Diane Duane Books in Order
Browse Diane Duane books in order, from Young Wizards to Star Trek, with short summaries, series guides, and easy suggestions on where to start.
Last updated: June 30, 2026
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Publication Order
64 books
The Door Into Fire
by Diane Duane
1979
A wounded prince, a gifted swordsman, and powerful allies are drawn into a dangerous quest across the Middle Kingdoms. Duane starts the series with adult epic fantasy that is intimate, political, and strange.
So You Want to Be a Wizard
by Diane Duane
1983
Bullied and hiding in the library, Nita finds a book that offers real wizardry. Taking the Oath pulls her into a partnership with Kit and a fight that reaches all the way to the Lone Power.
The Wounded Sky
by Diane Duane
1983
The Enterprise tests a radical new drive and ends up tangled in a crisis that puts reality itself under pressure. It is big-idea Star Trek with Kirk and company trying to think their way through disaster.
My Enemy, My Ally
by Diane Duane
1984
A Romulan commander is forced into an uneasy alliance with Kirk's Enterprise to stop something dishonorable and catastrophic. It is where Duane's Rihannsu saga begins, and it starts strong.
The Door Into Shadow
by Diane Duane
1984
The second Middle Kingdoms novel deepens the cost of power for Herewiss and the people around him. Personal histories, war, and the burden of what has already been awakened all keep pressing inward.
Deep Wizardry
by Diane Duane
1985
What begins as a beach vacation turns into an undersea wizardly crisis involving whales, sharks, and an ancient ritual that may demand Nita's life. The scope gets huge, but the fear feels personal.
The Romulan Way
by Diane Duane
1987
Part political thriller, part cultural deep dive, this novel opens the Romulan Empire from the inside. Honor, secrecy, and identity matter as much as plot, and that is exactly why it works.
Spock's World
by Diane Duane
1988
Vulcan may secede from the Federation, and Spock finds himself at the center of the argument. The novel balances a present-day political crisis with the long, difficult history of Vulcan itself.
EXILED
by Diane Duane
1989
This return to the world of *Keeper of the City* revisits a story of hidden magic, exile, and dangerous obligation. The city still has secrets, and leaving it never meant escaping them.
Keeper of the City
by Diane Duane
1989
A city with hidden powers and older loyalties at work needs a keeper more than anyone expects. This fantasy builds its tension around belonging, guardianship, and the cost of being chosen by a place.
Defenders of Ar
by Diane Duane
1990
A threatened realm called Ar becomes the center of a desperate fight over survival and control. This is one of Duane's more action-forward adventures, built around the strain of holding a line that may not hold.
Doctor's Orders
by Diane Duane
1990
Kirk leaves McCoy in command of the Enterprise as a joke on regulations, then promptly vanishes on an important mission. McCoy is stuck with the bridge, Spock cannot take over, and Klingons arrive to make everything worse.
High Wizardry
by Diane Duane
1990
Dairine Callahan finds a wizard's manual in the form of a computer and takes the Oath for herself. Her first adventure sends her far beyond Earth, and Nita and Kit have to chase after her before things go catastrophically wrong.
Mindblast
by Diane Duane
1991
The Space Cops crew faces a case shaped by mental pressure, fear, and the difficulty of knowing who can still be trusted. It opens the series with a future-policing feel and a strong dose of threat.
High Moon
by Diane Duane
1992
Another Space Cops case unfolds under lunar pressure, where crime and technology make a bad situation worse in a hurry. It is brisk, procedural science fiction with danger built into the setting.
Kill Station
by Diane Duane
1992
A fresh case sends the Space Cops into the dangerous close quarters of a station where violence and investigation are never far apart. The frontier setting keeps turning routine police work into survival.
The Door into Sunset
by Diane Duane
1992
The Middle Kingdoms story widens toward its most far-reaching conflicts as old wounds, powers, and loyalties all come due. Herewiss and his companions are forced to face what their choices have truly set in motion.
A Wizard Abroad
by Diane Duane
1993
Nita is sent to Ireland for the summer in hopes of getting her away from wizardry. Instead she walks straight into ancient relics, Irish myth, and another battle against the Lone Power.
Dark Mirror
by Diane Duane
1993
Picard and the Enterprise-D run into their brutal Mirror Universe counterparts and uncover a plan for invasion. It is a dark, clever TNG novel that asks how different the same people might become in another history.
