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This book contains eleven stories about wizards from various countries.
From the author of How to Train Your Dragon: Two young heroes fight to save their beloved homes in the next thrilling installment of the internationally bestselling Wizards of Once series. Xar and Wish are heroes with a huge task ahead -- confronting the Nuckalavee is not for the fainthearted. But with Magic and Iron together, they might just have a chance of saving their beloved homes from those who seek to destroy everything they hold dear. The third electrifying book in The Wizards of Once series fizzes with magic and introduces us to a host of glorious new characters: bears and piskies and magical pins and needles to name but a few. Beloved bestselling author Cressida Cowell once again brings her trademark wit and stunning combination of action, adventure, humor, and incredible artwork to this epic new adventure, sure to transport and enchant readers. Stunningly written, magnificent in scope, hilarious and thrilling, Knock Three Times immerses you in a world you won't ever wish to leave.
An illustrated book that tells the stories of several of the most famous and infamous wizards of the City of Gateway, a fictional metropolis where magic, the driving force of life in Gateway, is under threat from an oppressive oligarchy. The book is presented as a form of protest against the ruling class and their desire to keep these stories suppressed.
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Neil Gaiman, Eoin Colfer, and many more join this magical brew [that] will enchant young adult readers and their elders as well. (Publishers Weekly) In Wizards, today's master fantasists turn their hands to tales of these magical beings, living in both ancient and modern times, as well as in fantasy realms that never were. Featuring stories by New York Times bestselling authors Neil Gaiman, Eoin Colfer and Garth Nix as well as tales from Kage Baker, Peter S. Beagle, Terry Bisson, Orson Scott Card, Terry Dowling, Andy Duncan, Jeffrey Ford, Elizabeth Hand, Nancy Kress, Tanith Lee, Patricia A. McKillip, Mary Rosenblum, Tad Williams, Gene Wolfe, and Jane Yolen.
Fantasy story featuring the rivalry of two wizards.
Merlin the wizard challenges readers to become wizards like himself by deciphering clues hidden in his guide to wizardry.
A mysterious library book opens the door to a world of magic and danger in the first book in the beloved Young Wizards series. Bullied by her classmates, Nita Callahan is miserable at school. So when she finds a mysterious book in the library that promises her the chance to become a wizard, she jumps at the opportunity to escape her unhappy reality. But taking the Wizard's Oath is no easy thing, and Nita soon finds herself paired with fellow wizard-in-training Kit Rodriguez on a dangerous mission. The only way to become a full wizard is to face the Lone Power, the being that created death and is the mortal enemy of all wizards. As Nita and Kit battle their way through a deadly alternate version of New York controlled by the Lone Power, they must rely on each other and their newfound wizarding skills to survive--and save the world from the Lone One's grasp.
In a new small format, this highly illustrated, enchanting journey through the history and traditions of wizardry takes readers from Merlin to Gandalf, and offers practical spells to tryThe story of magic and its famous practitioners is told in thisenchanting compendium of magical lore.It exploresthe secrets of ancient sorcerers, the practices of medieval alchemists, and the rituals of modern magicians; and itreveals how lucky talismans work, suggests tools for successful spell-casting, and resolves the riddles that surround sacred sites and ceremonial magic. Along the way it introduces the most remarkable wizards in history and fiction, from the evil sorceress Circeto Professor Dumbledore. Specially commissioned paintings by Robert Ingpen, as well as works by artists such as Bosch and Goya, Arthur Rackham's atmospheric book illustrations, medieval woodcuts, and extraordinary engravings of arcana are all featured.Beautifullybound with specially paddedcovers, thisis the perfect gift for fantasy fans and budding alchemists young and old."
In the first book of a new series by the bestselling author of How to Train Your Dragon, the warring worlds of Wizards and Warriors collide in a thrilling and enchanting adventure. Once there were Wizards, who were Magic, and Warriors, who were not. But Xar, son of the King of Wizards, can't cast a single spell. And Wish, daughter of the Warrior Queen, has a banned magical object of her own. When they collide in the wildwood, on the trail of a deadly witch, it's the start of a grand adventure that just might change the fabric of their worlds. With Cressida Cowell's trademark wit, and the same stunning combination of action, adventure, heart, humor, and incredible artwork that made How to Train Your Dragon a beloved bestselling franchise, The Wizards of Once will transport and bewitch readers.