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MWM Book 2: The Blood Hex

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A potentially lethal blood hex. Her mother’s murderer still on the loose. Her father maybe not as dead as she’s been led to believe. Jinxed witch Frankie B and Dex, her familiar, certainly have their hands (and paws) full.


With the ghost of Captain Russell Garnet banished to an island in the Caribbean, Frankie thought she and Dex could get on with life. If only she wasn’t lumbered with a blood hex. And if only her troublesome grandmamma — the not so ex-pirate — Anne Bonny hadn’t managed to get herself in a heap of trouble.


Before any rescue can take place, Frankie needs to get a handle on her new witchy powers. While she’s no longer stuck with housework spells and the occasional ward, her new power levels are unstable at best, and completely missing, at worst.


Yet again, she’s training with the drop-dead gorgeous warlock / merman hybrid Zane, making concentration difficult, especially when the air between them is laced with freaky magic. Will Frankie break the hex, and find out who killed her mom and dad, or will she die trying? With Dex and Zane at her side, how can she possibly fail?


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