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Spirits, Spells, and Wedding Bells
Deanna Chase
It's three weeks until Pyper Rayne and her fiancé Julius tie the knot. All she wants to do is enjoy her risqué bridal shower, complete the final details of her wedding, and find time to enjoy the holidays. But when Charlie, the manager of Wicked, is arrested for a murder she didn't commit, Pyper puts her medium skills to the test in order to find the real killer before Charlie takes the fall. With help from her friends, a couple of shih tzus, and more than a few ghosts, can Pyper save the day and get her happily-ever-after?
Spirits, Spells, and Snark
Kelly McCullough
In this middle-grade sequel to Kelly McCullough's Magic, Madness, and Mischief, a 13-year-old boy and his snarky fire hare familiar must use his new magical powers to rescue his long-lost father in a magical version of St. Paul.Kalvan Monroe is worried. Every story he's ever read told him things should be better now. He mastered his magic, defeated his evil stepfather, and freed the land. Everything should be good now. But in breaking the Winter King's power, he also broke the spell that helped his mother keep her grip on reality. Basically . . . things at home aren't great. And it turns out that the magical powers that be aren't done with him yet. So, he's also dealing with that. And the constant attempts on his life. And, oh yeah, there's school, too. Not to mention that the Earth itself is talking to him . . . Is it too late for him to just give up and hide under the bed? Praise for Magic, Madness,...
Spirits and Spells
Bruce Coville
Children's Books / Science Fiction & Fantasy / Young Adult
Create your character and roll the dice—it's all just a game . . . or is it? Why can't Tansy's boyfriend, Travis, be into something normal—like football? Instead, he likes complicated games with magical characters and fantastic setups. In fact, Travis just discovered a new one called Spirits and Spells, which he's sure will be a huge hit. To try it out, Tansy, Travis, and four of their friends gather one night in an abandoned mansion—the perfect setting for their spooky quest. All six accept their characters' roles and special abilities and set off to find four objects of power that Travis has hidden nearby. But as they move deeper into the house, the players encounter obstacles that definitely weren't supposed to be there, and the dangers start to seem all too real. Before morning, each of them will be forced to call on their new powers as they struggle to keep their magical identities from taking over and getting what...


