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Pleiades witch Jennifer Marcos is certain that the host of Extreme Survivor is her soulmate. All she has to do is find a fake boyfriend, get on the show, and voila! She'll have her destiny. Unfortunately, she has to rely on ex-Russian spy Nikolai Jovec's six-foot-something of gorgeous, infuriating hotness. To make matters worse, the electric attraction between Jen and Nikolai is hotter than ever. But the only way Nikolai can protect Jen is by hiding the identity of her true Destined...him. Of course, Nikolai has no idea that every good witch knows how to play dirty. Each book in the Keepers of the Veil series is STANDALONE: * Protecting His Witch * His Witch To Keep * Playing the Witch's Game
The witch is a naturalist spellcaster who casts arcane spells using time-honored hearth wisdom rather than the arcane formulae and elaborate theories of wizardry. The Witch's Handbook, like other books in the Master Class series, presents a brand-new core class and an array of associated prestige class. In addition to the new feats, spells, and magic items that you'd expect, The Witch's Handbook explores the deeper secrets of the The Craft. Learn of covens and their ritual magic, charms and their making, and herbs and their magical applications. Whether you're a player looking for a different kind of magic user or a GM looking to add something new to your campaign, The Witch's Handbook has everything you need to bring The Craft to your d20 game.
Night Witches is a tabletop role-playing game about women at war. As a member of the 588th Night Bomber Regiment, you'll answer the call of your Motherland in her darkest hour. Can you do your duty and strike blow after blow against the Fascists? Can you overcome discrimination and outright sabotage and rise above your sexist comrades? Are there limits to patriotism - or endurance? Play Night Witches and find out!
For his twelfth birthday, Joshua Wright gets just the gift he had hoped for: a laptop computer. But his joy fades when he discovers a strange game included on the laptop. Joshua soon finds himself haunted by the game and plagued by visions of witches, vultures, and graveyards. Is his imagination playing tricks on him, or are these horrors real?Read Joshua's story - if you dare - and see whether he and his friends can survive . . . The Witch Game!
The Cold War gets magical when spies brush shoulders with sorcerers in this genre-defying serial created by Lindsay Smith and Max Gladstone. This is the 3rd episode in the second season of The Witch Who Came In From The Cold, a 13-episode serial from Serial Box Publishing. This episode written by Ian Tregillis. As Gabe and Edith uncover clues in their investigation, Zerena proposes a bold plan for the Flame. A party at the Soviet Embassy brings all of Prague’s players out of the shadows and to the Champagne table – with few old faces making new appearances. Welcome to Prague, 1970: the epicenter in a Cold War of spies and sorcerers. The streets are a deadly chessboard on which the CIA and KGB make their moves, little dreaming that a deeper game is being played between the Consortium of Ice and the Acolytes of Flame, ancient factions of sorcery. Praise for The Witch Who Came in from the Cold: "Those who like to mix magic, spycraft, and secret history should enjoy this—it may please fans of Stross’s Laundry series." —Locus Magazine "Full of fast-paced, high-intensity action paired with magic at a level that has not been seen until now, with a cliff-hanger that lets readers know that the game is not over and has only just begun." —The San Francisco Book Review "The Witch Who Came in from the Cold is a chilly evocation of a different kind of Cold War." —Charles Stross, author of the Laundry Files series “Take a double shot of Le Carré, a dash of Deighton, a twist of Quiller, a splash of Al Stewart’s The Year of the Cat, throw in a jigger full of elemental magic, mix well ... and voilà! The Witch Who Came In From The Cold.” —Victor Milán, author of The Dinosaur Lords "The occult love child of John le Carre and The Sandbaggers." —Marie Brennan, author of A Natural History of Dragons "As soon as I saw that, I was instantly hooked, and the pilot jacked the intrigue to the max. Two female Soviet spy witches, an American spy with something weird drilling magical holes in his head, and a world of secrets within secrets in a locale where old-world myth and the Cold War face off, pedal to the metal . . . it’s awesome. Or as we said in 1970, Far out. " —Sherwood Smith, author of Crown Duel "The installments are easy to read one at a time, but the tangles of alliances, secrets, and shocking double-crosses will have readers up all night mumbling, “Just one more.” —Publishers Weekly, starred review
How to Help People Who Have Only Their Minds to Love Can a person relate to his or her own mind as an object, depend upon it to the exclusion of other objects, idealize it, fear it, hate it? Can a person live out a life striving to attain the elusive power of the mind's perfection, yielding to its promise while sacrificing the body's truth? Winnicott was the first to describe how very early in life an individual can, in response to environmental failure, turn away from the body and its needs and establish "mental functioning as a thing in itself." Winnicott's elusive term, the mind-psyche, describes a subtle, yet fundamentally violent split in which the mind negates the role of the body, its feelings and functions, as the source of creative living. Later, Masud Khan elaborated on Winnicott's notions. This exciting book extends Winnicott's and Khan's ideas to introduce the concept of the mind object, a term that signifies the central dissociation of the mind separated from the body, as well as underscores its function. When the mind takes on a life of its own, it becomes an object–separate, as it were, from the self. And because it is an object that originates as a substitute for maternal care, it becomes an object of intense attachment, turned to for security, solace, and gratification. Having achieved the status of an independent object, the mind also can turn on the self, attacking, demeaning, and persecuting the individual. Once this object relationship is established, it organizes the self, providing an aura of omnipotence. However, this precocious, schizoid solution is an illusion, vulnerable to breakdown and its associated anxieties. Making a unique contribution, The Mind Object explores the dangers of knowing too much–the lure of the intellect–for the patient as well as for the therapist. The authors illuminate the complex pathological consequences that result from precocious solutions.
Remember Blind Man's Bluff, Pin the Tail and Murder in the Dark? Making daisy chains and collecting conkers? And when rainy afternoons meant card games and battleships? Jam-packed with games and activities for all ages, 365 Family Games and Pastimes remembers all the classics we used to love, bringing them back for the entire family to enjoy. Full of inspiration and thrifty ideas, this is an indispensible collection for birthday parties, family holidays and everyday fun.