Seaquest DSV
by Diane Duane
1993
A high-tech submarine roams Earth's oceans in a near future where the seas are the new frontier. This novelization of the pilot mixes underwater adventure with science, politics, and command pressure.
Spider-Man: The Venom Factor
by Diane Duane
1994
Murders and radioactive thefts seem to point toward Venom, but the truth is messier and worse. Spider-Man has to navigate the Hobgoblin, a copycat threat, and one of the least comfortable team-ups in comics.
Spider-Man The Lizard Sanction
by Diane Duane
1995
In Florida, Spider-Man collides with the Lizard, a dangerous scientific mystery, and Venom's separate hunt for the same prey. The result is part monster story, part thriller, and all trouble for Peter Parker.
X-COM
by Diane Duane
1995
Earth is facing alien attack, and the global defense force X-COM has to answer with research, strategy, and brutal field missions. This tie-in leans into the pressure, paranoia, and attrition of the game world.
Spider-Man: The Octopus Agenda
by Diane Duane
1996
Nuclear blasts, organized crime, and Doctor Octopus pull Spider-Man into a widening crisis. With Venom hunting the same target, Peter Parker ends up in another alliance he would rather avoid.
The Outer Limits, Volume 1
by Diane Duane
1996
A collection of stories inspired by The Outer Limits, where science fiction ideas tilt toward horror, irony, and dread. Each tale offers its own unsettling what-if.
Empire's End
by Diane Duane
1997
The X-Men are pulled into a crisis in the Shi'ar Empire, where court politics and cosmic danger collide. This one leans hard into the team's space-opera side, with interstellar stakes from the start.
Intellivore
by Diane Duane
1997
Picard's crew investigates a baffling threat that seems to feed on thought itself. Duane turns the problem into a tense TNG mystery where curiosity and intelligence both become part of the danger.
The Book of Night with Moon
by Diane Duane
1997
Rhiow seems like an ordinary Manhattan cat, but she leads a team of feline wizards maintaining the worldgates at Grand Central. When the gates fail and a new kitten wizard arrives in crisis, the whole city is at risk.
On Her Majesty's Wizardly Service
by Diane Duane
1998
In this UK edition of the second Cat Wizards novel, Rhiow and company head into an alternate Victorian Britain where magic, espionage, and the threat of terrible new weapons are converging.
Starrise at Corrivale
by Diane Duane
1998
Disgraced ex-Marine Gabriel Connor is offered one last chance to redeem himself. All he has to do is gamble his life in a brutal contest that could leave him even more lost than before.
The Outer Limits, Volume Three
by Diane Duane
1998
Another anthology drawn from The Outer Limits tradition, full of speculative twists, eerie moods, and stories that turn one strange idea into trouble fast. Best read one unsettling piece at a time.
To Visit the Queen
by Diane Duane
1998
Rhiow and the cat wizards cross into an alternate Victorian Britain where the Lone Power is meddling with the path to nuclear weapons. Saving the world means working in whiskers, shadows, and clockwork-era danger.
Virtual Vandals
by Diane Duane
1998
A holographic old-timers baseball game turns deadly when gangsters from a virtual 1930s invasion crash the simulation. Matt Hunter and the Net Force Explorers have to stop the attack before play turns into mass harm.
End Game
by Diane Duane
1999
A visit to the luxury resort Xanadu should be fun, until Megan O'Malley and the other Explorers uncover a deadly cyberthief inside one of the world's most advanced virtual sites. Paradise gets dangerous fast.
One is the Loneliest Number
by Diane Duane
1999
A bitter student sabotages a virtual simulation used by the Net Force Explorers, then builds a private digital trap of his own. What starts as school-level misery turns into a dangerous game of revenge.
Storm at Eldala
by Diane Duane
1999
Gabriel Connor and Enda are trying to survive on the dangerous edges of known space when they stumble onto a revelation buried deep in the past. Their search pulls them into even larger trouble.
Deathworld
by Diane Duane
2000
Charlie Davis goes undercover in a punk and morbo site called Deathworld after rumors link it to suicides. The deeper he goes, the clearer it becomes that this online scene is dangerous in very real ways.
Honor Blade
by Diane Duane
2000
Romulan politics keep tightening around questions of honor, legitimacy, and survival. This continuation builds on *Swordhunt* and presses the Rihannsu story further inward, into the Empire's own fractures.
