Apprentice wizard Adramal is now a detective with the City Watch. But someone wants her dead - during a routine investigation, she is poisoned, and only her magic and quick thinking save her life. Her father suspects followers of the evil god Zorian are to blame. He insists Adramal leave for the island kingdom of Salmar, beyond Zorian's influence, while the Watch investigates. The Salmarian priests trick her into revealing herself as a wizard, and sentence her to death for practising magic. Desperate, she chooses to assist a plague-stricken village rather than be executed. But not all the villagers welcome her help, and Zorian's reach may well be longer than she thought...
Sam Grainger, rocket scientist, gets a phone call from his wife Jennie one evening. Which would be perfectly normal if she hadn't been dead for over a year. Sam's convinced the call is a hoax, but before he can investigate, a much larger mystery presents itself - parts of the world have started to vanish, and Sam is asked to join a team to investigate. Once he's reunited with Jennie, Sam learns that the world isn't what he thought it was - and neither are he and she. Worse, some very ruthless people are determined to make sure the secret doesn't go any further. Racing to stay one step ahead of their enemies, Sam and Jennie learn that the key to mending the holes in the world may be the spaceship they worked on before Jennie died. Which wouldn't be so bad if they didn't have to steal it...
The trouble with trying to find yourself is that you might not like what you find...Somewhere beneath the teeming streets of the city of Molkolin lies a legendary well that reveals the true purpose of anyone who drinks from it. The wizard Adramal and her father believe it holds a secret that will help them defeat the evil God, Zorian.Galdrakh, the well's owner, has closed it to all visitors. Galdrakh's aunts believe the well really belongs to them, and hire Adramal to prove it. The city authorities suspect Galdrakh is smuggling a magical dust used in the coloured glass that is the foundation of the city's fortune, and recruit Adramal's father to help. But nobody seems to know what to do about the pilgrims who've come back from the well with an important message that they won't - or can't - deliver to anyone...
Captain Tagahra of the Kyer Altamar Watch has a lot of missing people to find. He doesn't expect one of them to be a wizard who's escaped from the city's prison, leaving a dead priest in his place. He learns the disappearances might be part of a plan by the evil God Zorian to take control of the city, and his orders are to help with the defences. But how do you defend against something you don't believe in? The wizard Adramal is racing home to Kyer Altamar to fight Zorian. She drank from a magical well and received a vision that claims to reveal her purpose in life. Clues in the vision suggest it may contain knowledge that will help in the battle... if she can crack its code in time. Meanwhile, Lelsarin, the immortal being who lives in Adramal's head, has her own ideas about how to deal with Zorian, and keeping those around her alive doesn't seem to be a priority. How far is she willing to go to rid the world of one God?
Accompanying CD-ROM contains ... "study outlines corresponding to each chapter of the textbook, along with relevant interactive NetLab exercises for each chapter, self-quizzes, a glossary, and a link to the PsychAbilities web site."--Page xxiii.
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