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⬖ LOCATIONS

Place of Power Bastion Counterpart (The World That Is) Point(s) of Interest Dunport-Salem The Circle New England Bierce Square, St. Dunsany's, The Ivy Hotel, The Portsgate

The Blackwoods The Circle New England Machen, Abandoned Shack, Janus Terminal

Dool

The Circle

North Ireland

Hanging Gardens - Nebuchadnezzar Ave, Ochrefriars, Sweeney Manor, Charon Pass, Madame Beauvoir's Interesting Insights

Dool Proper - Gatehouse, Rat-Post, The Bean and Stalk, Flamel Bridge

Undercity - N/A

⬗ GRIMOIRE

Spell School/Type Rarity Incantation Description Quicken Armspell - Self Common "Quicken" Increase the caster's speed. Fortify Armspell - Self Common "Fortify" Increase the caster's toughness. Bolster

Armspell - Self

Common

"Bolster"

Increase the caster's strength.

Summon Light

Lowspell - Utility

Common

"Allay the night with gleaming bright."

Turn ablaze closest source of light.

Repair Object

Lowspell - Utility

Uncommon

"Fix it through and make it true."

Return a broken item to its original state.

Summon Ale

Lowspell - Provision Rare "From the keg, a toast we beg" Fill container with ale. Fire Pilum Highspell - Fire Common "Blaze, Fire Pilum" Summon a fiery javelin. Fiery Breath

Highspell - Fire

Common

"Blaze, Fiery Breath"

Spew flames from caster's mouth.

Tempest Arrow

Highspell - Air

Common

"Shear, Tempest Arrow"

Produce a giant bow and arrow made of pressurized air.

Wind Walk

Highspell - Air

Unommon

"Flit, Wind Walk"

Make the caster float as wind gathers beneath their feet.

Titanic Stomp

Highspell - Earth

Common

"Quake, Titanic Stomp"

Stamp foot on ground to create a vertical fissure and a stalagmite.

Summit Sigh

Highspell - Earth

Uncommon

"Quake, Summit Sigh"

Raise rock from the ground.

Seismic Sense

Highspell - Earth

Uncommon

"Tremble, Seismic Sense"

Perceive even the slightest seismic vibration in the ground.

Red Aura Highspell - Light Uncommon "Glow, Red Aura" Maximize physical ability in exchange of magical prowess. Refractive Mirage

Highspell - Light

Rare

"Shine, Refractive Mirage"

Refract light to create magical copies of caster.

Ultraviolet Edge

Highspell - Light

Unique

"Radiate, Ultraviolet Light"

Light is concentrated into a single point and unleashed with devastating force.

Void Push Highspell - Gravity Uncommon "Repel, Void Push" Produce a repelling force. Wave Whip

Highspell - Water

Common

"Swirl, Wave Whip"

Create a tentacle whip out of water.

Frozen Tool Highspell - Ice Common "Congeal, Frozen Tool" Freeze water into desired shape. Cutting Hail Highspell - Ice Common "Congeal, Cutting Hail" Produce sharp sleet. Frigid Touch

Highspell - Ice

Uncommon

"Congeal, Frigid Touch"

Ice spreads from caster's touch.

Trap Rune

Highspell - Rune

Uncommon

"Trigger, Trap Rune"

Produce a rune that can be sprung like a booby trap. Third Eye

Highspell - Mind

Rare

"Augur, Third Eye"

Induce a state of deep concentration needed for clairvoyance and prophecy.

Viper Coil Relicspell - Clarent Unique "Seize your prey, Clarent" Capture and spirit away target. Form Shift Relicspell - Wyrdknife Unique None Change shape of relic at will. Danse Macabre

Birthspell - Blood

Unique

"Coagulate, Danse Macabre"

Summon sanguine tendrils that can control others like puppet strings.

Sanguine Rotation

Birthspell - Blood

Unique

"Bleed, Sanguine Rotation"

Spin blood into a pressurized projectile.

Sanguine Hardening

Birthspell - Blood

Unique

"Bleed, Sanguine Hardening"

Solidify blood into a protective plating.

Arrow Divergence

Birthspell - Blood

Unique

"Bleed, Arrow Divergence"

Shoot forth solid blood projectiles.

Gloomphase Cursespell - Witchcraft Forbidden None Meld into shadows to relocate. Shadelimb Cursespell - Witchcraft Forbidden None Coalesce shadows into a tentacle. Vanth's Requisiton

Cursespell - Necromancy

Forbidden

"Curse, Vanth's Requisition"

Bid the souls of the deceased to possess the bodies of living beings.

