Fantasy is fiction involving the use of magic or magical creatures. You can also check out these subcategories:
alternate fantasy | candlepunk | clockpunk | comedy | contemporary | dark fantasy | faery & fae | fairy tale / folklore | fantasy of manners | gods & heroes | gothpunk | heroic | high & other world | historical | latinpunk | fantasy litrpg | knights & castles | low fantasy | magical realism | mythic | mythpunk | piratepunk | romance | silkpunk | sword & sorcery | urban & magical beings | weird fantasy
Note: these books are currently sorted by release date, with newest first.
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Summary: If ultimate power corrupts, how does one learn to be incorruptible? I’m Aliyah Morgenstern. All of my life, I grew up on tales of my great-grandfather’s magic bringing light and healing to the world. Then, I bonded with my dragonet Ember on my sixteenth birthday, which means I’ll be scary powerful someday. There’s one problem. Mom’s kept secrets that everyone at my new school seems to know. Turns out, I’ve got an infamously criminal uncle and now everyone’s waiting for me to do something evil. After my first horrible day at school I’m convinced I’m going to do something evil. My biggest challenge this year isn’t history, math, Gym, or even the dreaded Magiscience Lab. No, it’s keeping a devastating secret from almost everyone, including my own family. I’m an extramagus. Is evil really my destiny, or can I fight it somehow?
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Summary: At Providence Paranormal College, class is about to start. Who’s enrolled? Students who are a bit different: vampires, werewolves, changelings, shifters, psychics, and magi. For one-hundred years, the college has taught and trained only psychics or magi, and for the first time, it’s opening the doors to those not different: regular humans. At this Ivy-League school, the students are expected to learn their powers and keep high grades. Unfortunately, grades are slipping, but that’s what happens when a mysterious villain is hunting you down… Because someone is angry about this new admissions policy and they'll kill to stop integration. To defeat this rising evil, the students must band together and master their strange powers – because if they don’t.. Well, it’s pretty hard to graduate when you’re dead.
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Summary: The Education Continues at Providence Paranormal College! Five more books, no waiting. Read. Laugh. Catch a case of the feels. Book 6: Roundtable Redcap: Can Fred rescue his brother from the Fae Queen with just reluctant Psychic Irina to help? Book 7: Better Off Undead: Lane and his vampire punk band Night Creatures are broke and broken. Can they pick up their pieces and shine in a Battle of the Bands? Book 8: Ghost of a Chance: Ghostly Horace and his Medium, Bianca, must solve a mystery to save Professor Watkins. Book 9: Nine Lives: It's time for Olivia Adler to trust her instincts or Tony Gitano just might die for good. Book 10: Fae of Fae Knot: The family that's Fae together can't stay together. The series concludes as they bend the tantamount Faerie Law to its breaking point.
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Summary: In one night, change comes with the strike of a match as Leo Riley loses everything. Giacomo Bianco's hitmen burned his home to the ground with his family inside. Leo will pay any price for his revenge. He will need power. Oguina, the mythical woman turned monster, can give it to him. But at what cost? Bianco gazes into an abyss that stares back. His fall to madness is a one-way trip Leo aims to stop at all costs before Bianco kills again. In his quest for vengeance, Leo teeters over that same cliff. Monster and Mafioso fight for dominance over Fall River's streets. Bianco’s got more up his sleeve than anyone suspects, including the means to make his power absolute. Even new powers and strange allies might not be enough to ensure Leo’s victory. Who is the real monster? Bianco, Oguina, or Leo himself?
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Summary: Mobsters, Monsters, and Magic. It's 1929 at the height of Prohibition in Plymouth, Massachusetts. Bill Chiavo and his twin sister Millie are learning Wisdom, the family magic. Wise families should take care of their own but when the stock market crashes, their Irish Uncle Finn hoards his visions. He reaps the rewards and the Chiavos head to the poor house. Now the twins are on the outs while their uncle's got the money, the power, and the connections to take over. Bill and Millie need allies and the mob-run Supper Club just might have the muscle they need. Millie wants them to skip town but Bill refuses to leave his family or friends at Finn's mercy. The twins will need to wise up if they are to thwart their uncle's conquest. But how do you defy a man who sees the future? The Wise and crime families clash in this small town for big stakes. But who will claim the prize?
