Spelling Book

* mn m mn Spelling Books are magic objects found common among young Wizards to help them learn basic spells and rules of the magical world and acting as a Complete Guide To The Entire Magical World. They contain not only incantations and materials for spells, but also drawings and descriptions of various magical species, Maps, Recipes, Lost Words, Languages, Potions, Fairy Stories, Spells, Myths & Legends, everything you might need to cope in a world of magic.

## Object Information

### Usage

To help young Wizards learn spells and the rules of the magical world

## Magical Subjects

* Magical Species
* Maps
* Recipes
* Lost Words
* Languages
* Potions
* Fairy Stories
* Spells
* Myths & Legends
* Divination
* History of Magic
* Magical Herbal Work
* Wizard Laws
* Ancient Runes
* Musical Music
* Tree Studies
* Enchanted Objects
* Starcraft
* Magical Combat
* Charms
* Defence Against Dark Arts and Creatures
* Alchemy
* Illusion Creation
* Flying with Magic
* Telepathy
* Invisibility
* Enchanted Locations
* Object Animating
* Curses
* Shapeshifting and Transfiguration
* Famous Beings of the Past, Present and Future
* Care of Magical Creatures
	+ Care of Magical Pets
* Word and Number-Learning
* Wort-Cunning
* Leechdom
* Magical Transportation
* Monster Assault Techniques

## Physical appearance

Part of it is invisible due to contact with invisibility potion, another burned to near-illegibility, and its out-of-order pages tend to drop out. But it is still in good enough shape to be read by Wish, and help her in her travels.

## Known uses

* Xar (original owner)
* Wish (current owner)
* Bodkin (occasionally)

## Pages

***Introduction***

***Hello! Welcome to the Spelling Book***

*To use, simply tap out your question on the letters below*

> *A B C D E F G H I J K L M N O P Q R S T U V W X Y Z*
>
>

*Please Note: If the Spelling Book malfunctions, you will unfortunately have to turn all 6, 304, 560 pages YOURSELF. Sorry about that.*

***JUMBO FRILLY-EARED DREAMER GIANT***

*There are many different species of Giants: Frost Giants, Collosalclumpers, Dreamers, Monumentors . . . Despite their name, Giants actually come in various sizes.*

*Short Legged Giants like this one (a Jumbo Frilly-Eared Dreamer Giant having a thought . . .) have very long arms so they are excellent climbers.*

*Most Giants are herbivorous and about the size of the treetops, so they can hide from Raptorgriff flocks flying above the Wildwoods.(see page 2, 000, 041)*

***LONGSTEPPER HIGH-WALKER GIANT***

*Longstepper High-Walker Giants make huge holloways (sprite word for 'paths') as they wander the wildwoods, thinking great thoughts about life on earth and the mysteries of the universe.*

***GRUNTLEOGRE ROGREBREATH***

***ROGREBREATHS I HAVE KNOWN:***

***THE STINKY ARMPIT GRUNTLEOGRE ROGREBREATH** (Hairy-backed version)*

*The Gruntleogre puts cow poo under his armpits as a charming perfume to attract a female Gruntleogre for a mate. YUCKY But true.*

***WARNING**: DO NOT ATTEMPT TO REASON with THIS MAN. HE ISN'T VERY REASONABLE*

***SPELLING***

***your Handy Magic Guide to How it Works***

*Most sprites are too small for their Magic to have any effect on larger creatures than themselves all on its own. Their Magic must therefore be concentrated in small 'spells' like little balls or 'bombs' that the sprite keeps in a spell bag around its waist.*

*The sprite also has a quiver of wands, and when a Spell need to be launched, the Sprite chooses the correct wand for the Spell, and WHACKS it towards the victim*

***DIFFERENT TYPES of SPELLS***

* *Fire Spell*
* *Growing Spells*
* *Invisibility Spell*
* *Water Spell*
* *Love Spell*
* *Spell of Forgotten*
* *Thunder Spell*
* *Stink Spell*
* *Curse Spell*
* *Reconstruct Spell*
* *Curse Spell*
* *Flying Spell*
* *Exploding Spell*
* *Light Spell*
* *Dark Spell*
* *Time Spell*

***IMPOSSIBLE NOTIONS***

***No. 34721: SPELLING***

***"Hvae you ntoiecd taht it deos not ralely matetr the odrer you put the ltteres in as lnog as you hvae the frist and lsat ltteres in the rghit plcae?** (**Translation**: Have you noticed that it does not really matter the order you but the letters in as long as you have the first and last letters in the right place?)*

