Category Archives: Necronomicon Enchanter

Sye Magical Abilities Have Five Categories

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:

Fyre Enchanter

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:

Enchanters Thrust the Very Rocks From the Ground

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

Sciomancer Secrets

Necronomicon Enchanter: Clergy Secrets

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 Enchanter-generated essence is the sole source of human magic on Sye, the Church magicians buy it from the Magic Workers Guild. The clergy hide their dependency on Enchanter essence from Church parishioners.

Church Magicians Hide the Origin of Their Magic

Church Magicians Hide the Origin of Their Magic

To make its magic morally palatable, the Sye Church purifies the Enchanters’ essence. They collect the magic in founts, and then distribute the essence to the faithful with a device called a Magical Resonator.

Some of the most devout Church followers practice Essence Deprivation. This systematic abstinence from magical essence purifies the practitioner from the Enchanters’ carnal influences.

Since humans in Sye require magical essence to survive, the deprived soon break their abstinence vows and take in magical essence. Essence Deprivation followers risk insanity, poor health, and may suffer from what Enchanters call Essence Madness.

Find out more about the Enchanters, Sciomancers, and their ongoing struggles in the books from the Enchanters of Sye world:

Necronomicon Enchanter: Alternate Essence

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:

Some of Sye’s wild plants still produce magical power. These sources are weak compared to the potent essence that the Old Forest trees produce for the Enchanters’ consumption. The essence plants grow in the central highlands. Magically dependent animals, such as dragonettes, eat the magic plants to get their essence.

Tame Dragonettes Take Magical Essence From Enchanters

Tame Dragonettes Take Magical Essence From Enchanters

Except for a few abandoned experiments that yielded poor results, magical essence is only available for Sye’s human population via the Enchanters. Tame dragonettes live in the cities under the care of magicians who have a ready supply of Enchanter essence.

City-dwelling dragonettes no longer need to eat essence. They absorb it through skin contact with their human masters.

Magically satiated tame dragonettes can converse in simple sentences and are affectionate with dragonette keepers, and of course, with all Enchanters. The tame dragonettes like to gather in small groups on rooftops, sunbathe, and talk about their preferences for tasty fish and plants. Their multi-colored scales glisten like jewels in the sunshine.

Next Time: Clergy Secrets

Find out more about the Enchanters, Sciomancers, and their ongoing struggles in the books from the Enchanters of Sye world:

Enchanters Today

Necronomicon Enchanter: Sye’s Magic Today

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:

The sensual Enchanters and moralistic Church magicians share an uneasy interdependence in Sye today. The Enchanters’ ability to create essence has grown until they are the most powerful magicians in Sye.

Enchanters Are the Most Powerful Magicians in Sye

Enchanters Are the Most Powerful Magicians in Sye

Church magicians’ craft has also grown. The Sciomancers’ magical care of ghosts and afterlife matters are a strong counterpart to the Enchanters’ earthy pursuits.

Tensions have escalated since the current head Church magician, His Divine, took office. Early in his tenure, His Divine enacted the élite Enforcers.

By weaving spells to find the Uslar rings that only Enchanters wore, Church Enforcer Magicians used harsh measures to steal Enchanter essence. Enforcer persecution included harassment, kidnapping, and torture. Early Enforcers penetrated the Healer’s School and sabotaged one of the foundation spells. The ten Enchanter Grandmasters were able to correct the damage. To prevent other opportunistic Enforcers from entering the schools disguised as students, the Enchanters stopped teaching secular magic craft such as charm making, and spells that produce fire, water, wind, or soil.

An Enchanter With an Uslar Ring and Wearing a Personal Protection Charm

An Enchanter With an Uslar Ring and Wearing a Personal Protection Charm

After banishing the Magic Guild and Church magicians from the five schools, the Enchanters created myriad personal protection charms to thwart Enforcer magic when the Enchanters were outside the school walls. In a drastic measure to protect the fragile Enchanter spells, the Grandmasters forbade all but Enchanter Consents from entering the schools.

The Magic Guild is the go-between for the Enchanters and the Church. Only a quarter of the guild magicians have Enchanter Consent. The rest see to the magical dealings of the Merchant Guild and other non-Enchanter magical interests. Some non-magical guild members have Enchanter Consent, and these people must wear an insignia on their guild uniform that identifies their relationship with the Enchanters.

