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Fantasy takes a “zany and very, very clever” turn in the second Dance of Gods adventure from the author of Spell of Catastrophe (Kliatt). The port town of Oolsmouth used to be a quiet, peaceful trading city. But with Maximillian the Vaguely Disreputable, Shaa, the Great Karlini, and the Creeping Sword all about to converge there, it seems unlikely to stay that way. The usual power struggles—gods vs. mortals vs. gods-know-who in the everlasting Dance of Gods—are brewing in Oolsmouth, and tension is building. But the ship carrying Shaa and the Great Karlini into town has been hijacked, the Creeping Sword has already missed the boat (literally), and Max has taken a detour to try to discover the secrets of a hopefully long-dead sorcerer. These delays have got everyone wondering: will they make it to Oolsmouth in time for the showdown? More importantly: do they want to? “A lot of confusion, mayhem, action and adventure—but better yet, a sense of the humorous that doesn’t rely on puns.” —Bakka Bookie Sheet “Brenner writes in a quick-paced style which perfectly matches his plot twists . . . A book rich in people, places and complications and one which is enjoyable either by itself or in tandem with the first in the series.” —Quantam
A sharp sword and a powerful spell are not the answer to every problem an adventurer is bound to face. Ultimate Intrigue, the latest hardcover rules reference for the Pathfinder Roleplaying Game, arms players with every bit of charm, grace, innuendo, and insult necessary to defeat even the most difficult social encounters. This expansive 256-page hardcover book delves into the shadowy world of intrigue, giving both players and GMs alike plenty of rules to add to their game. Engage in social combat, dueling with words instead of steel. Participate in a heist, working as a team to steal a valuable object or vital piece of information. Curry favor with the local churches, guilds, and royals with a complete influence system. Give your character an edge in social situations with a wide variety of new archetypes, feats, spells, and gear! Ultimate Intrigue also introduces a new Pathfinder RPG class: the vigilante. Influential socialite by day, avenging warrior by night, the vigilante is ready for anything, but he must take care to ensure that no one learns about his secret life! Ultimate Intrigue includes: -The vigilante, a new character class that lives two lives, one as a respected member of the community, another as a crusader willing to do anything to get the job done. -Character options for every class that relies on skills to win the day, including the alchemist, bard, druid, hunter, inquisitor, investigator, mesmerist, ranger, rogue, slayer, spiritualist, and more! -A complete system of influence, giving the GM a new way to reward players for helping out an organization or community. -Rules for social combat and verbal dueling, using words as weapons to accomplish goals and defeat foes. -Dozens of feats and spells that can be used in a social setting, some to spy with and some to hide the truth. -...and much, much more!
With the city of Rhomatum under the control of the three Rhomandi brothers, attention is now turned to unifying their strife-torn family and to ensuring the security of the Rhomatum Syndicate of Nodes. But the future of this loose confederation of Rhomatum's satellite worlds is in danger, with jealousy, fear, mistrust, and whispered rumors of a coming war with Mauritum, their ancient and intractable enemy, weakening them from within.
“Plenty of adventure and a dollop of humor” spark the final fantasy in this “intriguing and delightfully funny series” by the author of Spell of Fate (Locus). When the Great Karlini’s laboratory catches on fire, Maximillian the Vaguely Disreputable knows it’s a sign of bad things to come. The last battle between gods and mortals is looming; before it does, certain answers must come to light. Just who is the Creeping Sword? Will Shaa free himself from the curse his brother inflicted upon him? And most important of all, who will be left standing? The Dance of Gods concludes in a fast-paced final movement. “This is a charming, lighthearted fantasy. The gods are so klutzy and the magic is so ill-fated that the reader smiles through dungeons, fire and death . . . The action is non-stop and always exciting. The final fight is a doozy . . . An amusing climax in which all story lines from the earlier volumes come to a conclusion.” —Voya “Zany, entertaining reading for anyone who enjoyed the first three books of the Dance of Gods series.” —Kliatt “Wild and woolly adventure abounding with inept sorcery, strange gods and downright funny fantasy.” —Rave Reviews Book Club
The year is 1915 and sixteen-year-old Eliza Williams has just arrived at the Billings School for Girls, the sister school of Easton Academy, founded to turn girls into dutiful wives. Eliza's parents expect her to learn the qualities needed to be a graceful and obedient wife, but Eliza has a dangerous secret… she's a witch! After finding a dusty, leather-bound spell book, Eliza forms a secret coven with eleven other Billings girls, disguising their gatherings as a literary society to keep their teachers from discovering the truth. Bonded in sisterhood, they cast spells - cursing the headmistress, giving blisters to boys with wandering hands and conjuring beautiful dresses out of rags. The girls taste freedom and power for the first time, but what starts out as innocent fun turns into something more sinister when one of the spells has an unexpected - and deadly - consequence. Eliza realises that magic could bring her everything she's ever wanted… but it could also destroy everything she holds dear. But is it too late to stop what she's started?
Reprint of the original, first published in 1857. The publishing house Anatiposi publishes historical books as reprints. Due to their age, these books may have missing pages or inferior quality. Our aim is to preserve these books and make them available to the public so that they do not get lost.
“This is a prayer hymn, a battle cry, a love song, a legendary call and response bonfire talisman tale. This is medicine for a broken world." —Daniel José Older Named a Best of 2020 Pick for Kirkus Review's Best Books of 2020 Award-winning author Andrea Hairston weaves together African folktales and postcolonial literature into unforgettable fantasy in Master of Poisons The world is changing. Poison desert eats good farmland. Once-sweet water turns foul. The wind blows sand and sadness across the Empire. To get caught in a storm is death. To live and do nothing is death. There is magic in the world, but good conjure is hard to find. Djola, righthand man and spymaster of the lord of the Arkhysian Empire, is desperately trying to save his adopted homeland, even in exile. Awa, a young woman training to be a powerful griot, tests the limits of her knowledge and comes into her own in a world of sorcery, floating cities, kindly beasts, and uncertain men. Awash in the rhythms of folklore and storytelling and rich with Hairston's characteristic lush prose, Master of Poisons is epic fantasy that will bleed your mind with its turns of phrase and leave you aching for the world it burns into being. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The discovery of a priceless artifact puts Julia's life in great danger! While on assignment for the newspaper, John and Julia Evans try to enjoy a romantic vacation among the Mayan ruins. When Julia sees a couple suspicious men exchanging an item, she quickly turns and leaves but it is too late. The men have seen her. As a reporter, Julia does not easily give up and her curiosity gets them in a mess of trouble. Before John and Julia realize what is going on, they are both in danger and find themselves running for their lives through the jungles of the Yucatan.