Nightfall at Algemron
by Diane Duane
2000
Gabriel Connor's hard road through the Verge heads toward a reckoning on Algemron. Old revelations, shifting loyalties, and frontier danger all collide as the Harbinger story pushes toward its endgame.
Safe House
by Diane Duane
2000
The Net Force Explorers race to protect a prominent scientist and his son from agents of a corrupt government. Their search becomes a virtual manhunt where being fast is not the same thing as being safe.
Swordhunt
by Diane Duane
2000
The Rihannsu saga moves deeper into Romulan political danger, where old loyalties and newer ambitions are equally hazardous. Duane shifts the focus from first alliance to the harder work of aftermath and power.
Runaways
by Diane Duane
2001
When Megan O'Malley's friend disappears into a virtual refuge for runaways, she goes looking for answers. What she finds is a criminal network using vulnerable kids as disposable couriers.
The Wizard's Dilemma
by Diane Duane
2001
Nita discovers that magic cannot solve everything when her mother is diagnosed with a brain tumor. While Kit uncovers a startling secret about his dog Ponch, Nita has to face helplessness head-on.
A Wizard Alone
by Diane Duane
2002
While Nita struggles with grief and withdrawal, Kit is asked to help a young wizard whose Ordeal has gone badly wrong. The result is one of the series' quieter, more inward books, and one of its most humane.
Own Goal
by Diane Duane
2002
Catie Murray and fellow Explorer Mark Gridley discover that moneyed insiders are tampering with the virtual environment of a rising sport called spatball. To stop them, they have to beat adults who think the game can be rigged without consequences.
Stealing the Elf-King's Roses
by Diane Duane
2002
A murder points to a larger plot against the rulers of Alfheim. Lee Enfield and her fayhound partner Gelert have to go undercover in an elven world where every answer opens another danger.
Death Match
by Diane Duane
2003
The amateurs are beating the pros in the spatball playoffs, and big bettors are about to lose a fortune. The Net Force Explorers are called in when threats against a star player turn the season lethal.
Wizard's Holiday
by Diane Duane
2003
An intergalactic exchange program sounds like the closest thing Nita and Kit will ever get to a vacation. Instead they land on a paradise world with a dark secret about change, death, and a people trapped outside time.
Sand and Stars
by Diane Duane
2004
A Star Trek omnibus that pairs Diane Duane's *Spock's World* with A.C. Crispin's *Sarek*. Together, the two novels dig into Vulcan history, family strain, and the long shadow of Spock's divided inheritance.
A Wind from the South
by Diane Duane
2005
Mariarta, a village girl in the mountains of Raetia, begins hearing strange voices in the wind after a mysterious arrival. When a curse falls on her home, she must cross a dangerous land to save it and herself.
Wizards at War
by Diane Duane
2005
The long fight against the Lone Power stops being distant and turns into open war. Nita, Kit, and their allies are pushed onto the front lines, where every choice costs something.
The Empty Chair
by Diane Duane
2006
The Rihannsu sequence reaches its closing movement in a story about succession, crisis, and the long cost of earlier choices. The political pressure is high, and nobody gets to stand outside it.
A Wizard of Mars
by Diane Duane
2010
Nita and Kit join an investigation into the long-lost inhabitants of Mars. As clues deepen and Kit becomes dangerously bound to the mystery, Earth and Mars both end up hanging in the balance.
Omnitopia Dawn
by Diane Duane
2010
Dev Logan built the world's biggest online game, but Omnitopia may be becoming more than software. As sabotage closes in, he has to protect a virtual world that might actually be alive.
Not On My Patch
by Diane Duane
2011
Halloween in the Young Wizards neighborhood spins off the rails with overage trick-or-treaters, suburban zombies, and killer pumpkins. It is a lighter side trip, but it still knows how to raise the stakes.
Tina
by Diane Duane
2011
A short, offbeat fantasy adventure built around a heroine who gets dragged into trouble stranger than she expected. Duane keeps it brisk, weird, and interested in how quickly ordinary life can tip sideways.
Uptown Local and Other Interventions
by Diane Duane
2011
A collection of shorter Young Wizards fiction, including the long-loved *Uptown Local*. It is a good place to see Duane work in smaller forms without losing the series' wit or emotional bite.
The Misadventures of Prince Ivan
by Diane Duane
2012
This graphic fantasy takes a comic run at Russian folklore, with Prince Ivan stumbling into one ridiculous complication after another. It is playful, adventurous, and happy to laugh at heroic expectations.