***SPRITE CURSES***

*In the world of **MAGIC**, words have **POWER**, so **CURSING** is s very powerful weapon. The Droods (Druids) have made quite an art of it.*

*'May yoo get a cold that makes your nose drip like a snotty streem of bogey-sludge for **FIVE HOLE WEEKS** and may yore armpits itch like they are being bitten by were-rats . . .'*

*'May yoo be swallowed by a cow, that is eaten by a whale, that is on its way down to the dreeriest depths of the sandiest wastes of the endless and bottomless ocean. . .'*

'May you be grouwnd by the teeth of a **GREAT GREY OGRE** a into teeny little pieces of **DUST** much smaller than the **FLIES** of an **ITCH-SPRITE**!

*(**PLEASE NOTE**: Sprites have a **ARTISTIC** approach to spelling - they think it doesn't matter what **ORDER** the letters are in, as long as you understand what they have written)*

***WITCHES***

*Witches are extinct, so here at the Spelling Book, we cannot show you a picture of a Witch, because nobody alive has ever seen one in a hundred years.*

***1.** **We have no idea.***

***2. Don't try running. They'll catch you.***

***3. You could use Iron — but Magic people are allergic to Iron.***

***4. See point 1, above. Oh, and don't look at them. Just looking at a Witch can scare a person to death.***

***LOST WORDS***

*As the Longstopper High-Walker Giants criss-cross the forests of the Wildwoods, their heads smoking, they are also collecting LOST and ENDANGERED words. The giant's view is, if you lose the words to DESCRIBE things, how can you THINK about them.*

*Here are some sprite words for things that are in danger of becoming lost:*

* ***FIZMER**: Rustling noise in grasses*
* ***DRAGONCOLD**: Weather so freezing it makes the breath smoke, so that people look like dragons*
* ***HAAREIS**: Frost growing like fungus on dead wood*
* ***WILL 'O' THE WISP**: Trails of light following after sprites as they fly through the woods*
* ***HOLLOWAY**: Paths made through wildwoods by wandering giants*
* ***COWBELLY**: Word for mud at the bottom of a river*
* ***ELF-LOCKS**: The tangled hair of sleepers*
* ***GHOST TRALES**: The light trails made by sprites at night time (see also: Will 'O' The Wisp)*
* ***SNAILY SLUDGE**: The revolting bogey-trails left by a Rogrebreath*
* ***FLITTERS**: To move house, go walkabout*

***SPELLING STAFFS***

*A beginner Wizard, like Xar, can only use a Spelling Staff made out of Birch, by Wizard law. Oak is a all-round magic choice for teenage and more experienced young wizards, while willow is used for healing. Ash is used for spells of healing and object enchantment, but it can be hard to control. Blackthorn is a dangerous wood, staffs made of it used mostly for Spellfights and Dark Magic. Only the very greatest Wizards, like Great Enchanters, can use a staff made out of yew.*

***LOVE-NEVER-LIES POTION***

*If you drink, smell or eat Love-Never-Lies Potion, you will fall in love with the next person you see. It is also a truth drug. The liquid turns from red to blue when the person holding it is telling a lie.*

***COLOURS***

* ***Blue** (truth)*
* ***Smoky Indigo** (Lie)*
* ***Black** (Absolute WHOPPER Of A Lie)*

***THE MAGIC EYE***

*Very, very rarely, a Wizard or other magical being is born with a Magic Eye. This is a very powerful Magic, but can be difficult to train and control. It is often associated with enchanters who have more than one life. The Magic Eye allows the Wizards to perform Magic without a staff (normally a skill that takes decades to learn).*

***BLOODY BARBEARDS***

*Bloody Barbeards are dangerous mer-people who live in the Drowning Forest. They have a grudge against all Wizards, the reasons for which have got lost over the centuries, but any Wizard found swimming in the Sea of Skulls will be dragged down to the bottom of the ocean by a Bloody Barbeard.*

***THREE-HEADED BUGBEARS***

*Bugbears are large, annoying creatures with great tracking abilities. Once they are on your trail, they will very rarely give up. Three-Headed Bugbears are even more annoying then most, sometimes becoming VERY dangerous. As their name suggests, they have three heads that work in harmony. The left head if armed with a mouth filled with saber-like fangs, the middle as a neck capable of stretching into the treetops for prey and the right is invisible.*