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Summary: Life sucks and then you die. Sort of. Valentino Crispo loves Mom’s Italian cooking, sun on the beach, and working for the Cranston Police Department. He loses it all after getting vamped. Now, he’s the noobiest vampire in Providence. This collection includes the complete four-book Supernatural Vigilante Society at a great price! Be Counted When a hitwoman apparently shoots Valentino Crispo's dad and one of Cranston’s Finest on the same night, Tino stops letting vampirism bite him. He’ll mix supernatural and PD skills to solve the crime. But he hasn’t got the hang of being a vampire yet. The mystery of whodunit and why is tied up with Tino’s own turning. The Providence vampire elders hate nosy vamps almost as much as new ones. Will Valentino stand up and be counted or add to the body count? Body Count Valentino Crispo’s just started sinking his fangs into unlife as a vampire. He’s got a decent start in his new PI business, too. Cases walk through the door and he solves them with a little help from his paranormal pals and the vigilante hobby they’ve got on the side. Wash, rinse, repeat. But there’s big trouble in the little Ocean State. Powerful nouns in the supernatural community are going missing. These people, places, and things threaten to leave a power vacuum in their absence. Tino and his gang don’t like the crew likely to step in and fill it, either. It gets personal when an old enemy shows up, asking the Supernatural Vigilante Society to help hide a tween psychic who knows too much about what’s fishy in Providence. Are Tino and his friends in too deep this time? Can they stop the body count from rising or will they go out with the tide? Counting Costs There’s no fortune in favors owed. After saving a king but losing a kingdom, Tino’s up to his fangs in debt. But he doesn’t owe money. A vampire’s word is his bond. When a rival, a witch, and a hunter all call in their markers at the same time, Tino’s suddenly got a metric ton promises to keep. To keep his vows, Providence’s newest vampire must find missing memories, adopt an orphan, and cure a comatose fiance. Sounds easy, right? Wrong. The Mafia’s standing in his way at every turn. And the holes in his own recall are a total roadblock. Meeting obligations is impossible if they’re forgotten. Can Tino pay his debts without cashing in his unlife? Counting Stars Undead stars still burn. Still adjusting to recent changes, Tino Crispo, vampire PI, saddles himself with a new case. An ailing friend charges him with investigating a series of mysterious assaults. Rhode Island’s youngest vampire has to balance his work life and new domestic responsibilities. With his extended supernatural family counting on him, he’ll need help. Which is in short supply. Tino’s biggest advantage is his circle of friends. But the threads he follows in this case seem connected to some of his closest allies. Who can he trust?
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Summary: Eclectic, imaginative, and unexpected, Community of Magic Pens features forty genre-spanning flash and short stories--including fantasy, humor, science fiction, romance, historical fiction, satire, and mystery--bringing together a rich group of diverse voices from a wide range of backgrounds and intersections. Fountain pens, markers and ink, charcoals, spy pens, a braille writer, a printing press, virtual reality, and a supernatural pizza: whether revealing unspoken truths, fighting injustice, or finding friendship and love, our pens have power. Join us as a recent graduate of superhero school struggles to understand her gift, a disabled android interviews for a job, a queen’s conscripted artist must pull reality from illustrations on parchment, and a grandmother’s secret room is…better kept a secret. Tales of struggle and triumph, compassion and hope: Community of Magic Pens is a celebration of our shared story.
- Fantasy
- Fantasy - Comedy
- Fantasy - Contemporary
- Fantasy - Hopepunk
- Fantasy - Latinpunk
- Fantasy - LGBTQ+
- Fantasy - Low Fantasy
- Fantasy - Magical Realism
- Fantasy - New Adult
- Fantasy - People of Color
- Fantasy - Quiet
- Fantasy - Romance
- Fantasy - Sword & Sorcery
- Paranormal
- Paranormal - Magical Beings
- Poetry
- Sci Fi
- Sci Fi - Artificial Intelligence
- Sci Fi - Hopepunk
- Sci Fi - LGBTQ+
- Sci Fi - People of Color
- Sci Fi - Robots/Androids
- Sci Fi - Slipstream
- Sci Fi - Social
- Sci Fi - Soft
- Sci Fi - Terraforming
- Sci Fi - Transhuman
- Sci Fi - Virtual Reality
Word Count: 64000
Summary: Brother and sister team Midnight and Aurora Pendragon have a successful airship business taking clients on trips to be photographed with their pet pterodactyl. The last thing they expect is to have one such trip hijacked by the dashing adventurer Voltaire Crevin and his right-hand man Trevilian Hawke. While his sister and Voltaire repeatedly lock horns, Midnight finds himself increasingly drawn to Trevilian. Finally, Voltaire explains they are trying to prevent a weapon of mass destruction from falling into the hands of a ruthless, secret organization, the S.O.R. With Midnight's help, they take the airship down into an extinct volcano to find that not only does Atlantis still exist, but the weapon is in the hands of the few remaining Atlanteans. But if Voltaire had believed the S.O.R. were ruthless, it's nothing compared to that of the Atlanteans who seek to return to the surface and rule the world using their ultimate weapon: The Leviathan. Midnight's feelings for Trevilian deepen as they seek a way to stop the Atlanteans and escape from Atlantis. Danger comes in many ways and takes many forms, each more deadly than the last. Can Midnight and Trevilian survive long enough to know whether love never dies?
