Magical Terminology used
in The Heir Chronicles
AELF-AELING
(DH) Mind-burner. Burning of the mind by enchantment; a drug used
to enhance powers of wizardry on a short term basis.
Source: Anglo-Saxon
ANAWEIR
Non-Weir, non-magical people. Sometimes held in disdain by the Weir.
Have difficulty resisting any member of the Weir, but especially
wizards. Wizards often exploit their power over others.
ANAWIZARD WEIR
.Non-wizard Weir. The sorcerers, enchanters, warriors, and seers.
Have narrower, more specific powers than wizards. Do not use charms
or shape magic with words. Magic often requires direct or close
contact. Often more integrated with Anaweir. Tend to work in non-traditional
fields or artistic fields when they work for a living.
AMULETS
Magical pieces that enhance the power of the bearer, or confer new
powers
ARTIFACTS
Developed by powerful sorcerers in the past, these magical pieces
can be used by wizards to travel across distances or go unnoticeable.
Use of those talismans is little known except among students of
Old Magic. Examples: Dyrne sefa (trans secret heart from Saxon)
Dyrne Derian; secret harm in Saxon.). Shadowslayer is one of the
Seven Great Blades made by a powerful sorcerer centuries ago. The
art of making these amulets has disappeared.
 |
DRAGON HEART
A powerful sefa (artifact) said to be a deadly weapon. |
DYRNE DERIAN
A magical artifact; means “secret harm” in Saxon
DYRNE SEFA
A magical artifact with multiple uses that enhances the magical
gifts of the wizard who uses it; made by sorcerers long ago who
were more skilled than those of today
ELICITOR
One who has no magic him/herself, but draws magic out of others;
also known as an eviscerator
ENCHANTERS
Masters of mind magic. Ability to charm and influence, create emotion,
love and passion. Not easily identifiable by wizards even when their
power is brought to bear. Can change appearance in the eyes of others
to enhance their appeal. Some wizards can put up defenses to avoid
being overcome by enchanters. Can take a wizard unaware, sometimes
can even influence or persuade an aware wizard. Many enchanters
align with a wizard sponsor or Guarantor for protection.
GEFYLLAN DE SEFA
Means heart killer, an artifact designed to kill wizards
by destroying their stones
GLAMOUR
A sensory charm (visual, auditory, or both) that persists in the
absence of a wizard
OLD MAGIC
Earth magic, as opposed to the High Magic used by wizards. A more
basic, tactile, environmentally friendly kind of magic. Practiced
by the Founders of the Guilds before the Covenant was signed in
Raven’s Ghyll.
RAVEN’S GHYLL
Source of power for the Weir Guilds; traditional stronghold of wizards.
Located in Cumbria in the Lake District of England
SEERS OR SOOTHSAYERS
Can predict the future in a limited way, although prophesy is often
confusing. has more than one branch. Known as Wise Counselors. Wizards
often keep seers as advisors. Thought of as trickY by wizards. Prophesy
is always true, but often misleading.

SHADOWSLAYER
One of the Seven Great Blades made by sorcerers centuries ago; owned
by Susannah Downey; passed to the Heir, Jack Swift
SORCERERS
A Weir guild that works with materials, poisons, potions, fabric,
amulets. No spoken charms or through-the-air magic. Specialize in
small magics, for everyday use. Unable to influence others except
through materials. Perform some healing through use of herbs, hands-on
treatment. Affinity for gardens and animals.
TALISMAN
An object that provides protection to the bearer.
WARRIORS
Also called Weirlind. Powers are primarily physical (no mind magic
involved). Can overcome wizards in a physical fight, but usually
controlled by wizards through mind magic.
Originally were the backbone of the armies in the Wizard Wars prior
to establishment of the Rules of Engagement in the 1500’s.
The Rules established a system of tournaments to replace the Wizard
wars that had gone on since the War of the Roses. In the tournament
system, warriors are the ones at risk, and are often either killed
in tournaments or murdered by wizards from the opposing house before
the tournament ever takes place. Because of this, WARRIORS are a
dying breed, and WIZARDS spend considerable time trying to locate
WARRIORS to train them for the tournaments. Powers are enhanced
by magical weapons, swords and armor such as SHADOWSLAYER.
WAYMAKER
Another of the Seven Great Blades (see Shadowslayer).
WEIR
A family of people with magical powers with roots in Anglo-Saxon
Britain. All carry stones or crystals behind their hearts. The stone
is s repository of memory and power. If the stone is removed, the
Weir will die. According to legend, the stones of power were originally
taken from the Weirstone, a crystal outcropping in Raven’s
Ghyll in Cumbria, England.
The gift is passed down through families, but not all inherit the
stone, and some families are mixed, particularly in America. A family
of Weir came to America in the 1600’s to escape the bloodshed
in Europe. They later adopted the sigil of the Silver Bear. Many
of the Weir in America are unaware that they carry the gift. Wizards
have established genealogical databases to track and locate unaware
Weir. Powers can be suppressed through the use of certain potions
and preparations and are not effective in consecrated buildings
such as churches.
Anawizard Weir are not usually identifiable by wizards when they
are not using their powers. The Anawizard Weir can generally recognize
wizards through a kind of power aura. With the possible exception
of enchanters, use of power is usually immediately identifiable
by any heir.
Powers are not influenced by gender; men and women can inherit any
of the stones and so belong to any of the guilds.
WEIRBOOK
A magical and genealogical record book. Each member of the Weir
has one. Traditionally, the book is commissioned from the Sorcerer’s
Guild by the child’s parents, using the family Weirbook as
a template. Where blood is mixed, the nearest Weir relation stands
as godparent. Includes the specific genealogy of the child. Gifted
heirs are indicated in the genealogy by the following colors:
| Enchanters |
Warriors |
Sorcerers |
Wizards |
Soothsayers |
| Purple |
Blue |
Green |
Gold |
Red |
 |
 |
 |
 |
 |
WEIRSBANE
An extract of bracklewort, a seaweed that suppresses Weir powers.
WIZARDS
Most powerful of the Weir because of their ability to use High Magic
and charms, and their ability to control and influence other people
through mind magic. Wizards are very long-lived, and have long memories.
Ability to use power over distance. Charms shape and control power
and allow its sophisticated application. Can put up barriers, immobilize
people. Have limited ability to heal injuries, particularly those
caused by magic (use counterspells). Power varies among wizards,
depending on training and genetics. Untrained wizards “leak”
magic, causing bizarre events, and cannot put it to good use. Trained
wizards can generally recognize each other through a kind of aura,
although use of power is the most distinct sign of a stone. The
touch of a wizard has an electrical quality.
Raven’s Ghyll is the traditional hold of Wizards in Cumbria,
England. Members of the House D’Orsay have served as Masters
of the Games for the past several centuries. During the Wizard Wars
use of wizard power in battle was devastating. This resulted in
the establishment of the Rules of Engagement in 1532 and the implementation
of the Game, a series of tournaments that allocates power among
Wizards.
Wizards who choose to involve themselves in the Anaweir world are
often powerful politicians or very wealthy businesspeople because
they can influence others so easily. They have to devote very little
time to making a living, so have considerable time for Weir politics
and intrigue. Wizards are even more powerful vis a vis the Anaweir
than in relation to the other magical Guilds.

WIZARD STAFF
Staffs (staves?) are magical tools that enhance and concentrate the
power of wizards. They are not required in order to cast spells, but
may assist wizards in controlling large amounts of power. |