***TWO-HEADED SABRE-TOOTH WEREWOLVES***

*Werewolves do not only come out at night, as the legend suggests, and some are more friendly than others. The Two-Headed Saber-Tooth Werewolf is remarkably speedy and savage, so best avoided (unless you are a fast runner)*

***INVISIBILITY***

*Invisibility is a Magical power to be used with caution, even with those who are naturally born with this power, because if you stay invisable too long, it can start to affect your mind in dangerous and unpredictable ways.*

***FIRE-COLLECTING***

*For Perdita, fire represents a source of light and wisdom. The fire that she burns in the grate at Pook's hill, (or in her own fire-box, if she has to travel) is part of a fire that has been burning for many, many years, back into deep and distant time, and therefore she must never let it go out.*

***DRAGONS***

*Dragons had long ago retreated to the freezing cold of the northern polar regions, but ever since the end of the Ice Age, they have been moving south, and many dragons now make their homes in the jungles of the wildwoods*

***FLUFFBUTTLES***

*Fluffbuttles are creatures whose innocence and lack of defence methods puts them in peril in the dangerous wildwoods. This is not helped by the fact that they have a slight problem with camouflage because of the fact that they have a large a distinctive target mark on the end of their fluffy taild. Werefoxes are their main predators.*

***THE RUNIC ALPHABET***

*The Magic of Runes is one of the most powerful versions of magic. Users of this form of magic can either carve the runes into objects (such as runestone tablets) or chant/sing the names and sounds of the runes (galdr) to cast spells.*