Uchenna's Apples
by Diane Duane
2013
Three Dublin-area kids get pulled into a Halloween mystery after a strange herd of ponies appears in the mist. What starts as a small act of kindness turns into trouble with neighbors, police, and older magic.
How Lovely Are Thy Branches
by Diane Duane
2015
A holiday gathering takes a sharp turn when a superblizzard traps the gang inside and alien ghosts arrive with unfinished business. It is a festive Young Wizards side story with warmth, weirdness, and trouble in equal measure.
Interim Errantry
by Diane Duane
2015
A Young Wizards collection that bridges *A Wizard of Mars* and *Games Wizards Play*. It gathers *Not On My Patch*, *How Lovely Are Thy Branches*, and *Lifeboats* into one useful stopgap volume.
Lifeboats
by Diane Duane
2015
A distant world is facing unavoidable disaster, and wizards from across Earth are called to intervene. Nita, Kit, and their allies have to help in a crisis so large that even wizardry may not be enough.
Games Wizards Play
by Diane Duane
2016
Every eleven years, young wizards compete in the Invitational for a coveted apprenticeship. Nita, Kit, and Dairine become mentors, only to find that rivalry, family pressure, and lunar-scale danger are about to turn the contest into something much riskier.
Interim Errantry 2: On Ordeal
by Diane Duane
2017
Three Young Wizards universe novellas about first trials are gathered here in one volume. The focus shifts away from the usual leads and onto what becoming a wizard looks like for very different characters.
Where should I start?
If you want her core YA fantasy: So You Want to Be a Wizard → Deep Wizardry → High Wizardry → A Wizard Abroad
If you want the more emotional middle stretch of Young Wizards: The Wizard's Dilemma → A Wizard Alone → Wizard's Holiday → Wizards at War
If you want Star Trek first: The Wounded Sky → My Enemy, My Ally → Spock's World
If you want epic fantasy: The Door Into Fire → The Door Into Shadow → The Door into Sunset
If you want a science fiction standalone: Omnitopia Dawn
Author bio
Diane Duane was born in New York City and grew up in Roosevelt on Long Island. She came to science fiction and fantasy young, and you can feel that lifelong curiosity in her books. Even when the stories get huge, with starships, wizards, or parallel worlds, they stay interested in people first.
Before she was a full-time writer, she studied nursing and worked as a psychiatric nurse in New York.
That part of her life matters. Her fiction is often very good at stress, grief, responsibility, and the moment when somebody has to keep going even though they are scared. After nursing, she moved west and worked as an assistant to writer David Gerrold. Not long after that, she began publishing fiction of her own.
Her first novel was The Door Into Fire in 1979, the opening of the Middle Kingdoms books, also known as the Tale of the Five. It already showed a lot of what would keep turning up in her work: intricate worldbuilding, big moral questions, found family, and characters who are asked to carry more than seems fair.
Then came So You Want to Be a Wizard.
That book, and later Deep Wizardry, High Wizardry, and the rest of the Young Wizards sequence, made her one of the writers many fantasy readers grow up with and keep returning to. The series follows Nita Callahan and Kit Rodriguez, two young wizards from the New York area, but the hook is bigger than magic school or chosen-one fantasy. Duane treats wizardry almost like language, science, and responsibility all at once. Readers tend to remember the scale, the humor, and the fact that the books never talk down to kids.
She also built a strong following in tie-in fiction, especially with Star Trek. Novels such as My Enemy, My Ally, Spock's World, and Dark Mirror are still widely loved for how much thought they give to culture, politics, and the inner lives of familiar characters. Her Romulan books in particular became a touchstone for readers who wanted Star Trek fiction to do more than repeat the shows.
She has never stayed in one lane for long. Alongside fantasy and space opera, she has written works like The Book of Night with Moon, about cat wizards keeping the worldgates at Grand Central running, and Omnitopia Dawn, a near-future techno-thriller about a virtual world that may be becoming alive. She has also written comics, game tie-ins, and television scripts, including story work connected to Star Trek: The Next Generation.
For all the range, her books usually circle back to a few steady interests: how systems work, how language shapes reality, how communities hold together, and what courage looks like on an ordinary bad day.
Duane has been based in Ireland for many years, especially in County Wicklow, and that Irish connection shows up clearly in parts of her later work. She has kept publishing across decades without sounding stuck in any one era. If you start anywhere, you tend to notice the same thing pretty quickly: she likes big ideas, but she trusts character to carry them.
Edited by
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