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Millie and her wealthy protector Count Benjamin Castle have their first adventure behind them, but troubled seas lay ahead in the land of magic and mayhem. Millie finds herself wondering about the unique staff in her possession, and how she could master its supposedly powerful magic. Castle suggests she find herself a teacher for its flute form, and an opportunity presents itself when a well-known band returns from a long tour. They venture out to make inquiries, but their journey becomes a winding path of relatives and revenants as a strange horror rises from the ghoulish depths of the old city. Their troubles are complicated by their budding romance, and Millie’s inexperience in a world filled with fantastical creatures and some rather shady characters. One of those characters is the seller of a popular card game among the youth. The parents consider the game a less frightful diversion than the odd music band, but something seems amiss to Millie. She can’t put her finger on it until her curiosity gives her more than she bargained for. Together Millie and Castle must wade through ghouls, graveyards, and groupies to discover the truth behind the sinister magics cropping up around the city, before they’re both buried by their latest, and maybe last, adventure.
Life is full of life-changing events. Obviously. Millie, however, never expected the change to come at the tip of a stick. One late-night walk has her face off against a trio of men intent on having some fun with her. The tables are turned when she stumbles upon a stick in the path, a stick with some interesting abilities. The men are sent packing and Millie stands tall with her prize and pride. Triumph turns to trouble as she's literally dropped into a new world. She falls into the strong arms of a masked rogue with dragon wings, and he places her in the charge of an old friend, the handsome and wealthy Count Benjamin Castle. He’s as mysterious as his acquaintance, and the heated looks he gives her reveals that his interest in her is more than just mere kindness. However, Millie’s only thought is to return to her own world, but they’re not the only ones searching for answers to her problem. Someone else wants to learn the secrets of traveling between worlds, and they’re not afraid to play dirty to get to the answer first. Their adventure leads them from the deepest sewers, to the sleaziest auction houses, and up to the highest heights of high society, and all the while Millie begins to wonder what her heart truly desires. The wonders of fantasy, fun, and magic were alluring, and the pair of men who called themselves her protectors intrigued her even more. As their journey takes them deeper into this new world, she must make a choice: leave it all behind or embrace the budding romance that promises to reveal a deep secret.
The complete Dragon Thief series featuring all five ebooks! Life is full of life-changing events. Obviously. Millie, however, never expected the change to come at the tip of a stick. She's dropped into a magical world of fantasy and romance where the strong arms of the wealthy Count Benjamin Castle await her. He's a man with a past and she's a woman with a future, and together their adventures take them from the deepest sewers to the heights of high society, all the while falling for one another.
Stolen magical artifacts, missing girls, and a hot partner I don’t want, what could possibly go wrong? Paranormal Private Investigator (PI), Rayne Martin races against the clock to solve a case that is becoming more complicated by the moment. What started as a simple missing grimoire and stolen ancestral necklace has now morphed Into a potentially debilitating new reality for magic users. Now, young women are missing. Others are turning up stripped of their magic and raving about monsters. Stealing magic once seemed inconceivable, but it is now a very real threat. It’s up to Marty to find out who is stealing magic. Just when she has things in-hand, a partner is forced on her. Marty never learned to work well with others, so this is the last thing she wants. He is a straight play-by-the-rules guy. There is no rule she wouldn’t break. If they can’t learn to work together, then they will fail. When her closest friend is taken, time is running out for Marty and Lochlan to crack the case. If they can’t find the magic thief, there may be nothing left of Marty’s friend to recover.
The Spice Ghosts have descended on Roshaven accusing Jenni of stealing their sacred bones and are threatening to destroy the city if they are not returned but Jenni the sprite has no idea what they’re talking about. With the help of her boss, Chief Thief-Catcher Ned Spinks, Jenni promises to find and return them however the skeletal trail leads them into the dark and dangerous waters of the dread Sea Witch. Ned is out of his depth and frantically treading water while Jenni must fight to avoid becoming catch of the day. The Bone Thief is the third quirky magical mystery adventure set in the Roshaven series of humorous fantasy novels.
The Jade Mage is the story of Tartum, a young man desperately seeking to learn the ways of magic. At sixteen-years-old, he knows only rudimentary spells, mostly for performing work, none of the power he seeks. He seeks more power and responsibility from his mentor and renowned magician Isidor. Follow along the beginning of Tartum’s incredible journey as he discovers his fate.
