My mother was a wicked witch. And all her spells ever brought was trouble. Since her death, with no power of my own, I’ve stayed far, far away from magic . . .
In a San Francisco struggling to recover from earthquakes and rising seas, and where technology can do things that are close enough to magic anyway, Maggie Lachlan is a computer whisperer. The one they call when no one else can find the elusive bug bringing a complex system to its knees. They call her the Techwitch. But she knows there’s nothing magical about what she does. It’s just hard-earned skill.
So when Damon Riley, owner of the world’s biggest virtual reality gaming company comes calling with a problem that his entire empire of geeks can’t fix, Maggie leaps at the job. Riley Arts is the kind of place she feels at home. Wall-to-wall tech. No magic. Except, perhaps, for the unsettling chemistry she has with the man in charge.
But she never imagined stepping into one of Damon’s games would reveal her mother lied about Maggie’s magic. Or that technology could break a spell she never knew she was under. Now she has a demon hunting her and a whole world she knows nothing about to navigate. To save herself—and the world—she needs to learn fast.
Because, when it comes to magic, too many games are wicked. And if you lose, the price can be very, very high . . .