For those spending time at home, looking for a cozy adventure or bedtime story, we offer this imaginative rhyming picture book, read by the author, Daniel Errico. Follow the Marmabill on her quest through the rainforest, where she meets fantastical creatures like wugs, tankadiggies, and flying fluthers. As her journey takes her from treetops to glowing underground caves, the Marmabill finds out for herself the true meaning of home. Remember, our stories for kids are here for you to read at any time. And remember, Dream Big!

Gemma is a middle grade novel that follows a curious explorer and her ring-tailed lemur, Milo, as they hunt for the “most greatest treasure in the world”. Solving riddles, battling a bell-wearing jaguar, and traveling the Eight Seas, Gemma’s adventures take her from a young girl to a brave captain, whose only limits are the stars.

A CIP catalogue record for this book is available from the British Library Paperback ISBN: 978-0-74344-041-7 eBook ISBN: 978-1-47114-144-7 This book is a work of fiction. Names, characters, places and incidents are either a product of the author’s imagination or are used fictitiously. Read Wild Magic by Tamora Pierce (1) Page 1 Online novels for free. Read Wild Magic by Tamora Pierce (1) online, free. ONE GIRL WITH A PONY.

While drawing in class at Stagwood School, 12-year old Cal sees a frog staring at him through the window. Stranger than that, is the fact that this frog happens to be wearing glasses.
Cal and his best friend, Soy, learn that the frog (who prefers the name Deli) has sought them out for a reason. When a school administrator named Ream reveals himself to be a dragon, the boys discover that fairytales are real, and that there is magic afoot in Stagwood. With Ream on their tail, the trio must unearth a powerful tool protected by riddles and rile (the magic that fuels nightmares) to save the fate of all fairytales past. But, before Cal can defeat Ream, he has to deal with Soy's knack for arguing with magical creatures, discover the truth about Deli's identity, and earn his place as the hero of the story. The Guardians of Lore is a middle grade novel that centers around two life-long friends, infusing humor and fantasy-based riddles into a modern fairytale.

This quirky tale is about our most infamous character of all. If you don’t have a soufflé-baking, trumpet-blaring, sleigh-riding friend, then maybe it’s time that you met Ms. McKay. Told as a monorhyme poem. “Say what you will or say what you may, you’ll remember the day that you met Ms. McKay…”

Mr. McKay is a most mischievous fellow. His hair and eyes have been known to change color with the seasons. If you ever feel a warm breeze on a very cold winter day, be sure to keep your coat on, because it may be Mr. McKay playing his trick! A light-hearted, rhyming bedtime story about keeping your coat on when it’s awfully cold outside.

Ages 3-8, Narrated, Read Along

Explore the ocean floor and discover the location of Orangebeard's Treasure in this series of adventure stories for kids! Each location that you visit under the sea reveals a unique story from the gnarble. Piece together the clues with reading comprehension and reasoning skills to solve the mystery!

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The Journey of the Noble Gnarble is a number one best-selling ebook that has been adapted into a hardcover book and play. Through rhyming verse and engaging illustrations, the Noble Gnarble teaches kids about perseverance and determination in the face of obstacles. Dream Big!

Ages 3-5, Narrated, Read Along

One of our most popular children’s stories, this is the tale of a group of robots winding down for the night. The Robot Bedtime Book is a playful bedtime story that encourages interaction, imagination, and a fun bedtime routine.

FREECHILDRENSTORIES.COM PROVIDES BEST-SELLING CHILDREN’S STORIES FOR KIDS OF ALL AGES FOR FREE. READ MORE ABOUT US HERE!

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Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Source: Player's Handbook

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

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Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

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Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

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Wild Magic Surge
d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.55-56Your hair falls out but grows back within 24 hours.
07-08You cast Fireball as a 3rd-level spell centered on yourself.57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10You cast Magic Missile as a 5th-level spell.59-60You regain your lowest-level expended spell slot.
11-12Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.61-62For the next minute, you must shout when you speak.
13-14You cast Confusion centered on yourself.63-64You cast Fog Cloud centered on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are frightened by the nearest creature until the end of your next turn.
19-20You cast Grease centered on yourself.69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.75-76You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.85-86You cast Mirror Image.
37-381d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.87-88You cast Fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.91-92If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast Levitate on yourself.95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.