By V. E. Schwab
From V.E. Schwab, the severely acclaimed writer of Vicious, comes a brand new universe of bold event, exciting strength, and parallel Londons, starting with A Darker color of Magic.
Kell is without doubt one of the final Travelers—magicians with an extraordinary, coveted skill to go back and forth among parallel universes—as such, he can opt for the place he lands.
There's gray London, soiled and uninteresting, with none magic, governed by means of a mad King George. Then there's purple London, the place existence and magic are respected, and the Maresh Dynasty presides over a flourishing empire. White London, governed through whoever has murdered their technique to the throne—a position the place humans struggle to regulate magic, and the magic fights again, draining town to its very bones. And as soon as upon a time, there has been Black London... yet nobody speaks of that now.
Officially, Kell is the pink tourist, own ambassador and followed Prince of pink London, sporting the per month correspondences among the royals of every London. Unofficially, Kell is a smuggler, servicing humans prepared to pay for even the smallest glimpses of an international they'll by no means see—a harmful pastime, and person who has set him up for unintentional treason. Fleeing into gray London, Kell runs afoul of Delilah Bard, a cut-purse with lofty aspirations, first robs him, then saves him from a deadly enemy, after which forces him to spirit her to a different international for a formal adventure.
But perilous magic is afoot, and treachery lurks at each flip. to avoid wasting all the worlds, Kell and Lila will first have to remain alive—and that's proving trickier than they was hoping.
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Additional resources for A Darker Shade of Magic (Darker Shade of Magic, Book 1)
The wind starts at the “subject” hex; it blows in a stream 1 hex wide, for a distance in hexes equal to 5 times the energy put into it, and then dissipates. This wind may cause “knockback” (see p. B106) on someone it hits; roll I die for every full 2 points of energy in the spell, each turn the wind hits them. 8 points of “knockback” will push someone back 1 hex. Duration: 1 minute. SPELL LIST Cost: From 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy wind: 8 or more a violent blast. Cost to maintain is the same as to cast.
Base Cost: 4; half to maintain. Time to cast: Same as Windstorm. Prerequisite: Windstorm. Lightning Missile Lets spellcaster shoot a bolt of lightning from his fingertip. A good missile spell (see p. 11); not as destructive as Fireball, but accurate at longer ranges. It has SS 13, Acc +3, ½D 50, Max 100. Tends to short out electronic equipment when used in a high-tech environment. However, a lightning bolt cannot be fired through a metal grid, between bars, from within a car, etc. - it will jump to the metal and be lost.
Cost doubles if subject must resist cold of 40 degrees below zero or more; cost triples if subject must resist the cold of absolute zero. Prerequisites: Create Fire, Heat. Item: Staff, wand or jewelry. Affects wearer only. Cost to create: 800 energy, a $500 emerald and a $200 black onyx. Area Prevents ignition of fires within the affected area; matches won’t light, flint won’t make sparks, and so on. Will not extinguish a fire brought in from outside the spell’s area, although such a fire would fail to ignite anything else.
A Darker Shade of Magic (Darker Shade of Magic, Book 1) by V. E. Schwab