The Ancient Lost World of Zanterian is a very complexed in existence. It is a world with 10 layers “Planes “, that coexist with each other. Paradox- The Dragon Emperor of the gods. He has intervened in the prophecy. Paradox has created ancient portals that connect the planes and other worlds for his dragons, and the magic weave. The other gods / goddess intervened in mortality to enhance their power and domain. This is forbidden by the goddess of Destiny. She had slammed her Scepter of Destiny into the ground of the world of Zanterian; Creating what is known as The Lost Ancient World of Zanterian. It is a world trapped between Planes; stuck in a time lock. The World’s Dangerous Dungeon sets deep beneath the earth in the Ancient World of Zanterian. It is an ancient prison designed by Embreal the ancient goddess of Creation. She designed it upon request for Clearalious the ancient goddess of Righteousness and Judgement. She is a Chaotic Good goddess. Her Angel- Queen Vargon imprisoned most of the evil being and monsters in the dungeon, which most of them can’t be destroyed. The Dungeon walls, ceilings, and under-floor are made of living magical stones. These stones regenerate. It is impossible to break through, destroy, or pass through the magic. The stones are black granite with glitter throughout it. There are beings and monsters that are stone granite golems. They are one with the dungeon and will reform back into existence in 1d6 days. These golems are intelligent and they acted as one with the dungeon.
NEW YORK TIMES BESTSELLER • NAMED ONE OF THE BEST BOOKS OF THE YEAR BY BUZZFEED AND THE INDEPENDENT • Ranking alongside George R. R. Martin as a groundbreaking master of fantasy, Robin Hobb delivers the second book in her long-awaited Fitz and the Fool trilogy. The harrowing adventures of FitzChivalry Farseer and his enigmatic friend the Fool continue in Robin Hobb’s triumphant follow-up to Fool’s Assassin. But Fool’s Quest is more than just a sequel. With the artistry and imagination her fans have come to expect, Hobb builds masterfully on all that has gone before, revealing devastating secrets and shocking conspiracies that cast a dark shadow over the history of Fitz and his world—a shadow that now stretches to darken all future hope. Long ago, Fitz and the Fool changed the world, bringing back the magic of dragons and securing both the Farseer succession and the stability of the kingdom. Or so they thought. But now the Fool is near death, maimed by mysterious pale-skinned figures whose plans for world domination hinge upon the powers the Fool may share with Fitz’s own daughter. Distracted by the Fool’s perilous health, and swept up against his will in the intrigues of the royal court, Fitz lets down his guard . . . and in a horrible instant, his world is undone and his beloved daughter stolen away by those who would use her as they had once sought to use the Fool—as a weapon. But FitzChivalry Farseer is not without weapons of his own. An ancient magic still lives in his veins. And though he may have let his skills as royal assassin diminish over the years, such things, once learned, are not so easily forgotten. Now enemies and friends alike are about to learn that nothing is more dangerous than a man who has nothing left to lose. Praise for Fool’s Quest “A complex tapestry of adventure, betrayal, destiny, and unrelenting peril . . . Hobb’s expertise is evident as always.”—Publishers Weekly “Glorious and beautiful storytelling . . . Hobb lets rip with revelations, treachery, vengeance, sword fights and full on magical mayhem.”—SciFiNow “If readers have any doubt that Robin Hobb is one of the finest writers in the fantasy genre, then they haven’t read any of her work.”—SFFWorld
Thieves aren’t known for doing other people favors, but a unicorn is a treasure of a whole different color. Winter was on her way out of town anyway, so what’s a little baggage? Never mind that fleeing Anton with a barely weaned unicorn could get her killed or thrown in prison if she gets caught. Winter is a skilled thief. It should have been an easy job. She wasn’t counting on a dragon with postpartum depression, the dragon’s unhatched egg or the injured wizard with a shakier past than her own. The plan was to depart town for greener pastures and easier purses to snatch. Too bad leaving requires pulling off the biggest heist of all.
Harper Blaine was your average small-time PI until she died--for two minutes. Now Harper is a Greywalker, treading the thin line between the living world and the paranormal realm. And these abilities are landing her all sorts of -strange- cases.... Turmoil, sickness, and destruction are sweeping through Europe--and its effects are being felt all the way across the world in Seattle. Harper Blaine and her lover, Quinton, suspect that Quinton's father, James Purlis--and his terrifying Ghost Division--are involved. Following a dark trail of grotesque crimes and black magic across the Old World, the pair slowly draws closer to their quarry. But finding and dismantling the Ghost Division won't be enough to stop the horror that Purlis has unwittingly set in motion. An ancient and forgotten cult has allied with Quinton's mad father. And their goals are far more nightmarish than Harper and Quinton--or even Purlis--could ever imagine. The pursuit leads to Portugal, where the desecrated tomb of a sleeping king and a temple built of bones recall Harper's very first paranormal case and hold clues to the cult's true intentions. Harper and Quinton will need all the help they can get to avert a necromantic cataclysm that could lay waste to Europe and drag the rest of the world to the brink of war.