53 pages • 1 hour read
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Vladimir’s “shimmering black crown” (63) is presented to Amari by Cozmo, the steward of the League of Magicians. It is an ancient artifact that has been passed down through generations and is fated to be taken up by a born magician, i.e., Amari or Dylan. Cozmo explains:
The League has passed down Vladimir’s magic through the generations. But it’s still Vladimir’s—whoever wears his Crown can summon all of it. Your spells wouldn’t merely draw upon the magic in your own blood as they do now, but on that of hundreds of magicians. I’d claim this power for myself if I could, but the Crown can be worn only by a born magician (64).
Amari is initially daunted by the responsibility of wearing the crown and refuses it, but Dylan plans to use it to raise an army and start a war. Torn between her desire for peace and her responsibility, Amari agrees to enter the Great Game. The game is an ancient ritual designed to determine which of the two living magicians—Amari or Dylan—is worthy of Vladimir’s Crown. As a test of worthiness, the series of magical challenges symbolizes Amari’s growth throughout the novel as she learns to embrace and control her powers and, through them, her emotions.