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The only thing more dangerous than the denizens of the Underworld ... is stealing from them. ​ As a nymph living in exile among humans, Clio has picked up some unique skills. But pilfering magic from the Underworld's deadliest spell weavers? Not so much. Unfortunately, that's exactly what she has to do to earn a ticket home.
The New York Times bestselling author returns to the Nine Kingdoms for another spellbinding story of magical romance. Ruith had long managed to ignore the magic in his veins, until aiding Sarah with her ill-fated quest forced him into places where his heritage was impossible to deny. Faced with an ever-increasing number of enemies who covet his power, Ruith must accept his birthright and gather his father's spells together so he can destroy them-or turn away and allow his father's evil to overcome the Nine Kingdoms. Now, Ruith and Sarah must rely on each other more than ever-for everything they value is at risk: the Nine Kingdoms, their lives...and their hearts.
Myka's dream was to someday own his shop, making and spelling suits that were prized throughout the world. Instead, he rejected an apprenticeship with a master who proved to be reprehensible—and untouchable—and lost everything. Now, he works in a derelict shop in the wrong part of town, and it's only a matter of time before he's caught spelling without a license or thrown out by his odious landlord. The only bright part of his days are the occasional visits from his best client, Johan, a man who works in the palace and always brings the finest suits to have spelled. When he accidentally leaves behind an invitation to the royal ball, Myka takes it, determined to have one evening where he can enjoy himself—and perhaps even spend time with Johan as something other than a spell weaver.
Many teenagers struggle to find their identity, but for Taliesin Weaver, that struggle has become life or death--and not just for him. Tal, as he prefers to be called, believes in reincarnation, and with good reason. When he turned 12, his mind was nearly shattered by a flood of memories, memories of his past lives, hundreds of them. Somehow, Tal managed to pull himself together and even to make good use of the lessons learned and skills developed in those previous lives. He even had the ability to work magic--literally--and there was no denying that was cool. No, his life wasn't perfect, but he was managing. Now, four years later, his best friend, Stan, has begun to suspect his secret, and Stan isn't the only one. Suddenly, Tal is under attack from a mysterious enemy and under the protection of an equally mysterious friend whose agenda Tal can't quite figure out. He learns he is not the only one who can work magic and certainly not the only one who can remember the past. He realizes there is something that he is not remembering, something that could save his life or end it, some reason for the attacks on him that, as they escalate, threaten not only him but everyone he loves as well. In an effort to save them, he will have to risk not only his life, but even his soul.
Clio conned her way into the Underworld to steal magic that could protect her homeland, but instead, she escaped with the rebel son of a notorious spell weaver family. ​Now she and Lyre face two impossible feats: recover the catastrophically dangerous shadow weave before it's unleashed again, and do so before his family gets their hands on it.
First she stole their magic, then she stole their spell weaver. Now they're coming for her. Clio possesses the ability to mimic magic, but that isn't much help against the Underworld's deadliest family. Together with Lyre, she must track down a catastrophic magic-a magic he created and she sort of stole-before his family gets their hands on it.
This version is for distribution. The Spellweaver presents an alternate, skill-based magic system that transforms arcane magic into something more than just level climbing. Includes: - Instructions for integrating spellweaving into your game - Spellweaver Base Class & 4 Archetypes - 4 Prestige Classes: the Battle Weaver, Cartomancer, Fated, and Weave Dancer - 30+ new feats concerning this new magic system and notes on how existing feats relate to Spellweaving - A new race of natural spellweavers, the spider-like Ardekh - A new, Spellweaving-based goddess, a new cleric domain, new spells, and new magic items related to Spellweaving - 5 new creatures, a new hazard, the Weave creature subtype, and a new creature template - Rules for lands where the Weave acts abnormally - All PSSRD spells converted to Spellweaving DC to save you time
This version is for distribution. The Spellweaver presents an alternate, skill-based magic system that transforms arcane magic into something more than just level climbing. Includes: - Instructions for integrating spellweaving into your game - Spellweaver Base Class & 4 Archetypes - 4 Prestige Classes: the Battle Weaver, Cartomancer, Fated, and Weave Dancer - 30+ new feats concerning this new magic system and notes on how existing feats relate to Spellweaving - A new race of natural spellweavers, the spider-like Ardekh - A new, Spellweaving-based goddess, a new cleric domain, new spells, and new magic items related to Spellweaving - 5 new creatures, a new hazard, the Weave creature subtype, and a new creature template - Rules for lands where the Weave acts abnormally - All PSSRD spells converted to Spellweaving DC to save you time
The Lost Spellweaver begins the Elfdreams series. Set in ancient Parallan, the tale chronicles events that occurred long before the Draiths came to prominence in the World of the Three Suns. When the wandering gray sun Andreas draws near Parallan, Magick touches the dwellers of the primitive world. Only during the Approximations of Andreas are Spellweavers born to the forest dwellers, the Drelves. Generations of Drelves went about their lives, lived in harmony with the forest, and harvested the tubers of the enhancing plant, which grew only in the exotic Green Vale, the home of the Thirttene friends and one of only two green places in the mostly orange-yellow World of the Three Suns. The Drelves’ enemies, gnarly goblin-like Kiennites and powerful wolf-faced Drolls, assailed the forest folk at every opportunity. After many Approximations resulted in no Spellweavers, twin Spellweavers are born and kindle the Drelves’ hopes. Wisps of Magick connect other worlds to Parallan. Masters of the powerful ability Translocation, Dreamraiders use these threads of Magick to influence events in Parallan. What motivates the Dreamraiders? Can dreams come true? Should dreams come true? Deathquest to Parallan, the Orb of Chalar, The Death of Magick, The Chalice of Mystery, and The Dawn of Magick... The Donothor and Parallan series...a different kind of Sci-Fi/fantasy.
The compelling start of a new fantasy romance trilogy set in the world of the Nine Kingdoms, from New York Times bestselling author Lynn Kurland Return to the world of the Nine Kingdoms with New York Times bestselling author Lynn Kurland as a new evil, and a new passion, emerges. Sarah's brother has embraced the dark arts, vowing to destroy the Nine Kingdoms, and she doesn't have the power to stop him. Now she must risk everything to thwart his plans, even though she fears the quest will reveal the secret she's kept all her life. After seeing his entire family slain by magic, Ruithneadh swore never to use his power again. But when Sarah pleads for his help, he's thrust back into a life of enchantments and peril, and a quest capable of unraveling the entire fabric of the Nine Kingdoms.