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On the second-worst day of his life, Ted gets kidnapped from Earth, breaks his own arm, and doesn't get to cast magic. Worse, his father -- unsatisfied with abandoning Ted fourteen years ago -- has the gall to need rescuing.
Magic is everything here, and its secrets jealously guarded. To survive, Ted must throw himself at the mercy of others or embrace the most dangerous profession of all: Spellcrafting.
His freshly ruined CompSci degree sets him up to master it, but this isn't C++. Even the slightest mistake combining magical aspects invites Death, who with each visit exacts an ever-steeper price of power or soul.
Oh, and an eldritch power from before time itself intends to destroy the world, not that Ted minds. If this horrific world of levels and monsters deserved saving, it wouldn't want him dead for being a Hero. But despite the inevitability of betrayal, he can't complete his quest and make it home alone: he needs powerful allies.
What he gets is Cara, a hyperactive ranger able to bullseye a wolf in the dark from two hundred yards who can't help but drag Ted into everyone else's problems. Problems that threaten to bury Ted alive beneath Death's bargain before he learns the truth:
Is his father an innocent victim, or a treacherous tyrant?
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