When 15-year-old Abel discovered Ferryl Shayde, the disembodied sorceress, and freed her from her 200 years trapped in a pit, he never bargained on finding out about magic. Though when she moved into his tattoo and began the lessons, it all seemed like a lot of fun for him and his friends. They even added just a little magic to the board game Abel and his two best friends were developing.
But magic is everywhere and a hint is enough to lead some people into casting their first glyph. A growing number of beta players, fellow students testing the game, are discovering their own magic, leaving Abel and his friends scrambling to teach them enough to stay safe. As more and more entities look closer at Brinsford, Abel's village, he and his friends desperately try to learn enough magic to protect themselves and their families. That would be much easier without homework and parents interfering. The sorcerers, magical creatures and vicar Creepio Mysterio all seem interested in whatever powerful creature or artifact lies at the heart of Castle House, a big, spooky old house wreathed in powerful magical protection.
Abel and his friends are the only ones who can pass through the magical barrier around Castle House gardens. But what will they risk to get inside Castle House itself?