By V. E. Schwab
From V.E. Schwab, the significantly acclaimed writer of Vicious, comes a brand new universe of bold experience, exciting strength, and parallel Londons, starting with A Darker coloration of Magic.
Kell is without doubt one of the final Travelers—magicians with a unprecedented, coveted skill to trip among parallel universes—as such, he can decide on the place he lands.
There's gray London, soiled and dull, with none magic, governed through a mad King George. Then there's crimson London, the place existence and magic are respected, and the Maresh Dynasty presides over a flourishing empire. White London, governed via whoever has murdered their solution to the throne—a position the place humans struggle to regulate magic, and the magic fights again, draining the 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 visitor, own ambassador and followed Prince of purple London, wearing the per month correspondences among the royals of every London. Unofficially, Kell is a smuggler, servicing humans keen to pay for even the smallest glimpses of an international they'll by no means see—a harmful pastime, and one 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 the entire worlds, Kell and Lila will first have to remain alive—and that's proving trickier than they was hoping.
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Additional info for A Darker Shade of Magic (Darker Shade of Magic, Book 1)
Faint transmutation; CL 5th; Craft Magic Arms and Armor, ranged weapons. expeditious retreat; Price +1 bonus metaphysical weapon, sever the tie; Price +3 bonus SCARRING STUPEFYING Strong necromancy; ML 15th; Craft Psionic Arms and Armor, On a successful hit, a scarring weapon inflicts 1 point of temporary On a successful hit, a stupefying weapon inflicts 1 point of tem- Charisma score damage. Scarring weapons always feel cold in the porary Intelligence score damage. Stupefying weapons always wielder’s hand, and are typically decorated with carvings of leering appear slightly out-of-focus, and are typically decorated with carv- faces.
In any case, the effective bonus of the item can never be greater than 1/2 the character’s level, rounded down. ANCESTRAL WEAPONS & ARMOR If used by anyone other than the original owner, an ancestral weapon, shield, or suit of armor acts as nothing more than a sim- Ancestral weapons and armor are magic items that begin their ple masterwork item. However, a direct descendant of the original existence as simple masterwork items. Through strong charisma owner can re-activate the item’s powers by empowering it with and the accomplishment of great deeds, the owner of such an item additional XP.
For example, a +2 disarming shortsword is treated as a against them. Such a weapon constantly drips a harmless but dis- +6 shortsword for the purpose of disarming an opponent. gusting protoplasm. Moderate divination; CL 8th; Craft Magic Arms and Armor, true Weapons with this enchantment are always balanced toward the hilt or haft. This ability cannot be applied to ranged weapons. Moderate transmutation; CL 11th; Craft Magic Arms and strike; Price +1 bonus Armor, grease; Price +2 bonus PLANT-DESTROYING Created to battle the servants of the plant orisha, a plant- ELEMENTAL-DESTROYING destroying weapon is capable of damaging the structural weak Crafted for battling the servants of the elemental orisha, an ele- points in a plant, allowing the wielder to score critical hits against mental-destroying weapon is capable of damaging the points of them.