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A dark past. A hidden power. A dangerous enemy. Harley Merlin has a lot of unanswered questions in her life. What drove her father to kill her mother? How can she know the true extent of her magical abilities? Has Wade Crowley always been this annoying? After the violent gargoyle incident that left many dead, Harley fears what other evil tricks her psychotic aunt has up her sleeve. When she discovers that magical foster kids like herself are in danger,...
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Harley has a game plan to stop the third ritual: infiltrate the Cult of Eris and steal back her mother's soul. But her only way in is through her devious half-brother Finch, the same guy who was Katherine's most devoted bootlicker not too long ago. Left with no choice but to break Finch out of prison, Harley must play the part of a loyal cultist. Within Katherine's inner circle, deadly initiation trials and watchful enemies make every moment a battle...
3) The monarchs
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"The ultra-exclusive Kappa Rho Nu—the Ravens—are determined to restore balance to the world. After destroying an ancient talisman and barely saving their sorority in the process, they’ll go to any lengths to keep their secret as Westerly’s most powerful coven of witches. Scarlett Winter, a legacy Raven, has finally gotten what she’s always wanted: Scarlett is Kappa Rho Nu’s newest president. Unlike her mother or older sister before her,...
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Harley is a ticking time bomb, ready to detonate with uncontrollable magic. The only solution? Find the Voodoo Queen of New Orleans, make some risky deals, and balance the Light and Darkness within her before she's torn apart, atom by atom. If only she didn't have a million other problems standing in her way. The new Director of the San Diego Coven isn't exactly friendly, and Katherine has already gained untold power. More than ever, Harley needs...
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"With a mapped location and vials of Sanguine blood, Finch needs one last component to unlock the gateway to the lost city. If only that didn't mean returning to the place he despises most--Eris Island. After learning his chances of escaping servitude are next to nil, Finch vows to find another out. And his only shot means chasing after his greatest enemy. Plus, a certain Goddess of Light won't stop sticking her nose into his business"--Back cover...
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One final ingredient. With a mapped location and vials of Sanguine blood, Finch needs one last component to unlock the gateway to the lost city. If only that didn’t mean returning to the place he despises most - Eris Island. After learning his chances of escaping servitude are next to nil, Finch vows to find another out.
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Formats
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With the death of her mother, twenty-three-year-old Paige Winterbourne is elevated to the position of leader of the American Coven of Witches, one of the world's most elite organizations, but her role is threatened by the antics of her new charge, an orphan who is all too willing to use her growing powers for evil and who is being pursued by a ruthless faction of the supernatural underworld.
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"War has come to Fireach Speur. The once forgotten Xoconai empire has declared war upon the humans west of the mountains, and their first target are the people of Loch Beag. Lead by the peerless Tzatzini, all that stands in the way of the God Emperor's grasp of power is Aoelyn, Talmadge, and their few remaining allies. But not all hope is lost. Far away from Fireach Speuer, an ancient tomb is uncovered by Brother Thaddeus of the Abellican Church....
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Now a map-maker extraordinaire, Finch must find the place Erebus so desperately seeks - although the “how” and “why” remain unclear. And a certain vengeful Necromancer is bent on beating Erebus to the punch, and he’d be more than happy to make Finch collateral damage. With his friends’ lives on the line, Finch will fall back on his old trickster ways to get his hands on the gateway’s key.
10) Balefire
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Separated since birth, seventeen-year-old twins Thais and Clio unexpectedly meet in New Orleans where they seem to be pursued by a coven of witches who want to harness the twins' magical powers for its own ends.
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"Nineteen-year-old Harley Merlin can sense people's emotions, among other things. It's how she snagged her first job pinpointing cheaters at a casino. But she has no clue where she got these freakish powers because she spent her childhood jumping from home to home in the foster system, and her father left her with nothing more than a cryptic note. Then she crosses paths with a terrifyingly real monster. Which is when a mysterious and annoyingly arrogant...
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"Now that Harley knows her enemy's grand plan--to become a godlike Child of Chaos and punish those deemed "unworthy"--she's got to figure out what the heck to do about it. Many of the missing magicals are still out there, and Katherine has vowed to kill everyone Harley cares about and make her watch. So that's fun. Just when it seems like things can't get much worse, one of the most precious monsters of the Bestiary escapes, and Harley is sure that...
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"Without magic, Harley knows the odds of defeating Katherine are stacked against them. Yet a sliver of hope survives in the pages of her parents' Grimoire. The final, mind-boggling spell entails making a deal with a Child of Chaos. But what must be offered in return? Finch wants to be the one who ends Katherine. Mother Dearest brought him into the world, and he wants to take her out. He will give anything for that chance--even his life. Meanwhile,...
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On the run from the Coven she used to call home, Harley Merlin knows that Katherine's power and influence are spreading like a poison. And she has no doubt that Katherine will follow through with her promise to torture and kill her friends, one by one. Then Harley discovers the key to her enemy's undoing might be hiding in a familiar place: her parents' Grimoire. With Finch, Wade, and Garrett by her side, Harley vows to steal Hester and Hiram's final...
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Description
Now a mapmaker extraordinaire, Finch must find the place Erebus so desperately seeks, although the "how" and "why" remain unclear. And a certain vengeful Necromancer is bent on beating Erebus to the punch, and he'd be more than happy to make Finch collateral damage. With his friends' lives on the line, Finch will fall back on his old trickster ways to get his hands on the gateway's key. In secret, he plans to uncover a loophole, a way to end his servitude...
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Driven to desperation after the loss of her magical soul, a formerly outcast lesbian witch struggles to keep her coven.
It's been a wild year for Sideways Pike. After forming a coven with the three most popular girls in school and developing a huge crush on a mysterious stranger named Madeline, Sideways' Halloween was ruined by finding out that Madeline wasn't trying to make out with her, but to steal Sideways' specter, the force that gives witches...
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"He hadn't expected a welcoming party when they whirlpooled into Atlantis--although "welcoming" isn't exactly the right word. More like "mildly hostile. As descendants of the powerful Primus Anglicus, the Atlanteans are not to be trifled with. But Erebus isn't leaving until he gets what he wants--and neither is Davin. Caught in the midst of a political battle royale, Finch can only ride out the waves. And he knows he'll be lucky to escape this underwater...
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"It's been a year since Katherine tried to take over the world, and Finch Merlin is itching to do something other than odd jobs for Erebus, God of Darkness. Erebus promises he'll free Finch of his servitude after he completes one final task--finding the Fountain of Youth. Finch has no idea why Erebus wants eternal youth, since the guy is already an immortal being. All the secrecy makes Finch uneasy, but he has no choice but to obey. He knows he'll...
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Time is running out. For the final ritual, Katherine will sacrifice twelve magicals with rare abilities. Harley has already lost so much, she can't bear to sacrifice anything more. She will protect her friends at all costs, even if that means flying solo against the greatest evil the world has ever known. With her parents' Grimoire, Harley finally has a weapon capable of overpowering Katherine. If only she could figure out how to reveal the hidden...
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Magical mapmaking is an ancient art—and also a major pain. At least, Finch can't help but feel that way, since Erebus transported him to the Mapmakers' Monastery with little to no instructions. Now he's stranded on some Greek island until he can learn to draw maps to places he thought only existed in legends, like El Dorado and Shangri-La. Only the worthiest of magicals can attain such a rare skill. The weak are weeded out through nearly impossible...