Almost as soon as you realize who the young woman in the ring is, you switch off your aura sight. The creepy feeling you were getting from her immediately vanishes, and you breathe a sigh of relief. Looking into the depths of Kahlua's bloodstained soul was painful, facing Altria's dragon was alarming (yet awesome), and glimpsing Medaka's rapaciously benevolent inner self was flat-out terrifying; you do NOT want to know what you might see if you peered too deeply into Beryl's shadowed aura. The fact that her ki is so faint despite her being physically fit to compete in a world-class fighting tournament is something you can only chalk up to whatever brand of magic she wields - and on that note, you weave mana into the most detailed divination spell you know.

Although this a spell originating from your past life, your current existence has had some influence on how it manifests. Consequently, as the magic takes hold, your field of vision turns faintly green, a white grid divides the area you are looking at into exactly equal squares, and several multi-hued auras - very distinct from those you were looking at a moment earlier - come into view.

You first turn your attention to Karrokk the Mohra demon. He lacks the distinctive glow of a potential magic user, let alone the controlled aura of a trained practitioner, but he and most of his possessions are marked by some kind of magical residue. You focus, squinting slightly, and after a moment where the spell analyzes the lingering energy, sub-screens of text blink into existence in your little HUD, telling you that there are actually two distinct sources. One matches to a strong but fairly standard form of summoning magic - a portal. The other energy does not appear to be the result of any sort of spell at all, but rather exposure to a very different type of ambient magical field than is present in Tokyo. It's similar to energies you've picked up when practicing your divination spells back in Sunnydale, although not an exact match. Taken together, you figure these readings simply mean that Karrokk came to the tournament direct from whatever hell-dimension he calls home - and quite recently, too. Judging by the rate of decay, it's been no more than a couple of hours since he made the trip.

The dust of interdimensional travel aside, Karrokk bears no magical signatures. With the reputation Mohra demons have, you were half-expecting him to be armed with enchanted weapons and armor, and it's hard to say whether the lack of such is a glimmer of sportsmanship, or just a natural consequence of the expense and difficulty involved in obtaining magical items - especially for a kid, warrior of darkness in training or not.

Taking a slow breath, you turn your attention to Beryl.

It's kind of like looking into the sun - a dark sun, radiating shades of deep purple that deepen towards black at the edges. Fortunately, your spell includes an automatic "glare control," and you only have to shut your eyes for a moment before the dazzling, eerie radiance is lessened to a tolerable, but still spooky level. You wonder idly if this is what someone would see if they turned this spell in your direction, before shaking off the speculation and focusing. Once again, the magic runs an analysis.

Necromancy. Summoning. Enchantment. Conjuration. All reading at high levels, with patterns indicative of natural talent and comprehensive training - though the conjuration reading is a bit odd. If one were to think of the auras of the different styles of magic as you know them as a rainbow, each "color" would include all the shades that paint, makeup, and crayon companies spend their time coming up with ever-more ridiculous names for. The traces of the first three schools in Beryl's aura are broad and lengthy, showing versatility as well as power, but the conjuration "color" is very narrow, indicating that her ability to create matter is limited in some way. There are elemental traces linked to that, indicative of a sub-set of earth magic - the sort that involves dirt and rock, as opposed to the blended energies of the entire planet. Which type is easily answered by a scan of Beryl's staff; while not magical in and of itself, it's composed entirely of some type of conjured crystal. Beryl's aura holds signs of the other magical schools, but they're modest talents compared to her first four.

You think on those four forms of spellcasting, and what they generally involve. Spirits, curses, and reanimating the dead. Bringing forth all sorts of magical beings to serve the caster. Every shade of mind magic ever conceived. And making something - in this case, crystals - as if from nothing. Leaving aside the latter, it sounds like classic Dark Lord territory.

You're getting that skin-crawling feeling of uneasiness again, but you put it on hold, because the fight has begun.

The Mohra's opening dash at his adversary and rapid draw of his blade strongly suggest that he is indeed the bigger, badder, and all-around better version of Gorn that you pegged him as. You'd need to use your ki enhancement at full blast just to keep up with him in terms of speed, and you have a nasty suspicion that he'd still have a clear edge in any contest of strength - never mind his skill or regeneration. Beryl doesn't even try to contest her opponent's physical superiority, instead going straight to her magic. Her first spell raises a wall of violet crystal down the center of the ring, great spiky pillars of the stuff that loom twenty feet high if they're an inch, and range from over four feet thick at the base to a forest of wicked-looking needle-points at the top. Gorn has a go at leaping the wall, but falls short by about a foot. Landing neatly, he considers the glass-like smoothness of the crystal for a moment, then takes a stance and strikes the crystal spire in front of him one, two, three, four times with his sword. Each strike produces a distinct ringing tone, the pitches of which rapidly escalate until the last blow causes the spire to explode into so much shrapnel.

