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A glove full of Goth, a helping of Sci-Fi, and a vial of Cyberpunk all neatly wrapped inside a Victorian Satchel—the popular new genre of Steampunk is reverberating throughout our culture in art, fashion, style and music. Now you can hop aboard the airship and embark on a spiritual adventure that brings dramatic ritual and practical magic into your everyday life with Steampunk Magic. Gypsey Elaine Teague draws on her experience as a practicing High Priestess and magician and her love of Steampunk to bring readers an entirely new magical system. Steampunk Magic is a compendium of altar arrangements, spells, and magical tools—traditional Wicca and magic with a Steampunk twist. Teague shows how to craft and use a compass instead of a pentacle, use a rigging knife in place of an athame, and join an airship in lieu of a coven. Beautifully illustrated with photographs and art. From author: “This book describes the new magical system that stems from the tools and philosophies of Steampunk—the alternate Victorian history genre, and incorporates many of the tried and true methods of other crafts while applying quite a few very unique visioning and application tools specific to Steampunk. I believe that you will find this new system extremely interesting and applicable to your day to day magical and non-magical life.”
Colonel Ridge Zirkander isn’t the model of military professionalism—he has a tendency to say exactly what’s on his mind, and his record has enough demerits to wallpaper the hull of an airship—but as the best fighter pilot in the Iskandian army, he’s used to a little leniency from his superiors. Until he punches the wrong diplomat in the nose and finds himself issued new orders: take command of a remote prison mine in the inhospitable Ice Blades Mountains. Ridge has never been in charge of anything larger than a flier squadron—what’s he supposed to do with a frozen fortress full of murderers and rapists? Not to mention the strange woman who shows up right before he arrives… Sardelle Terushan wakes from three hundred years in a mage stasis shelter, only to realize that she is the last of the Referatu, the sorcerers who once helped protect Iskandia from conquerors. Their subterranean mountain community was blown up in a treacherous sneak attack by soldiers who feared their power. Everyone Sardelle ever knew is dead, and the sentient soulblade she has been bonded to since her youth is buried in the core of the mountain. Further, what remains of her home has been infested by bloodthirsty miners commanded by the descendants of the very soldiers who destroyed her people. Sardelle needs help to reach her soulblade—her only link to her past and her last friend in the world. Her only hope is to pretend she’s one of the prisoners while trying to gain the commander’s trust. But lying isn’t her specialty, especially when the world has changed so much in the intervening centuries, and if Colonel Zirkander figures out who she truly is, he’ll be duty-bound to sentence her to the only acceptable punishment for sorcerers: death.
Mirah Bolender's fast-paced, adventure fantasy debut, City of Broken Magic, features a bomb squad that defuses magic weapons. Five hundred years ago, magi created a weapon they couldn’t control. An infestation that ate magic—and anything else it came into contact with. Enemies and allies were equally filling. Only an elite team of non-magical humans, known as sweepers, can defuse and dispose of infestations before they spread. Most die before they finish training. Laura, a new team member, has stayed alive longer than most. Now, she’s the last—and only—sweeper standing between the city and a massive infestation. Chronicles of Amicae City of Broken Magic / The Monstrous Citadel / Fortress of Magi
The Lunar Chronicles meets Rook in this queer #OwnVoices science-fantasy novel, perfect for fans of Marissa Meyer and Sharon Cameron. A secret beats inside Anna Thatcher's chest: an illegal clockwork heart. Anna works cog by cog -- donning the moniker Technician -- to supply black market medical technology to the sick and injured, against the Commissioner's tyrannical laws.Nathaniel Fremont, the Commissioner's son, has never had to fear the law. Determined to earn his father's respect, Nathaniel sets out to capture the Technician. But the more he learns about the outlaw, the more he questions whether his father's elusive affection is worth chasing at all.Their game of cat and mouse takes an abrupt turn when Eliza, a skilled assassin and spy, arrives. Her mission is to learn the Commissioner's secrets at any cost -- even if it means betraying her own heart.When these uneasy allies discover the most dangerous secret of all, they must work together despite their differences and put an end to a deadly epidemic -- before the Commissioner ends them first.