***DWARVISH FOR BEGINNERS***

* ***akh** — For*
* ***Akh sartos oen dûrgrimst!** — For family and clan!*
* ***alfrell** — Kind*
* ***arn** — white*
* ***arûna** — To bless*
* ***ascûd** — steel*
* ***ascûdgamln** — Fists of Steel*
* ***astim** — sight*
* ***athrid** — leave*
* ***Az** — The*
* ***Azt jok jordn rast** — Then you may pass.*
* ***bahst** — in*
* ***barzûl** — to curse someone with ill fate*
* ***barzûlegûr** — curse(n.)*
* ***barzûln** — to curse someone with multiple misfortunes*
* ***belard** — guest*
* ***belgond** — pledge*
* ***beogh** — kneel*
* ***borith** — chief, arbitrator*
* ***brâgha** — great*
* ***brak** — fool*
* ***carharûg** — messenger*
* ***carkna** — danger*
* ***carn** — one*
* ***dar** — it*
* ***delva** — an end*
* ***dem** — change*
* ***derûndân** — greeting*
* ***dom** — be*
* ***dômar** — weak*
* ***dorzada** — love, adoration*
* ***drâth** — tree*
* ***dûnost** — beard*
* ***dûr** — our*
* ***dûrmgrist** — clan (literally, “our hall,” or “our home”)*
* ***dweirv** — play*
* ***edaris** — blood*
* ***erôth** — earth*
* ***erôthknurl** — a stone of earth (literally, “earthstone”)*
* ***eta** — no*
* ***Etzil nithgech!** — Stop there!*
* ***farthen dûr** — our father*
* ***fel** — frost*
* ***fild** — who*
* ***formv** — this*
* ***formvn** — these*
* ***frekk** — want*
* ***fûthmér** — create*
* ***gáld** — bright*
* ***gaml** — hand*
* ***gar** — time*
* ***gauhnith** — safe*
* ***gerdûm** — word*
* ***goroth** — place*
* ***grimst** — house, hall*
* ***Grimstcarvlorss** — arranger of the house*
* ***Grimstnzborith** — clan chief*
* ***Grimstbelardn** — guest*
* ***had** — land*
* ***harng** — how*
* ***harûg** — message*
* ***hefthyn** — guard*
* ***heim** — helm*
* ***hert** — what*
* ***hiem** — head*
* ***hírna** — likeness; statue*
* ***hort** — moment*
* ***hreth** — shade, shadow*
* ***hrenth** — when*
* ***Hwatum il skilfz gerdûmn!** — Listen to mine words*
* ***Ignh az voth!** — Bring the food!*
* ***il** — to*
* ***ilf** — it is*
* ***irânû**— make*
* ***is** — do*
* ***isidar** — rose*
* ***isidar mithrim** — star rose (the star sapphire)*
* ***isû** — that*
* ***jok** — you*
* ***jordn** — may*
* ***jurgen** — dragon*
* ***Jurgencarmeitder** — Honoured Visitor*
* ***knurl** — stone; rock*
* ***knurla** — dwarf (literally, "one of stone"; plural is knurlan)*
* ***knurlafn** — women*
* ***knurlagn** — men*
* ***knurlar** — they, them*
* ***kóstha** — foot*
* ***kyth** — city*
* ***länok** — beware*
* ***led** — neck*
* ***mann** — tall*
* ***meitder** — ride*
* ***mensagh** — enemy*
* ***menthiv** — son*
* ***menwarrev** — memory, remember*
* ***mérna** — pool, lake*
* ***mezzintar** — daughter*
* ***mithrim** — star*
* ***môgh** — bear (v.); carry*
* ***Nal, Grimstnzborith!** — Hail, King (Grimstnzborith's name)*
* ***narho** — i*
* ***narrvel** — gem*
* ***né** — we, us*
* ***nithgech** — there*
* ***nos** — has*
* ***oc** — are*
* ***oeí** — yes; affirmation*
* ***oen** — and*
* ***os** — let*
* ***otho** — faith*
* ***qena** — was*
* ***rak** — of*
* ***ragni** — river*
* ***rast** — pass*
* ***rath** — work*
* ***roth** — speak*
* ***sagh** — friend*
* ***sartos** — family*
* ***sesti** — holy*
* ***sheilve** — coward*
* ***skilf** — me*
* ***skilfz** — mine*
* ***Skilfz** **delva** — Mine delva*
* ***sweld** — tear (as in crying)*
* ***thargen** — flesh*
* ***thrond** — eye*
* ***tor** — from*
* ***ûdim** — will*
* ***un** — thus*
* ***und** — warrior*
* ***urû**  — elders, sages, wise men*
* ***var** — without*
* ***vargrimst** — clanless, banished*
* ***vik** — scratch (n.)*
* ***vlorss** — to arrange, manage*
* ***vol** — endless, eternal*
* ***volfild** — all who*
* ***vond** — happen, take place*
* ***vor** — by*
* ***voth** — food*
* ***vrem** — sorrow*
* ***vren** — war*
* ***vrenht** — story*
* ***vrron** — enough*
* ***werg** — the dwarves’ equivalent of ugh (used humorously in the place name werghadn; werghadn translates as either “the land of ugh” or, more liberally, “the ugly land”)*
* ***wharn** — also, as*
* ***warrev** — forget*
* ***wonnû** — ring*
* ***zeitmen** — honour*

***DWARF CLANS***

*The dwarven nation was split into 13 clans, one ruling clan and 12 other clans to support the ruling clan. Each clan was composed of a number of dwarven families. All clans were interlinked and held a specific function within society. Each clan also rules over a particular dwarven city, which not just to main clan resides in but also many minor clans.*

*This lists the 13 main clans, their name's meaning in Dwarvish, their trade and a brief history of their clan.*

