Sufficiently Advanced Magic (Arcane Ascension, #1)

Lyras never had sufficient foresight, you see. Quite intelligent, yes, but lacking in imagination. Once she’d started on her path, she was incapable of sufficiently adapting to changes in circumstances — changes like leaving Vera behind when her mission was interrupted.

There were far better ways of handling that situation. If she truly needed Vera’s knowledge, finding a Diviner and Vera to work with them for the creation of a memory crystal would have been vastly simpler.

Or, you know, she could have just gone to Caelford and found any of the dozens of other people who had worked on the project. I’m certain that Vera had some unique insights, but nothing a dozen other Analysts couldn’t have figured out given time.

But alas, Orden lacked the insight to deviate from her original course.

She was my teacher, just as she was yours.

And I surpassed her, just as you did.

And so, when she began to take risks with insufficient returns, I began to strike out on my own path.

You were an integral part of that, and I thank you for it. I will not denigrate you by calling you a tool or pawn — more of a junior partner.

One who I foresee being capable of great things — eventually.

In the meantime, I believe we’re both going to be quite busy in the aftermath of all this. I’m very excited to see what happens next.

And I’ll be especially interested in seeing your next move, little brother.

Survive, and you’ll soon see mine.

-Tristan Cadence





THE END





Appendix I — Attunements of Valia

An Excerpt from Understanding Attunements by Amir Hartigan Each of the Shifting Spires marks the domain of one of the six Visages of Selys, the goddess above us all. Within these towers, she chooses to grant attunements to those who prove themselves worthy through a Judgment.

It is known that each tower has eight corresponding attunements. Our great kingdom of Valia is home to the Serpent Spire, wherein the eight attunements of Tenjin can be found.

Diviner: Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance. Mana Types: Mental (Primary), Enhancement (Secondary)





Guardian: Guardians are capable of focusing mana into specific parts of their bodies, imparting vastly enhanced physical combat capabilities. Also capable of discharging their mana through contact, enabling them to harm creatures impervious to conventional force. Mana Types: Enhancement (Primary), Life (Secondary)





Elementalist: Elementalists conjure fire, air, and lightning to strike their foes from afar. Often considered the most potent offensive spellcasting attunement, though lacking in versatility. Mana Types: Fire (Primary), Air (Secondary)





Enchanter: Enchanters are capable of imbuing objects with mana, either from themselves or by transferring it from other items. This allows them to create magical items. Mana Types: Transference (Primary), Mental (Secondary)





Mender: Menders are capable of applying their mana toward regenerating tissue and accelerating recovery. They are, however, also capable of reversing this process — making Menders into terrifying short-ranged combatants. Mana Types: Life (Primary), Earth (Secondary)





Shadow: Shadows are capable of concealing themselves from the senses and diminishing the senses of others. For this reason, they are often used as spies and assassins. Mana Types: Umbral (Primary), Enhancement (Secondary)





Shaper: Shapers can conjure objects from solid mana and restructure existing mana fields, making them among the most flexible of all attuned. Mana Types: Earth (Primary), Enhancement (Secondary)





Summoner: Summoners form pacts with monsterous entities and learn to call upon their power. Powerful Summoners are capable of conjuring “figments”— mana constructed duplicates of creatures with which they have formed a pact. Mana Types: Air (Primary), Transference (Secondary)





Appendix II — Attunement Levels

One of the many lectures of Lars Mantrake, retired climber, to a customer



As a climber, people often ask me ‘bout the strongest folks I’ve run into long the years. Most are surprised to hear I don’t got the slightest — I ain’t no Diviner or ‘Chanter. Can’t see no auras. And even if I could?

Most of the scariest bastards know how to hide ‘em.

I can tell you this, though — everyone who gets to a certain point starts to pick up new tricks. Varies from attunement to attunement, but there’s a logic to it.

Sounds a little like this:

Quartz is where people get their start. Ain’t nothing special here — got a couple types of mana you can play with, depending on what attunement you’ve got. Ain’t got no business climbing the tower if you’re a Quartz.

Carnelian is when I might start to take you a bit serious. When you’re a Carnelian, you start to develop a shroud. That’s a nice way to say that you’re starting to leak mana — and that’s why them Diviners and such can see it. Shroud’s your best friend — saved me more times than I can count. Works like a shield that’s always there, so long as you’ve got mana in you.

Guardians can do all sorts of crazy stuff with shrouds — it’s their specialty. They start building them even sooner than the rest of us, all the way back at Quartz.

Sunstone. Most climbers end up here. It’s when you’ve got a solid, reliable shroud to keep you safe. Sunstones learn all sorts of tricks for controlling their shroud — the most common be to turn the thing off. Or, at least suppress it so much that Diviners and such can’t see much of it.

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