VR Realms : Magic Gone Real

$1.99

Max doesn’t wait for permission. He sees a problem, he acts. Sometimes that means stealing his brother’s VR helmet. Sometimes it means fighting an orc warlord in the school gym. This book shows boys that impulse and courage aren’t flaws to be trained out of them — they’re strengths that need direction. Max’s “difficulty with impulse control” is exactly what saves his school. His best friend Sophie is the smartest person in the room and he respects her for it without hesitation. Riley says yes to everything and never flinches. Jake carries the weight alone until he learns that sharing it makes him stronger. These aren’t perfect kids. They make mistakes, they argue, they get scared. But they show up. They figure it out. They do hard things because hard things need doing. That’s what becoming a man looks like when you’re twelve.

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Description

Max Carver has a problem. His sixteen-year-old brother Jake just got a next-generation VR helmet and won’t let anyone touch it. So Max does what any reasonable twelve-year-old would do.

He steals it.

One game. One spell. One desk lamp erupting in flames. That’s all it takes for Max to realize the helmet isn’t just virtual reality. It’s a doorway. And the fantasy world on the other side? It’s leaking.

Suddenly there are creatures in the cafeteria and the lunch lady is fighting them with a rolling pin. The teachers have secrets. The school is built on top of something ancient and dangerous. And the thing that’s been trying to get through from the other side is bigger, smarter, and angrier than anything in the game.

Max has his best friends Sophie and Riley, a brother who’s hiding his own secrets, and a magical ability he doesn’t understand. What he doesn’t have is a plan.

He’s going to need one. Fast.

The first book in the VR Realms series. Once you start, you won’t stop until the last page.

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