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The Mesmerist

ebook
1 of 1 copy available
1 of 1 copy available

Thirteen-year-old Jessamine Grace and her mother make a living as sham spiritualists—until they discover that Jess is a mesmerist and that she really can talk to the dead. Soon she is plunged into the dark world of Victorian London's supernatural underbelly and learns that the city is under attack by ghouls, monsters, and spirit summoners. Can Jess fight these powerful forces? And will the group of strange children with mysterious powers she befriends be able to help? As shy, proper Jess transforms into a brave warrior, she uncovers terrifying truths about the hidden battle between good and evil, about her family, and about herself.

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  • Reviews

    • Publisher's Weekly

      January 16, 2017
      Smith’s second novel (after Hoodoo) opens in 1864 England, where 13-year-old Jess and her mother have been running supernatural scams ever since her father’s mysterious death some years earlier. One séance goes badly astray when Jess returns from her supposed trance with a message she hadn’t intended: “Ring around the rosy, pocket full of posies. Ashes! Ashes! We all fall down!” The handwritten message, signed only M, terrifies Jess’s mother, who immediately takes them to London, looking for help from the eccentric (and not entirely human) Lord Balthazar. Jess learns that he and her parents were part of a secret organization, the League of Ravens, which has fought evil for centuries. Now, that evil has returned and Jess, who unknowingly carries the enormous powers of a mesmerist, must lead the fight. The shape of the story is familiar, but Smith deftly brings Jess and her fellow Ravens to life and ramps up the violence to a fever pitch at the climax. This tale, though not for the faint at heart, is certain to please young horror fans. Ages 10–12. Agent: Adriann Ranta, Foundry Literary + Media.

    • Kirkus

      November 1, 2016
      Jess and her widowed mother eke out a genteel living in Victorian England as spiritualists, claiming to communicate with the dead; when a cryptic message replaces the fake they've prepared for a grieving client, her mother--terrified--insists they flee to London. There, sheltered by her parents' wealthy, half-faerie associate, Balthazar, Jess learns the three were members of the League of Ravens, using their genuine occult powers to defeat Mephisto, a diabolical gang reanimating the dead. Balthazar tells Jess she's a mesmerist, able to enter the minds of those around her. Joining the reconstituted league, Jess moves into a house in London's impoverished East End. Residents include Emily, who can conjure light, and Gabriel, whose gift relies on music--both plucked from a dismal orphanage to combat Mephisto. Jess is stunned, too, by the brutal poverty she sees. Her gift helps her empathize with its scarred victims, now threatened by a mysterious, deadly plague, its rapid spread blamed on communists and immigrants. Fear once prevented Jess from aiding Deepa, an Indian friend victimized by bias and hatred (Jess and the other characters appear to be white); now, she fights injustice in two worlds. Exploring fictional terrain far from the 1930s Alabama so powerfully conveyed in the award-winning Hoodoo (2015), Smith continues to display a deft mastery of worldbuilding and creepy, atmospheric plotting. A gripping tale enhanced by a convincingly detailed setting and drawing on classic fantasy memes. (Fantasy/horror. 10-12)

      COPYRIGHT(2016) Kirkus Reviews, ALL RIGHTS RESERVED.

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Languages

  • English

Levels

  • ATOS Level:4.7
  • Interest Level:4-8(MG)
  • Text Difficulty:3

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