Next Time: Alternate Essence

Find out more about the Enchanters, Sciomancers, and their ongoing struggles in the books in the Enchanters of Sye world:

Sye's Enchanters Became the Most Powerful of Magicians

Necronomicon Enchanter: Greatest Sorrow

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. Today’s chapter covers the Enchanters’ sacrifice in exchange for being the most powerful magicians in Sye.

Previously:

Early Magicians Distilled Weak Magical Essence from Plants and Rainwater

Early Magicians Distilled Weak Magical Essence from Plants and Rainwater

Powerful Gains

The Enchanters had started as a small enclave of experimenters that distilled weak magical essence from plants and rainwater. They evolved into powerful mages that could see the future and cross Sye in five steps. They gained helpers along the way. The Merchant Guild formalized distribution networks for the Enchanters’ essence charms, and this reduced the attacks from the essence mad.

The Magic Guild became the business arm and handled many routine magical and mundane tasks. The Enchanters were then free to focus on essence-producing spells.

Establishing the five schools also brought powerful gains to the Enchanters. Each school specialized in two aspects of the Enchanter Discipline. The schools allowed them to train future Enchanters, plus educate secular magicians in general magic craft. By using the spells connecting the local Magic Guild to the sentient school, the Enchanters no longer gave essence directly to strangers.

Enchanter-Beautiful Eyes

Enchanter-Beautiful Eyes

Personal Enchantments

Because of the overwhelming allure caused by essence kisses, the Enchanters became selective in the magicians they picked for their personal companions. Some secular magicians specialized in receiving essence kisses directly from Enchanters, and began the practice of Enchanters’ Consent. Enchanters called their favorite consents Essence Partners. The complete enthrallment of Enchanter kisses made exclusivity impossible. The conservative non-enthralled people of Sye considered the consents’ magical specialty wanton behavior, and the Enchanters lewd opportunists.

Strife Over the Essence Kiss Nearly Toppled the Enchanters' Hard-Won Gains

Strife Over the Essence Kiss Nearly Toppled the Enchanters’ Hard-Won Gains

High magical essence levels not only improved the Enchanters’ ability to work spells, but also gave them robust health and attractive faces. Essence saturation was especially noticeable in the physical effect called Enchanter-Beautiful Eyes.

Compromises

Not everything was a win. The Enchanters had to compromise. Once the Enchanters trained their bodies to produce magical essence, they had to shed the essence or suffer physical complications. How the early Enchanters concentrated magical essence changed the world of Sye forever. They now had exclusive control producing human-usable essence.

Old Forest Trees Goaded the Enchanters Into Creating an Equally Strong Magical Counterpart

Old Forest Trees Goaded the Enchanters Into Creating an Equally Strong Magical Counterpart

Many non-magicians chaffed at the personal nature of the essence kiss and the Enchanter Consent magical specialty. The recipient’s subjection to the Enchanter was an intolerable moral pitfall. This strife nearly toppled the Enchanters’ hard-won gains with purifying magical essence. The sentient Old Forest trees goaded the Enchanters into creating an equally strong magical counterpart to the Enchanter magical discipline, and that was the Church Magicians.

Although the Enchanters remained the sole source for magical essence, the Church became the moral compass for Sye’s people. The Church Priests’ spells lay the foundation for a network of churches, hospitals, and burial yards in the Enchanter School cities.

Magic Workers Following the Church Magician Discipline Could Produce Families

Magic Workers Following the Church Magician Discipline Could Produce Families

Greatest Sorrow

About a year after they established the Church Magician discipline, the Enchanters learned a terrible truth. The privilege of producing magical essence in their bodies, and being the most powerful magicians in Sye, had a dear result for both the male and female Enchanters. They were no longer able to conceive. Even intimacies with fertile non-Enchanter partners failed to create children. On the other hand, magic workers following the Church Magician discipline could produce families.

Some Enchanters abandoned the discipline. They returned their Uslar Rings and stopped eating Old Forest tree essence. Of these, only half were able to procreate a year later. Subsequent essence-free years improved their ability to have children. But some retired Enchanters never regained the ability to produce families.

For the Ones That Stayed, the Schools Became Their Home

For the Ones That Stayed, the Schools Became Their Home

Sye magicians called this Enchanter infertility the Greatest Sorrow.

Many promising candidates did not become Enchanters because of this reason. For the ones that did choose the Enchanter discipline, the schools and other Enchanters became their home and family.

Next time: Sye’s Magic Today

Find out more about the books in the Enchanters of Sye world: