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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.
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
"I know all too well...the beginning of that diary I never wrote-"Ellen, who has been plagued by sickness her whole life, heavily relies on her mother's care and love. When the bond between them decays in a horrific turn of events, Ellen despairs that she'll never get the love she so desperately craves and thinks she's done for-that is, until she crosses paths with a mysterious black cat. The cat offers her powers and a house to live in, which seems to change Ellen's life for the better. But the new witch soon discovers the gruesome secrets within this ever-changing house...
After dealing with Rifts and demons, I thought I’d get a few days off. But I was wrong. Guests avoid The Twilight Hotel like the plague after the teeny-weeny demon invasion. To keep the hotel from financial ruin, management decides to host a Casino Week to get things going again. Sounds great. There’s just one problem. People in our paranormal community turn up dead. Worse, paranormals are acting crazy—like full-moon crazy—and vampires and shifters are taking snacks out of humans. Soon I find myself neck-deep in the crapper once again, and things between none other than the sexy man-beast, Valen, and me are even more perplexing than ever before. He’s shut me out. And I don’t know why. So when a new nemesis stirs things up in New York City, it’s up to me to settle the score. And I’m ready for them. Game of Witches is perfect for fans of urban fantasy, mystery, slow-burn romance, and humor. Get ready for this heart-pounding and laugh-out-loud magical adventure!
This “magisterial account” explores the fear of witchcraft across the globe from the ancient world to the notorious witch trials of early modern Europe (The Guardian, UK). The witch came to prominence—and often a painful death—in early modern Europe, yet her origins are much more geographically diverse and historically deep. In The Witch, historian Ronald Hutton sets the European witch trials in the widest and deepest possible perspective and traces the major historiographical developments of witchcraft. Hutton, a renowned expert on ancient, medieval, and modern paganism and witchcraft beliefs, combines Anglo-American and continental scholarly approaches to examine attitudes on witchcraft and the treatment of suspected witches across the world, including in Africa, the Middle East, South Asia, Australia, and the Americas, and from ancient pagan times to current interpretations. His fresh anthropological and ethnographical approach focuses on cultural inheritance and change while considering shamanism, folk religion, the range of witch trials, and how the fear of witchcraft might be eradicated. “[A] panoptic, penetrating book.”—Malcolm Gaskill, London Review of Books
Little ones can play a guessing game in this Halloween-themed interactive board book with a glittery front cover that puts the treat in trick-or-treat! In this shaped board book, Spooky Witch is thinking of something, and children are asked to guess what it is based on the clues that are provided in the text and illustrations. Each time, readers are presented with several choices—some of which are silly, and only one of which is correct. The next page mentions the correct item and continues the game! Simple, direct text and cheerful illustrations create an immersive package that is sure to delight young readers. And with glitter on the cover, this spooky, sparkly book is the perfect way to celebrate Halloween!
What can a little witch do when her witchy spells and potions don't turn out right? She just keeps on trying until it's time for bed. The readers then discover her true identity. A lovely surprise!
An instant New York Times Bestseller! Disney's The Owl House meets Nevermoor, in a brilliant adventure from Claribel A. Ortega! Every year, in the magical town of Ravenskill, Witchlings who participate in the Black Moon Ceremony are placed into covens and come into their powers as full-fledged witches. And twelve-year-old Seven Salazar can't wait to be placed in the most powerful coven with her best friend! But on the night of the ceremony, in front of the entire town, Seven isn't placed in one of the five covens. She's a Spare! Spare covens have fewer witches, are less powerful, and are looked down on by everyone. Even worse, when Seven and the other two Spares perform the magic circle to seal their coven and cement themselves as sisters, it doesn't work! They're stuck as Witchlings—and will lose their magic. Seven invokes her only option: the impossible task. The three Spares will be assigned an impossible task: If they work together and succeed at it, their coven will be sealed and they'll gain their full powers. If they fail... Well, the last coven to make the attempt ended up being turned into toads. Forever. But maybe friendship can be the most powerful magic of all... With action-packed adventure, a coven of quirky witchlings, Claribel A. Ortega's signature humor, and girl-power vibes, you won't be able to put down this middle grade Latine witch story, perfect for fans of Amari and the Night Brothers or Harry Potter.