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Nita and Kit rejoin forces when a strange darkness of the mind overcomes the older wizards, stealing away their power, and forcing the younger wizards to go to war to save the world.
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.
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."
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.
The No.1 bestselling series from current Waterstones Children's Laureate and author of How To Train Your Dragon, Cressida Cowell. Enter a land of wizards, warriors, mythical creatures and powerful Magic in an exciting fantasy adventure. Wish and Xar are outlaws on the run, hunted by Warriors, Wizards and worst of all by WITCHES ... Can they find the ingredients for the spell to get rid of Witches before the Kingwitch gets his talons on the Magic-that-Works-on-Iron? Their next Quest is the most terrifying and treacherous of all ... and someone is going to betray them. Are you ready to KNOCK THREE TIMES? 'A rollercoaster of suspense and surprise' GUARDIAN 'Cowell is moving towards national treasure' BIG ISSUE 'Another coup from Cowell' SUNDAY TIMES
From Black Sabbath to Big Black, a ride through the evolution, diversity, and influence of genre-defying heavy music. It began with the Beatles’ “Helter Skelter.” It was distilled to its dark essence by Black Sabbath. And it has flourished into a vibrant modern underground, epitomized by Newcastle’s Pigs Pigs Pigs Pigs Pigs Pigs Pigs. This is the evolution of heavy music. The voyage is as varied as it is illuminating: from the lysergic blunt trauma of Blue Cheer to the locked grooves of Funkadelic, the aural frightmares of Faust to the tectonic crush of Sleep, alighting on post-punk, industrial, grunge, stoner rock, and numerous other genres along the way. Ranging from household names to obscure cult heroes and heroines, Electric Wizards demonstrates how each successive phase of heavy music was forged by what came before, outlining a rich and eclectic lineage that extends far beyond the usual boundaries of heavy rock or heavy metal. It extols those who did things differently, who introduced something fresh and exciting into this elemental tradition, whether by design, accident, or sheer chance. In doing so, Electric Wizards weaves an entirely new tapestry of heavy music.
A simple illustrated guide for kids on how to do magic tricks.
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.
"A lively account of Israel's evolving military prowess...if The Weapon Wizards were a novel, it would be one written by Horatio Alger; if it were a biblical allegory, it would be the story of David and Goliath." —The New York Times Book Review From drones to satellites, missile defense systems to cyber warfare, Israel is leading the world when it comes to new technology being deployed on the modern battlefield. The Weapon Wizards shows how this tiny nation of 8 million learned to adapt to the changes in warfare and in the defense industry and become the new prototype of a 21st century superpower, not in size, but rather in innovation and efficiency—and as a result of its long war experience. Sitting on the front lines of how wars are fought in the 21st century, Israel has developed in its arms trade new weapons and retrofitted old ones so they remain effective, relevant, and deadly on a constantly-changing battlefield. While other countries begin to prepare for these challenges, they are looking to Israel—and specifically its weapons—for guidance. Israel is, in effect, a laboratory for the rest of the world. How did Israel do it? And what are the military and geopolitical implications of these developments? These are some of the key questions Yaakov Katz and Amir Bohbot address. Drawing on a vast amount of research, and unparalleled access to the Israeli defense establishment, this book is a report directly from the front lines.
Nita's little sister Dairine signs her up for a wizardly "cultural exchange" program, sending Nita and her partner Kit halfway across the galaxy. But nothing about wizardry--not even vacation--is simple enough.