* ***Dûrgrimst Ingeitum** — the fire workers;smiths — The ruling clan of not just the dwarves of their territories but also the other 12 clans, their regain stretching to the beginning of the dwarven kingdom in the distant past. A clan of metalworkers and master smiths, the metalwork of the Ingeitum is second to none.*
* ***Dûrgrimst Ragni Hefthyn** — The River Guards — guard the border of the dwarven realm along the Âz Ragni river. They are skilled river mariners and trade largely in sea and river food, trading not just with other clans but also with various other creatures along the Âz Ragni and connecting rivers as the largest dwarven shipping port.*
* ***Dûrgrimst Ebardac** — Keepers of Knowledge — a clan of scholars, authors, philosophers and artists, they inscribe the history and tales of the dwarves onto scrolls and distribute them across the land.*
* ***Dûrgrimst Quan** — Speakers of the Gods — The smallest clan of dwarves that act as the Priests of the Dwarf Deities, they are responsible for the dwarves religious duties, maintaining dwarven tradition and storing the dwarven gold, so, despite these small numbers, they hold a large influence in dwarven society.*
* ***Dûrgrimst Feldûnost** — Beards of Frost (frostbeards) — The Feldûnost clan are an agricultural tribe, tending the Feldûnost herds and fields, who they rely of for food, equipment and trading. The tribe is most famously for it's acts of heroism during the Last Witch War. During this ago of bloodbaths, Dûrgrimst Feldûnost bravely stayed out in the open while the other dwarves hid, to tend their sacred animal, the Feldûnost that provided the milk and meat that kept the dwarves from starving in the bloody battles and were responsible for sending food to the fighting dwarven warriors.*
* ***Dûrgrimst Nagra** — Boars — As fearsome as their animal namesake, the Nagra, this tribe is probably one of the wildest dwarven tribes, bred warriors so fearsome that they are only outdone by the fighters of the warriors of Dûrgrimst Vrenshrrgn. They are skilled hunters and gardeners, using the various equipment and food they gain from the animals they hunt and the plants they grow in trade, capable of hunting down fearsome Nagra or growing Blueflame Berries*
* ***Durgrimst Az Sweldn rak Anhûin** — The Tears of Anhûin — a tragic clan of dwarves devoted to mourning their history. Before the coming of the Warriors, they were among the oldest, richest families of the dwarves kingdom. Their doom was sealed, though, by two mistakes: they lived on the western edge of the Beor Mountains, and they volunteered their greatest warriors in King Indertionin's service against the Witches. Sadly, this was not enough to stop them and during the Battle of the Plains of Shadow many of them where slaughtered on the plains by the Witches, and only a few survived. Then the cursed witches flew on the dwarves, killing many. Of that clan, only the clan's leader Grimstcarvlorss Anhûin, her children and her guards survived. Anhûin soon died of grief, her throne was inherited by her oldest child, Grimstcarvlorss Kílfídorthion and her men honored her took the name Az Sweldn rak Anhûin, The Tears of Anhûin, covering their faces to remind themselves of their loss and their desire for revenge. They rebuilt the clan over the decades, waiting and hunting for recompense, still despising not just witches but also wizards.*
* ***Dûrgrimst Vrenshrrgn** — War Wolves/Wolves of War — named after the Shrrg wolves, their name meaning "War Wolves" in the dwarven language. The Vrenshrrgn train to fight and are expert armor and weaponsmiths. Even when they aren't fighting, Vrenshrrgn always where a helm carved in the gleaming masterpiece image of a snarling wolf's head, which they gain at the age of five.*
* ***Dûrgrimst Ledwonnû** — Crafters of Beauty — a tribe of jewelers, weavers and farmers who trade mainly in accessories and natural foods and know how tend to flowers like no one else.*
* ***Dûrgrimst Gedthrall** — Stone Carvers — Expert carvers, the dwarves of Dûrgrimst Gedthrall have been assigned to carve or assemble some of the most exquisite carvings in the dwarvern world. The Dwarves of Dûrgrimst Gedthrall live in close alliance with the dwarves of Dûrgrimst Ingeitum, Ledwonnû* *and Knurlcarath, often trading with them for the metals, stones and gems the tribes supply for their architecture.*
* ***Dûrgrimst Fanghur** — Serpents of the Sky — a tribe of dreaming inventors and traders of all kinds of trades, they are experts in animal taming and selling many goods, many clans relying on them for supplies. During war, the clan bends nature to their advantage, using the land to help them repel invaders. The build their villages and cities in the treetops or hidden in dense forests. Their paths lead enemies into swamps and over cliffs. Their traps trip invaders into holes and pools, and throw them into thorn bushes and drifts of snow. Neither is the sky any safer for invaders, as the mountains the Fanghur clan resides in is the home of not just all five of the creatures native to the Beors, but is also the home of many dragons, both of whom the Fanghur dwarves live in harmony with.*
* ***Dûrgrimst Knurlcarathn** — Stonemasons — as their suggests, the Knurlcarathn are the stoneworkers clan and, in men with unbreakable determination and material goods, they have no equal, for every other clan depends upon their expertise for the tunneling and the building of their abodes, and even the Ingeitum depend on them to mine the ore for their smiths.*
* ***D******ûrgrimst Urzhad** — Cave Bears — a clan of warriors who fight best in the mountain's forests, the Urzhad trade largely in medicines, herbs, forest and mine products, and wooden objects and structures. The clan is on close terms with Dûrgrimst Vrenshrrgn and are close allies, usually trading and marriage is common between the two clans.*

## Appearances

* The Wizards of Once
* Twice Magic
* Knock Three Times