⬖ SPIRITS

Name Origin Family Standing Description Witch Antiquity Half-Life Being Sorcerer that forsook humanity in exchange for dark powers. Centaur Greek Half-Life Being Has the upper body of a human and the lower body of a horse. Satyr Greek Sprite Being Goat-like humanoid known to be mischievous and hedonistic. Dwarf Norse Half-Life Being Short and stout humanoid skilled with craftsmanship and related to stone. Piskie Celtic Sprite Being Diminutive fairy with plant-like wings. Goblin Germanic Sprite Being Small, grotesque humanoid that likes to live in dark places. Minotaur Greek Half-Life Being Has the body of a human and the head of a bull. Treant Celtic Elemental Being Sentient tree spirit that protects forests and nature. Gnome Renaissance Elemental Being Diminutive elemental associated with earth and gardens. Warg

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Norse

Monster

Creature

Cursed wolves that possess keen senses and are formidable in battle.

Barghest

Celtic

Monster

Creature

A ghastly black dog with fiery eyes, which can corrupt local wildlife.

Dryad

Greek

Elemental

Being

Nature spirit who lives in trees and takes the form of a beautiful young woman. Janus

Roman

Deity

Being

God of beginnings, gates, transitions, time, duality, doorways, passages, frames, and endings. Sagecap

Norman

Half-Life

Being

Humanoid mushroom with an elongated neck and a fungus cap for a head. Natural-born merchants and tradesmen.

Giant Snail

Norman

Elemental

Creature

Similar to its ordinary counterpart, but bigger and smarter. Has a symbiotic relationship with sagecaps.

Mail-Rat

Roman

Beast

Creature

Smarter than their counterparts, they have an excellent sense of direction.

Kobold

Germanic

Sprite

Being

Chthonic fairies that resemble a cross between a mole and a crocodile.

Half-Giant

Norse

Half-Life

Being

Offspring of a giant and a human. They have exaggerated features, and are known more for their brawn than brains.

Wereboar

Greek

Half-Life

Being

Humanoid boar native to Calydon, it is proud and fierce of nature when it comes to defending its territory.

Slime

Antiquity

Monster Creature

Amorphous puddle of jelly-like water that secretes an acidic component. It is blind.

Homunculus

Renaissance

Automata

Creature

Organic construct born from alchemical seeds and composed of whatever material they are sown in. They follow their master's bidding.

Ghost

Antiquity

Apparition

Being

The corporeal souls of dead sorcerers who, attached to worldly affairs, remained in the World That Is Not.

Will-o'-Wisp

Germanic Apparition

Creature

An atmospheric ghost light seen by lone travelers at night, especially over bogs, swamps or marshes.

Zombie

Voodoo

Apparition

Creature

An undead or possessed being, reanimated and bound to a Necromancer's will.

⬗ GLOSSARY

Term Meaning First Mentioned

Armspell Spell school dedicated to enhancing the body and, by extension, the weapon held by the caster. 013 The Blackwoods - Before the Hunt Arachnicode

A rare and costly method of communication which involves a trained spider "weaving" a message into a web. Used for secret and sensitive messages.

022 Grigori Society - Of Rats and Sermons Bastion One of the seven sorcerer governments that control the World That Is Not as per established in the Treaties of Dool. Each has the autonomy to deal with spirits within their jurisdiction as they see fit. 013 The Blackwoods - Before the Hunt Birthspell Spell school dedicated to unique feats of sorcery that are either personal or hereditary. 013 The Blackwoods - Before the Hunt Brigid Festival

A spirit celebration that takes place during late Spring, dedicated to the triple goddess Brigid: Smith, Healer and Exalted One. Poetry, games, food and drink abound, and it's one of the few times of the year where sorcerers and spirits gather congenially.

029 Grigori Society - Sweeney's Challenge

The Circle

The largest bastion, its jurisdiction is the British Empire and other English-speaking countries like America. Its capital is Dool, where the Treaties were originally signed. Ruled by the Council of Three.

006 Crossing - Lightfoot Cursespell Spell school dedicated to malfeasance and the forbidden. It is the realm of dark sorcerers and witches. 007 Crossing - Parting Gifts Deity Spirits that are borne of or have been irreversibly transformed by human worship. Most have faded with modernity, but some remain. 019 The Blackwoods - Janus and Janus Grigori Society Secret organization whose aim is to watch over the Blake bloodline, and to protect it from those that would see harm come its way: their mortal enemies, the Solomonari. 025 Grigori Society - Hard-Earned Answers Guild

Large organizations of sorcerers that belong to the same trade, who are completely autonomous of bastions, although with limited sovereignty. Their existence is guaranteed by the Treaties, much to the bastions' chagrin. 013 The Blackwoods - Before the Hunt The Hengeway

The Circle's pride and joy. A system of portals created centuries ago by long-lost sorcery, which interconnects most of the regions within the bastion via Terminals.

