Tag Archives: magician

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

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:

Bestiarum Vocabulum: Nymph

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

Nymph
Nymph

nymph [nimf] noun, c.1350; ME nimphe < L nympha < Gr nýmphē bride; also water demon, wood demon, or air demon.

  1. Denizen of the Clockpunk Wizard world.
  2. A class of minor demons that inhabit automaton bodies, conceived of as beautiful maidens inhabiting the ocean, rivers, rills, woods, trees, air, mountains, meadows, etc., that attend a rural sorceress. Nymphs are known for their amorous freedom, which separates them from other minor demons. The nymph’s sexual forwardness is especially dangerous for male travelers far away from home.
  3. See “3 Naughty Ladies of Fantasy Fiction” and “Bestiarum Vocabulum: Dryad

Try a Spell to Play With Her Hair

Lita takes Gentle Reader to the world of Clockpunk Wizard today, with an excerpt from her story, Old Bony Blue Eyes.

Mermaids Ride in Water Pearls
Mermaids Ride in Water Pearls

Young Wizard Kadmeion, his assistant Sir Bright, and their three wee fairies are travelling on the wizard’s airship through a region called the Water Pearls.

These floating globes of seawater carry marine creatures far above the ocean surface, and the spheres often catch in airship sails. A mermaid’s Water Pearl has tangled in a mooring line on the cabin roof. The magic-ravenous mermaid lured the wizard’s fairies near her with a glamour spell. She tried to catch and eat the magic-befuddled fey-folk. Bright heard their cries, intervened, and saved their three tiny shipmates. He then summoned the wizard to join them on the cabin roof.

“I’ve wanted to speak with the merfolk for some time,” Kadmeion said to the mermaid. “But eating my fairies is not the way to win my regard.”

Eating My Fairies is Not the Way to Win My Regard
Eating My Fairies is Not the Way to Win My Regard

Bright felt the itch of the mermaid’s renewed attraction spell. Izlyesende gasped, pinched the narfleet’s ear, and relaxed when Bright’s natural glamour resistance protected the three fairies. Izlyesende kissed the squeezed spot in apology. Bright’s ear tingled from the fairy’s magic.

“Stop it, Madam Mermaid,” Kadmeion said. “Your trick will not work on me.”

Her glamour spell trickled away. This mermaid was a colorless, almost translucent being. She turned around once in her bubble, tried unsuccessfully to push her Water Pearl away from its mooring to the cabin roof, then curled into a waiting stance.

“Will you hold my hand, Sir Wizard?”

“You would surely bite me if I allowed that.”

Magic Too Long Denied Has Made Us Greedy
Magic Too Long Denied Has Made Us Greedy

“Mer has poor magical fare,” she said.

“Is that why mermaids savage wizards that fall into the sea?”

“Magic too long denied has made us greedy.” She brushed away her floating cloud of white hair, and gave it an impatient glance.

If you want to woo her cooperation, Kadmeion, try a spell to play with her hair, Bright mind spoke.

Bright’s suggestion earned him a glance, then a nod from the wizard. Kadmeion turned back to the fussing mermaid, and sang this spell.

“Lovely mermaid encased in Water Pearl,
You grace my airship with hair unfurled.
Beautiful silver tresses
Replace land-lady’s dresses.
Your hair now obeys me. Undulate. Curl.”

Kadmeion lifted his hand and made a delicate swirling motion. The mermaid’s long hair lifted away from her face, and mimicked the wizard’s hand movement. He made her locks sway and swim to his whim. Kadmeion first twirled the long strands around her slim waist, and spun them atop her head in a confectionary arrangement of braids and sparkling magical bits.

By the time he finished the spell, the mermaid’s eyes glowed with pleasure. Her smile was now friendly instead of predatory.

(Old Bony Blue Eyes excerpt Copyright 2013 by Lita Burke. All rights reserved.)

Read more in Chapter 1

View the book trailer on YouTube

Old Bony Blue Eyes on Amazon US

Old Bony Blue Eyes on Amazon UK

Old Bony Blue Eyes on Smashwords, Kobo and Goodreads

Book of the Dead: Marriage Ring Spells

The Book of the Dead explains the nature of Church magic in the Enchanters of Sye world.

Priests Weave Marriage Ring Binding Spells
Priests Weave Marriage Ring Binding Spells

marriage ring [mar ij ring] noun, c.1400; Anglo-Fr marier to marry < ME marriage; c.900; Ger ringen < ONor  hringja < OE hringan < ME ringen; also love rings

  • Physical: Metal charm consisting of 4 finger rings, no stone settings
  • Magic Type: Church/Binding
  • Spell Group: Corporeal Matters
  • Restrictions on Physical and Magical Construction: Priest only; all other secular, Magic Guild, and Enchanter magicians disallowed

Marriage rings are magical jewelry worn by couples to show fidelity, to bind their magic, and create a Church-approved family unit. Only a Priest may create the rings and weave the binding spells on the couple’s marriage day.

Marriage Rings Bind Their Magic
Marriage Rings Bind Their Magic

Each partner wears two rings. The first ring accesses the wearer’s magic, and the second binds them to their partner’s magic. Marriage rings contain the following three spells: Abiding Love, Fidelity, and Wander.

Abiding Love is the first spell, and it is the fundamental enchantment a Church Priest puts on a couple’s rings on their marriage day. This spell magically joins the rings, and the couple, using their Life Echo threads. When a spouse dies and passes to the Fields of Yalu, the Abiding Love Spell returns the dead spouse’s rings to the survivor, and terminates the couple’s magical binding.

Abiding Love Spell Joins the Couple Using Their Life Echo Threads
Abiding Love Spell Joins the Couple Using Their Life Echo Threads

The second enchantment on marriage rings is the Fidelity spell. It detects when spouses have been unfaithful. Disloyalty includes sharing physical intimacies and exchanging magical essence with a non-spouse. Unfaithfulness requires immediate magical intervention to correct the moral failure.

One caveat exists for the Fidelity spell. The Church allows a married petitioner to exchange essence kisses with an Enchanter during the Enchanter Consent test. If either spouse has an Enchanter-approved Consent ranking, the Magic Guild requires partners to sign waivers. This waiver allows the partners to continue taking magical essence from non-Church sources. The Enchanter Consent awardee must also wear a patch on their trades uniform tunic that shows their special magical status.

The third, called the Wander spell, senses when a spouse has lost love for their partner. Same as for unfaithfulness, waning love requires immediate magical intervention by a Church Priest to adjust the marriage rings’ enchantments.

Explore Sye’s history of Enchanter, Church, and secular magic in the Necronomicon Enchanter book:

Find out more about Sye’s Church magic in another entry from The Book of the Dead:

Read how Lanith uses marriage ring spells to find her kidnapped husband in these Enchanters of Sye stories: