: Probability is a denizen of the Clockpunk Wizard world
Probability's Home is a Castle in the Upper Wager Meadows of Fluke Island
Probability’s Home is a Castle in the Upper Wager Meadows of Fluke Island

Probability is the oldest child of Sorceress Lady Luck and Death’s Wizard Mephistopheles.

Her younger brother is Chance Luck, and her family awaits the arrival of a second daughter. Probability also has a grandmother, Sorceress Amabel, who was the previous Lady Luck.

Because the magic for the Death Personification Office is harmful to children, and her parents are estranged, Probability lives on floating Fluke Island with her mother and brother. Their home is a sprawling casino and castle complex in the Upper Wager Meadows. She has not met her father. Probability plans to visit him where he lives on Undying Island, beyond the rim of their plate-shaped ocean world, when she is old enough to survive the journey.

Probability is Gifted in Mathematics, Language, and the Magical Arts
Probability is Gifted in Mathematics, Language, and the Magical Arts

Probability is a precocious child in mathematics, language, and the magical arts. Her well-to-do mother hires the best tutors for the non-magical aspects of her children’s education.

Lady Luck personally teaches Probability and her brother the magical arts. Her mother anticipates that Probability will attend the Agatha University of Magical Arts and Sciences, and become the most powerful human sorceress of her generation.

As many girls are wont to do, Probability adores unicorns and horses. Her mother maintains a horse stables, and accompanies the children on frequent equestrian outings. Because unicorns need special care, Lady Luck has not yet acquired these magical sentient equines for Fluke Island, despite her daughter’s constant requests.

Lady Luck's Daughter is Called "Baby Needs New Shoes"
Lady Luck’s Daughter is Called “Baby Needs New Shoes”

Probability is not allowed in her mother’s casino until she becomes of age. Nonetheless, the little girl has a flawless mental ability to compute odds, calculate entropy decay rates, and mathematically predict when her brother will bring up a yucky boy’s topic during dinner.

Find out more about Probability’s adventures in these Clockpunk Wizard stories:

Praised by Readers’ Favorite with a 5 Star Review: Lita Burke’s Ephraim’s Curious Device

Ephraim's Curious Device – 5 Star Review by Jack Magnus for Readers' Favorite
Ephraim’s Curious Device – 5 Star Review by Jack Magnus for Readers’ Favorite

Readers’ Favorite recently read Lita’s fantasy novella, Ephraim’s Curious Device, and awarded it with a lovely 5 star review.

In Ephraim’s Curious Device, a wizard seeks a magical thingummy to free his kidnapped familiar. It is the second story in Lita’s Clockpunk Wizard series, where wizards with ~twisty~ magic live on a plate-shaped ocean world. The wizards fly their fantastic airships between islands that float far above the sea. Here is what the Readers’ Favorite reviewer had to say:

The Clockpunk Wizard series is a marvelous and magical melding of steampunk with epic fantasy that is fresh, original and really quite exciting.

Ephraim’s Curious Device is Book 2 of Lita Burke’s epic fantasy series, The Clockpunk Wizard. Kadmeion, a young wizard, and Sir Bright, his Metal-Man and companion, have been summoned by Lord Hissalumieon of Mevil City. When they get there, the lord and his wizard, Nob, inform them of the quest Lord Hissalumieon needs them to complete. Read more of the review…

Ephraim's Curious DeviceRead Chapter 1 of Ephraim’s Curious Device for FREE now.

Watch the Ephraim’s Curious Device book trailer.

The Ephraim’s Curious Device e-book is available now with instant gratification for Kindle US/UK, Nook, and Kobo.

Curious how the Clockpunk Wizard adventures began? See how Kadmeion befriended a very unusual familiar in Forever Boy–read Chapter 1 now for FREE.

Continue your explorations of the Clockpunk Wizard world in Old Bony Blue Eyes–read Chapter 1 now for FREE.

He Bewitched It with Look Away

Lanith and Nyle Went to Rune School to Learn About Tredan's Days as an Enchanter
Lanith and Nyle Went to Rune School to Learn About Tredan’s Days as an Enchanter

Lita takes Gentle Reader to the Enchanters of Sye world today, with an excerpt from her story, Tredan’s Bane.

Magical charms vendor Lanith, and Enchanter Nyle, have joined forces to search for Lanith’s missing husband Tredan. The two sleuths journeyed to the Rune School, and are now examining the various materials that Tredan left behind from his days as an Enchanter.

They discover that Tredan suffered from a long-term compulsion spell cast by the Enchanters’ adversaries, the Church Magicians. He left behind a charm that the Enchanter Grandmasters have safeguarded until now. Because the charm will harm any Enchanter that touches it, Lanith will check it while Nyle stands a safe distance away.

Nyle produced the case containing the tool set he had used earlier. He handed her a pair of magnifying spectacles. She removed the silk ties from the charm bundle, unfolded the sumptuous black velvet cloth, and spread it on the table. Tredan had created this charm under the pressure of a Church spell. He knew its magic was forbidden by the Enchanters. It must have been a horrible contradiction for him. Her heart was breaking.

Nyle Handed Lanith a Pair of Magnifying Spectacles
Nyle Handed Lanith a Pair of Magnifying Spectacles

A glance confirmed it was Tredan’s artistry. Lanith selected a tool. She slipped on the spectacles and adjusted the magnification. Lanith paused.

“Nyle?”

“Yes, Lanith?”

“Does the exposed charm affect you?”

“No effect.”

“Then it will stay dormant until fed essence. It’s one of Tredan’s standard designs. I don’t want to wake the interior spells. Instead, I’ll draw out the charm’s remaining essence. It’ll tell me plenty.”

She’d have this chance to taste his Enchanter essence after all. Lanith touched the charm with a tool, cleared her mind, and took the dot of her husband’s Enchanter magic from the charm.

Lanith Took the Magic from the Charm
Lanith Took the Magic from the Charm

Oh, Tredan.

What are these nasty spells doing inside of your lovely charm?

Lanith removed the tool, tucked it away, and set aside the spectacles. She clasped her shaking hands on the tabletop. Her tears came as a silent and anguish-filled trickle. Nyle put his hand on Lanith’s shoulder, leaned down, and pressed his cheek against hers. His sweet Enchanter essence warmed her skin. It soothed her heartache.

“What did you find?” Nyle asked.

“Tredan’s charm kills an Enchanter. It senses the closest Uslar Ring, extracts the Enchanter’s spirit, and captures the ghost.”

“Not even Sciomancers hold unwilling ghosts.”

“There’s more. Once a ghost is inside, this charm will animate the Enchanter’s body and allow the charm’s holder to control it. The holder can then command the Enchanter’s magic.”

Animating a Dead Enchanter
Animating a Dead Enchanter

“That’s terrible,” Nyle said.

“I knew nothing about Tredan’s proclivity with this ugly magic. Murder? Animating a dead Enchanter? I should have felt it with my magical empathy.”

“His Divine’s spell was thorough. It was impossible for you to have known.”

“This charm denigrates Tredan’s magic career,” Lanith said. “My heart doesn’t believe it. But the evidence is here.”

“The bad news is he’s written more spells after this one. Have you seen him with a journal?”

“Never.”

“Then he bewitched it with Look Away.”

(Tredan’s Bane excerpt Copyright 2012 by Lita Burke. All rights reserved.)

Read more in Chapter 1

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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:

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