019 The Blackwoods - Janus and Janus Highspell

Spell school dedicated to elements and concepts, and as such, is the most extensive and widely faceted. 013 The Blackwoods - Before the Hunt Leonine Crusade

A global war that ended almost 600 years prior to the beginning of the story. Its biggest consequence was the Rive, which split the World That Was into two. 025 Grigori Society - Hard-Earned Answers Lowspell

Spell school dedicated to automating the trivial and the mundane, a cornucopia of provisions and utilities. 013 The Blackwoods - Before the Hunt Luparius

Pl. Lupari, they are one of the five guilds. They are excellent trackers and hunters, and use these skills in their pursuit as professional monster slayers. 012 The Blackwoods - Luparius

Macha's Rebellion

A civil war that ended almost 20 years prior to the beginning of the story. Spirits, fed up with their treatment under the bastions, rose up in arms and defied their sorcerer overseers. The bastions were victor. 018 The Blackwoods - The Road Goes On Magic

The very life-force from which reality is woven. It permeates everything and everyone, ubiquitous in nature, in the shape of currents. Sorcerers harness it to cast spells, and spirits coalesce from it. 006 Crossing - Lightfoot Monster

Spirits that are borne from corrupted magic or were transformed by it, they pose a dangerous threat to sorcerers, spirits, and even mortals. 012 The Blackwoods - Luparius Necromancy

A forbidden and forgotten school of sorcery that deals with raising the dead and other such malfeasance. Objectively speaking, it was one of the most powerful forms of cursespells.

031 - Ghostly Portents

Rat-Mail

The most common means of communication in the World That Is Not, the Rat-Post is one of the five guilds. Special rats and underground tunnelworks make for fast and safe delivery of messages. 022 Grigori Society - Of Rats and Sermons Raven Coven

A group of dark witches that claim direct descent from Befanna, the original witch. The origin of their corruption is unknown, but they all used to be female sorcerers. 004 Crossing - Drunkard's Alley Relic

An object enchanted with magic via sorcery. A spell has been imbued into it. 007 Crossing - Parting Gifts Relicspell

Spell school dedicated to the developing of relics and the correct usage of their imbued sorcery. 012 The Blackwoods - Luparius Spell

Act upon which a sorcerer harnesses magic, hones it with an incantation and releases it back into the world, altering it. 004 Crossing - Drunkard's Alley Spirit

Beings and creatures that are magic made physical, and thus sorcery comes as naturally to them as breathing. They have a complicated relationship with sorcerers. 010 The Blackwoods - Quid Pro Quo Sorcerer

Human who has the innate ability to sense and harness magic in order to cast spells. They are longer-lived than their ordinary counterparts, if not killed in their pursuit of power. 006 Crossing - Lightfoot Solomonari Order

Secret organization whose aim is to facilitate the second coming of their master, which is inextricably linked with the Blake bloodline. As such, the Grigori Society have long been their sworn foes. 025 Grigori Society - Hard-Earned Answers Treaties of Dool

Series of laws and rules drafted after the Rive created the World That Is Not. Bastions were drawn up, guilds given their precious liberty, and spirits condemned to centuries of exploitation. 006 Crossing - Lightfoot Triagonal Trials

A tradition of the Circle in which young sorcerers ready to start their education undergo three trials, in which their elders can assess future potential, and the bad apples returned to the World That Is. 025 Grigori Society - Hard-Earned Answers Warlock Corps

Police-officers and militiamen both, they are the armed forces of the Circle. Spirits have nothing but contempt for the corps, and sorcerers are terrified of them at best. Easily recognizable in their iconic purple garbs.

021 Grigori Society - The City of Wonders Wildspell

Spell school dedicated to nature and the primordial. It is the realm of trance-users and shamans. 013 The Blackwoods - Before the Hunt The World That Is

The mundane half of reality, upon which mortals have existed ever since the Rive occurred. With the rapid changes brought about by the Industrial Revolution, it is gaining in size. 006 Crossing - Lightfoot The World That Is Not

The magical half of reality, upon which sorcerers and spirits have existed ever since the Rive occurred. It is slowly shrinking in size as magic seeps away. 006 Crossing - Lightfoot The World That Was

Reality before it was sundered at the end of the Leonine Crusade, wherein the mundane and the magical coexisted within the same plane of existence. 022 Grigori Society - Of Rats and Sermons

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