Download Free The Wizards Of Odd Book in PDF and EPUB Free Download. You can read online The Wizards Of Odd and write the review.

A collection of humorous fantasy stories by 24 authors, including Terry Pratchett, Douglas Adams, Kurt Vonnegut Jr, Isaac Asimov, Robert Bloch, Brian Aldiss, Rad Bradbury, Stephen Donaldson, Arthur C. Clarke, Ursula K. Le Guin and H.G. Wells.
A novel “filled with very credible teen angst, morality, and an intriguing blend of science fiction and fantasy” from the author of A Wizard Abroad (School Library Journal). Still recovering from an overly eventful vacation in Ireland, teenage wizard Nita Callahan is looking forward to some peace and quiet in her suburban New York home. Instead, her close friend Kit seems to be acting a little weird, and Nita keeps running into problems for which wizardry either isn’t the answer or else it’s the wrong one. How do you fix what can’t be fixed? Only the Transcendent Pig knows, and it’s not telling. But Nita needs to find out—and soon. Her wizardly partnership with Kit starts to fall apart. Much worse, her mother gets sick . . . so sick she may never leave the hospital.Only one person can help Nita—the One she’s devoted her life to fighting. “Powerful and satisfying.”—Kirkus Reviews (starred review) “A gripping and dynamic fantasy . . . Fans of the author will flock to this new adventure, which likely will bring new readers to the series.”—VOYA Praise for the Young Wizards series “Duane is tops in the high adventure business . . . This rollicking yarn will delight readers.”—Publishers Weekly “High Wizardry is . . . high entertainment.”—Locus “Recommend this series to young teens who devour books about magic and wizards . . . or kids looking for ‘Harry Potter’ read-alikes.”—School Library Journal “Stands between the works of Diana Wynne Jones . . . and Madeleine L’Engle . . . An outstanding, original work.”—The Horn Book
An io9 Can't Miss Science Fiction and Fantasy title in March 2014. Martin Banks is just a normal guy who has made an abnormal discovery: he can manipulate reality, thanks to reality being nothing more than a computer program. With every use of this ability, though, Martin finds his little "tweaks" have not escaped notice. Rather than face prosecution, he decides instead to travel back in time to the Middle Ages and pose as a wizard. What could possibly go wrong? An American hacker in King Arthur's court, Martin must now train to become a full-fledged master of his powers, discover the truth behind the ancient wizard Merlin...and not, y'know, die or anything.
The Wizard Lord's duty is to keep the world in its delicate balance. He must govern lightly to protect his domain from power-hungry interlopers, such as certain wizards who previously fought to rule the world...But if the Wizard Lord himself strays from the way of the just, then it is up to the Chosen to intercede. The Chosen ones are the Leader, the Seer, the Swordsman, the Beauty, the Thief, the Scholar, the Archer, and the Speaker. Each are magically-infused mortal individuals who, for the term of their service, have only one function--to be available to remove an errant Wizard Lord, whether by persuasion or by stronger means. Breaker, a young man of ambition, has taken the mantle of Swordsman from its former bearer who wished to retire. Never did he realize that he would be called to duty so quickly, or that the balance of power in his world would be so precarious. He had a duty to perform. A world to save. So why does he still have doubts...not just about himself, but about the entire balance of power?
“One of finest current writers of speculative fiction pays loving homage to its Golden Age in this ninth title in the Young Wizards series.” —Kirkus Reviews In the hotly anticipated ninth installment of the Young Wizards series, Kit Rodriguez and Nita Callahan become part of an elite team investigating the mysterious “message in a bottle,” which holds the first clues to the secrets of the long-lost inhabitants of Mars. But not even wizardry can help them cope with the strange events that unfold when the “bottle” is uncorked and a life form from another era emerges. Though the Martians seem friendly, they have a plan that could change the shape of more than one world. As the shadow of interplanetary war stretches over both worlds, Kit and Nita must fight to master the strange and ancient synergy binding them to Mars and its last inhabitants. If they don’t succeed, the history that left Mars lifeless will repeat itself on Earth. Praise for the Young Wizards series “Duane is tops in the high adventure business . . . This rollicking yarn will delight readers.” —Publishers Weekly “High Wizardry is . . . high entertainment.” —Locus “Recommend this series to young teens who devour books about magic and wizards . . . or kids looking for ‘Harry Potter’ read-alikes.” —School Library Journal “Stands between the works of Diana Wynne Jones . . . and Madeleine L’Engle . . . An outstanding, original work.” —The Horn Book
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.
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.
Coming to the aid of a wounded whale, Kit and Nita are plunged into deep wizardry. The whale is a wizard, and she enlists Kit and Nita in battle against the sinister Lone Power. Becoming whales themselves, Nita and Kit join in an ancient ritual performed by whales, dolphins, and a single fearsome shark. But which poses more of a danger: the Lone Power, or ed'Rashtekaresket, the enormous shark as old as the sea?
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.
When sisters Even and Odd are trapped and unable to return home to the mundane world they live in, they, with the help of a unicorn named Jeremy, must stop a power-mad wizard from creating an ecological disaster.