Federal Agents of Magic Series
Written by TR Cameron, Martha Carr and Michael Anderle
Narrated by Traci Odom
()
About this series
With the local enemies contained, the agents set their sights on finally taking on the true threat. Earthly enemies have compromised their government and are launching cyber-attacks on their systems. Oriceran enemies have added new bounties. Cara and Diana are still in the crosshairs. No one is safe, in the city above, or the Kemana below. Even the group honoring the memory of the Silver Griffins is targeted.
The Blackops Agents of Magic are ready. They have their own artifact weapons, magic powered fighters, and strength of will.
Will it be enough to defeat their enemies? There's only one way to find out. Magic or mundane, you hurt people in their city, and BAM is gonna bring you down.
It's all in a day's work at the newest bureau of the Federal Agents of Magic.
Titles in the series (8)
- Agents of Mayhem
2
New city, new troubles. It's going to take all the magic Special Agent Diana Sheen can gather to keep the peace. But will it be enough? Diana runs a secret Federal agency that combats magic mixed with wicked. Her team cleans up the worst streets, disguised as bounty hunters. Challenge number one is a small troll and his ongoing obsession with action films. Good thing he's a helluva fighter too. Still, is it enough? Dark magic has a new twist born from an ancient cult and they're playing for keeps. Good thing Agent Sheen knows how to play rough. It's all in a day's work at the secret bureau of the Federal Agents of Magic.
- Magic Ops
1
FBI Agent Diana Sheen is an agent with a secret . . . . . . she carries a badge and a troll, along with a little magic. But her Most Wanted List is going to take a little extra effort. She'll have to embrace her powers and up her game to take down new threats. Not to mention deal with the troll that's adopted her. All signs point to a serious threat lurking just beyond sight, pulling the strings to put the forces of good in harm's way. Magic or mundane, you break the law, and Diana's gonna find you, tag you and bring you in. Watch out magical baddies, this agent can level the playing field. It's all in a day's work for the newest Federal Agent of Magic.
- Counter Ops
3
Special Agent Diana Sheen runs a secret agency . . . locked squarely in the crosshairs of a magical conspiracy far greater than she'd imagined. The bad guys are seeking artifacts to increase their power, and it feels like they're leading up to something big. Can she stop them in time? The attacks are getting personal. Other bureaus have taken heavy losses, and only her team's magical abilities have kept them from the same fate. That includes a troll uncovering magical do-gooders or an acerbic Drow learning to use her magic. Everything is getting better, including their gear thanks to Kayleigh. But is better good enough? No way to tell, except by putting boot to tail. Magic or mundane, you hurt people in their town, and FAM is gonna bring you down. It's all in a day's work at the newest bureau of the Federal Agents of Magic.
- Agents Of Chaos
4
Special Agent Diana Sheen has been targeted . . . . . . by magical villains determined to bring her and her agency down. The bad guys have something big planned, and like a storm over the horizon, she can feel it coming but doesn't know how bad it will turn out to be. The answer? Really, really bad. Diana and her team will need to be at the top of their game to survive. The troll that's adopted her patrols in the night, searching for the cosplaying criminal who has evaded them. The team's undercover agent gets in deeper with their opposition. Inevitably, he faces a moment of truth where he faces off against the good guys. Oh, and Kayleigh wants to mount an AI-controlled rocket launcher on the roof of the house she shares with Diana and Rath, which Diana thinks is the mother of all bad ideas. The heat is rising, but Diana won't abandon her responsibilities. No way, no how. Which means there's no way out but through. Magic or mundane, you hurt people in their city, and BAM is gonna bring you down. It's all in a day's work at the newest bureau of the Federal Agents of Magic.
- Covert Ops
5
Special Agent Diana Sheen is in an unending battle . . . against magical villains on Earth, more of them from another planet, and her own government. The enemy's use of a dire artifact requires a response. BAM will have to go after their own artifacts to even the score. But there are plenty of people standing in her way: a council of alien magic users who want the artifacts for themselves; the underground leader who was pivotal in breaking the back of the city's covert Ultramax; a local gang who has the ARES team in their sights; and don't forget about the escapees from prison who are looking for revenge. But there are those on the side of good, as well. Rath gets a new trainer and Diana's teacher gets another student. Finally, Kayleigh's new partner is certain to be trouble, and the newest field agent fields a magic they haven't seen before. It's barely controlled chaos as the team digs in behind the scenes to ferret out the secrets they need to finally turn the tables on their enemies. Magic or mundane, you hurt people in their city, and BAM is gonna bring you down. It's all in a day's work at the newest bureau of the Federal Agents of Magic.
- Agents of Order
6
Enough is enough. Special Agent Diana Sheen has been pushed too far. Magical attacks on her, on her team, and on the city she's responsible for have tipped the balance. It's time to hold the enemy responsible. But there are more players on the opposing side than she knows. Dirty politicians, a sneaky witch maneuvering to increase her own power, and a dark and mysterious magical alien who is moving the rest around like toy soldiers on a gameboard. Plus, a sneaky assassin is prowling around her town. But the Blackops Agents of Magic are ready. Cara's artifact daggers are more powerful than she could have imagined. Rath the troll's training as a master of the blade continues and Diana's teacher Nylene is ready to roll up her sleeves and get into the action. It's time for the chaos to end. Diana and her team are committed to bringing a sense of order back to their home. Meanwhile, the enemy has set its sights on yet another target Diana cares about . . . Magic or mundane, you hurt people in their city, and BAM is gonna bring you down. It's all in a day's work at the newest bureau of the Federal Agents of Magic.
- Agents of Vengeance
8
The underlings are defeated. Time to take down their bosses. With the local enemies contained, the agents set their sights on finally taking on the true threat. Earthly enemies have compromised their government and are launching cyber-attacks on their systems. Oriceran enemies have added new bounties. Cara and Diana are still in the crosshairs. No one is safe, in the city above, or the Kemana below. Even the group honoring the memory of the Silver Griffins is targeted. The Blackops Agents of Magic are ready. They have their own artifact weapons, magic powered fighters, and strength of will. Will it be enough to defeat their enemies? There's only one way to find out. Magic or mundane, you hurt people in their city, and BAM is gonna bring you down. It's all in a day's work at the newest bureau of the Federal Agents of Magic.
- Arcane Ops
7
It's time to clean up their city or die trying. The Remembrance have stepped up the pressure after the Federal Agents of Magic slapped them down hard. There's a bounty on Diana's head, as well as her second in command. Criminals are dying for the chance to collect. And the bad guys have found more artifacts to steal-from the police. The lines are drawn. The battle is at hand. The Blackops Agents of Magic are ready. Diana's search for the artifact sword nears its end, Cara's artifact daggers have increased her prowess tenfold, and Rath the troll has begun to fulfill his true potential with fist, flight, batons, and blades. It's now or never to end the threat before the mysterious figure lurking in the shadow burns the city for its failure to obey. But there are plans within plans. The agents have no way to know how crafty their enemies have become . . . Magic or mundane, you hurt people in their city, and BAM is gonna bring you down. It's all in a day's work at the newest bureau of the Federal Agents of Magic.
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