Karrokk immediately leaps to one side as a crackling bolt of darkness shoots through the newly-made gap in Beryl's defense. The demon repeats his trick of using disruptive harmonics to shatter the crystal wall, and dodges again as the sorceress fires at him a second time. You note that Beryl does not look particularly upset about missing her target twice, or the rapid demolition of her barrier; indeed, she's casting another spell. Karrokk notes this as well, and rather than waste more time breaking down the wall, he leaps into the eight-foot breach. Beryl fires off another of her dark energy bolts at him, and the demon takes it directly in the chest, gritting his teeth against whatever pain the magic is causing but not slowing down in the slightest. That at least merits a surprised flinch from Beryl, but she's already finished her third spell, and is in the middle of a fourth, which she doesn't stop. The third spell was a type of augmentation, more complex than you're currently capable of - it looked like a wide-spectum physical enhancement, boosting strength, speed, stamina, and all other physical parameters by a rather scary amount. The fourth one is abjuration, a simple, if potent, personal defensive field.

You're not sure why Beryl is bothering to power herself up like this when she ought to be perfectly capable of ending the match with a single spell. Karrokk closes with the sorceress before you have time to ponder it, and augmentation spells or not, blunted tournament-regulation blade or not, you're pretty sure that's all she wrote.

Beryl turns out to be surprisingly skilled with that crystal staff of hers, much more so than the spellcasting, conventional wooden-staff-wielding fellow that Ryu faced a few matches earlier. Magical enhancements alone can't account for it; she has to have spent quite a bit of time training to use that weapon, with a particular emphasis on defensive maneuvers. To your admittedly untrained eyes, Karrokk's swordsmanship is the equal of Hayate's or Ryu's, but Beryl is holding him at bay. Not easily - her tight, focused expression makes it clear this is taking a real effort on her part - but she's doing it.

After almost a minute of fierce combat, Beryl's whirling defense starts to falter. Your divination spell - which has been soaking up LOADS of fascinating data this entire time - informs you that her enhancement spell is beginning to fail. It's here that Beryl finally does what you were expecting from the start. In the midst of a whirlwind spin that forces Karrokk's sword off to the right, Beryl spits out a single syllable in a language you don't recognize. In an eyeblink, she's gone - and then she's in one of the far corners of the ring, behind the Mohra who is still getting his balance from the sudden absence of his foe. Karrokk seems to guess instantly what's happened, because he throws himself into a forward roll, then kicks off the tiles into a side-roll that will put one of the remaining pillars between him and Beryl. That's when her next, and last spell catches him: with a dramatic, and most likely entirely unnecessary pushing motion, Beryl telekinetically snatches the Mohra demon and flings him bodily out of the ring, with enough force that he skids almost to the foot of the stands.

Gained Abjuration F
Gained Augmentation F-
Gained Conjuration F-
Gained Earth Elementalism F-
Gained Elementalism F+
Gained Looking E+
Gained Mage Sight F
Gained Mana Control F++
Gained Necromancy F-
Gained Staff Training F
Gained Summoning F
Gained Sword Training F+

As the Announcer declares Beryl's victory, you consider what you just saw. You can safely say that Beryl's magic trumps yours, and she's no slouch at physical fighting. She also appears to be able to draw on multiple power sources: the mana streams that fed that wall of crystal came straight up out of the earth below the stadium; those staggered necromantic bolts were likewise powered by death-energy drawn from the crowd; that teleportation spell was running on some sort of space-time dickery that makes your head hurt just thinking about it; and the telekinetic finisher appeared to come directly from Beryl herself, with no external feed at all.

You learn one other very important thing: Beryl can sense magic.

She demonstrates this fact by looking straight at you - not in your general direction, not a searching glance, but STRAIGHT at YOU - raising one hand, and waving it once, causing the remains of her crystalline conjuration to burst into harmless motes of energy. Her eyes don't leave yours the entire time, and her expression is a cool, impenetrable mask.

Then, backlit by the starfield of her magic, she bows to the applauding crowd, turns, and leaves the ring.