Word Count: 60000
Summary: Ian McDonald is trying very hard not to think about how the world might be going to hell in a handbag. After all, what’s he going to be able to do about it? He’s just this guy, stuck in a small town, pinned there by a load of student debt and a stalled writing career. Oh, and a wicked case of writer’s block. Or at least he was, until a dragon showed up in his bedroom. At midnight. Quoting Freud and muttering about the space-time continuum. So of course, Ian must Make a Choice and decide whether he wants to follow the dragon back into the Connectome and find his muse again, or stay in a house that surely wants to kill him, one repair bill at a time. And maybe, just maybe, he might find out that some things are worth fighting for. Even if all you have is a can opener.
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Summary: For six lifelong friends, it was supposed to just be a simple game night. But when they break out a new, classic high-fantasy style game—half tabletop RPG, half dungeon-crawling board game, simultaneously familiar and unexplored—for a test run, they find themselves transported into the game’s setting, living the lives of their made-up characters, where the dangers, and the monsters, are deadly serious. Left with little choice but to jump headlong into their roles, Cordelia, Morgan, Jack, Eriko, Tamsin, and Tobias will have to become the heroes they were just pretending to be to stop a nightmare creature’s reign of terror… or find out if life and death in this fictional setting is as real as it seems. Ranger and cleric, barbarian and thief, bard and magician: they'll have to combine all of their new-found abilities to stop a creeping evil and to survive in this strange new world.
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Summary: After a few weeks trapped inside a cursed tabletop role-playing game, the players--Eriko the rogue, Morgan the cleric, Tamsin the mage, Cordelia the barbarian, Jack the ranger, and Tobias the bard--have become fixtures in the fictional town of Moderate Expectations, doing things adventures do. Whether it's slaying ogres or saving children from actual bogeymen, the adventurers are learning their roles and becoming weirdly comfortable with the concept of being heroes locked in a game world. But when a terrifying threat bubbles up out of a broken mine shaft and threatens their starting zone and adopted home, the gang will need to go on a real dungeon crawl into the subterranean world below, where they'll learn just how dangerous this imaginary world is to them and how high the stakes can be for the people who live here. It's time for the Dungeon Crawlers to level up, face down their greatest challenge yet, and find out just how big the world they've found themselves trapped in really is... and how long it's been holding players like them prisoners. So grab your gear, check your spell list, and make sure you've got plenty of torches--it's time to go spelunking, RPG-style.
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Summary: The first rule of adventuring: don't split the party. The Dungeon Crawlers should know better. While they've only been trapped in the cursed role playing game they now call home for a short time, most of the party are well-versed in tabletop gaming. Whether in the real world or trapped in a fantasy one, you just don't split the party. Which is why, when Eriko, the group's rogue, decides to let curiosity get the better of her and run off on her own, everyone knows nothing good will come of it. And "no good will come of it" means a pack of feral cannibalistic undead, led by an ancient evil, who takes a special interest in the group's talented, if ridiculous, bard, Tobias. Joined by a shadowy creature whose goals coincide with their own, the rest of the group--Morgan the cleric, Jack the ranger, Cordelia the barbarian, and Tamsin the mage--find that to survive, and rescue their friends, they're going to have to split the party even further. Are they clever enough to get away from a pack of ravenous ghouls alive, or will this be the Total Party Kill they've dreaded since they first arrived in this game world? The Ghoul Slayer's Guide is the third novella in the The Dungeon Crawlers series. Find their earlier adventures in the Players Guide to Dungeon Crawling and the Dungeoneer's Bestiary.
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Summary: The Dungeon Crawlers have done the unthinkable: they’ve split the party. After defeating another adventuring party from the “real” world—fellow players long trapped in the game world who treat Revery as their own private hunting ground to be conquered and abused—the Dungeon Crawlers emerged victorious but broken, with one of their number fallen and lost in battle. Some want to seek out revenge for their lost friend, while others believe somewhere in Revery there is magic to bring someone back from the dead, and want to find it. Both quests for revenge and resurrection will reveal new enemies, new allies, and dark secrets about the nature of Revery itself. They will learn how it draws players into a world where an RPG has become real, and whether or not anyone can ever go home again. But to do so, they need to break the party in two. Can they survive apart, or will the oldest rule in RPGs prove to be true in a world where games are deadly real?
Word Count: 59349
Summary: Question your typical perception. See beyond the normal you know. Step into divergent realms. Let this anthology of new and original short stories show you the fantastic and futuristic through a new lens. A struggling father discovers why his autistic daughter becomes consumed with a virtual reality simulator in the wake of her mother’s death. An android who can’t stop ruminating about her consciousness being trapped inside a machine for all eternity confronts her worst fear to stop a sentient AI. Authorities deny a man with a distractible mind a position navigating a chaotic place outside space and time that provides access to other universes, only to realize he’s their only hope to recover their lost agents. Divergent Realms showcases the wide spectrum of neurodiversity through the open worlds of speculative fiction. Written and edited by the neurodiverse themselves, these stories express a new side of ADHD, Autism, OCD, and more. Experience an atypical reality and deepen your understanding of the world around you today!