Take a dazzling journey through time with Tim Power’s classic, Philip K. Dick Award-winning tale... “There have been other novels in the genre about time travel, but none with The Anubis Gates’ unique slant on the material, nor its bottomless well of inventiveness. It’s literally in a class by itself, a model for others to follow, and it's easy to see how it put Powers on the map.”—SF Reviews Brendan Doyle, a specialist in the work of the early-nineteenth century poet William Ashbless, reluctantly accepts an invitation from a millionaire to act as a guide to time-travelling tourists. But while attending a lecture given by Samuel Taylor Coleridge in 1810, he becomes marooned in Regency London, where dark and dangerous forces know about the gates in time. Caught up in the intrigue between rival bands of beggars, pursued by Egyptian sorcerers, and befriended by Coleridge, Doyle somehow survives and learns more about the mysterious Ashbless than he could ever have imagined possible...
The first in a thrilling line of novels set in Eberron, a fantasy world ravaged by endless war and full of magic, danger, and adventure Hardened by the Last War, four soldiers have come to Sharn—fabled City of Towers, capital of adventure, home to the best and worst that Eberron has to offer. After a lifetime of fighting, war is all they know. Kingdoms lie shattered, armies are broken, and an entire country has been laid to waste. Now, in a time of uneasy peace, they must struggle to survive. But then people start turning up dead. The battle-weary heroes—Daine, Jode, Lei, and Pierce—soon find themselves caught in a plot that will take them from the highest reaches of power to the most sordid depths of the city of wonder, shadow, and adventure.
"For the contemporary film audience, science fiction has become a key locus for displaying-and imaginatively addressing-its most pressing concerns. Those concerns increasingly surface not just as displaced subjects, injected into conventional sf narratives, but as inflections in the very nature of the genre. We might describe these issues that bulk so large in our everyday world as angling into the world of science and technology, becoming a kind of slant presence in the genre, and in the process altering the thrust of our sf films and other screen media, resulting in what seems like a proliferation of sub-genre labels that mark off a substantially "new" group of sf cinemas. These cinemas challenge us to view or "read" them differently, from perspectives that are just coming into focus. Through an introductory overview and series of articles on various of these contemporary "slants" and the theories that drive them, this volume offers a guide to both what the new sf cinemas are about and how we have come to think about or "read" them differently. In the process, it also links these fragments of the constantly growing sf supertext to our changing sense of how genres function as a process, marked by consistent growth and evolution, and discussed in ways that reflect contemporary culture's own constant changes"--
Collects: Retribution Falls, The Black Lung Captain, The Iron Jackal, The Ace of Skulls Frey is the captain of the Ketty Jay, leader of a small, highly dysfunctional band of layabouts. An inveterate womaniser and rogue, he and his gang make a living on the wrong side of the law, avoiding the heavily armed flying frigates of the Coalition Navy. With their trio of ragged fighter craft they run contraband, rob airships and generally make a nuisance of themselves. In Retribution Falls, a hot tip on a cargo freighter loaded with valuables seems like a great prospect for an easy heist and a fast buck. Until the heist goes wrong, and the freighter explodes. Suddenly Frey isn't just a nuisance anymore - he's public enemy number one, with the Coalition Navy on his tail and contractors hired to take him down. Times are tough for the crew in The Black Lung Captain, Enter Captain Grist. He's heard about a crashed aircraft laden with the treasures of a lost civilisation, and he needs Frey's help to get it. There's only one problem. The craft is lying in the trackless heart of a remote island, populated by giant beasts and subhuman monsters. The Iron Jackal takes them deep into the desert heart of Samarla, the land of their ancient enemies. To a place where the secrets of the past lie in wait for the unwary. Secrets that might very well cost Frey everything. The Ace of Skulls: the last stand of the Ketty Jay. They've been shot down, set up, double-crossed and ripped off. They've stolen priceless treasures, destroyed a ten-thousand-year-old Azryx city and sort-of-accidentally blew up the son of the Archduke. Now they've gone and started a civil war. This time, they're really in trouble.
"Practical magic for everyday living"--Cover.
They say magic is long-gone…but is it? A chain of fantastical mishaps in schoolboy Bert’s dull life spiral out of control–but then he’s rescued by Finch, a plucky girl-adventurer with metal legs. Soon they’re sailing through the clouds on a pirate airship bound for the forgotten land of Mirinor. Magic is their destination, for reasons Bert will soon discover…