Alexia Purdy's A Dark Faerie Tale Series Omnibus PDF

By Alexia Purdy

This Omnibus contains the next Novels & Novellas:
Ever Shade
Ever Fire
Ever Winter
The Cursed
(Also to be had Separately)

Shade is thrown into the Land of Faerie while she meets a mysterious Teleen warrior, made up of fireplace and electrical energy. despatched on a trip to acquire an extraordinary magic in basic terms she will wield to save lots of the Seelie forces opposed to the Unseelie armies, she discovers her certain internal magic and probably a tough selection in love.

The Unseelie Queen Aveta isn't one to trifle with. She hunts colour down for her personal units and should ruin every thing coloration likes to get what she wants.

After slightly escaping the clutches of the Unseelie and stripped of her newfound magic, color trips to the Ice nation, the good Divide, to optimistically retrieve her sure up powers from an old Faerie King named Corb− yet loses her thoughts as an alternative. along her physique protect Dylan, a former Captain of the Teleen safeguard, she lays havoc to the Ice King’s citadel and forces their go back to the Teleen state. Hurrying to arrive the Southern Realm, color claims her rightful throne and prepares for the impending conflict with the Unseelie military.

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Additional resources for A Dark Faerie Tale Series Omnibus

Example text

Double the cost for a location outside the general area (say, over the horizon). Quadruple the cost for a place on another continent. Weather on other planets or planes cannot be predicted with this spell. Time to cast: 5 seconds per day forecast. Prerequisite: At least 4 Air spells. Destroy Air Area This spell lets the caster destroy all air within the subject area. This can create a vacuum within a very strong vessel, but in open air it will just cause a momentary thunderclap as the surrounding air rushes in.

Time to cast: 3 seconds. Prerequisites: Frost, Freeze. Item: Wand or staff. Usable only by a mage; must touch victim. Cost to create: 700 energy. $500 spell materials, $500 blue gem. Geyser (VH) Area This spell will cause a geyser of scalding-hot water to gush forth from the ground. It creates a hole equal to its radius, as set by the caster. All those within the geyser suffer 3 dice of damage. They are automatically pushed out of the area of effect. and must make a DX-5 roll to stay afoot! Two seconds after the geyser starts, the water will begin to fall back as spray.

Prerequisite: Clouds. Item: Staff or wand. Energy cost to create: 600. Can be used only by a mage. Must be kept in water when not in use; loses powers if it stays dry for more than an hour. Earth to Air Regular As listed under Earth, p. 32. Stench Area Produces a vile odor of sulfur and brimstone. Until it dissipates, it has the effect of a dose of choking gas (1d-1 damage per turn to anyone failing a HT roll). The gas is heavy and will “roll” downhill. The rate of dissipation will depend on the area and presence of wind: indoors, it will usually last until the spell expires, but outdoor on is windy day it may last only 10 seconds or so.

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A Dark Faerie Tale Series Omnibus by Alexia Purdy

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