Wizards at War


Book Description

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 Wizard's War


Book Description

In this thrilling adventure, two friends are sucked into a fantasy novel where they must battle elves, trolls, and a dragon before they can escape. Cleo and Evan have a secret. A collection of books so dangerous they are locked up tight. A friend has vanished inside the pages of one of them. It’s up to them to find the key that will set her free. A MAGICAL KINGDOM AT WAR! The quest is clear. To save the kingdom, Cleo and Evan must battle clever elves, horrible trolls, and the mighty Golden Dragon. Magic will help them win the war—and find the right key. But it will take more than swords and spells to survive this epic fantasy! Praise for Key Hunters “Luper’s delectable humor is appropriate for the intended age group, and the plot will keep readers’ attention to the end . . . [t]his is a satisfying read for beginning independent readers.” —School Library Journal




The War of the Wizards


Book Description

The reader, as apprentice to the wizard Caladrius, becomes involved in a war of the wizards, during the course of which the reader's choices determine the development of the plot.




Wizard War


Book Description




WaR: Wizards and Robots


Book Description

An explosive action-adventure novel created by will.i.am and renowned futurist Brian David Johnson. Wizards are real, robots from the future are here, and the fate of our world rests in the hands of one unsuspecting teenager. When a young man breaks into her home claiming her life is in danger, Ada Luring's world changes forever. Geller is a wizard, on the run from his father's hidden clan who want to kill Ada and her mother. Sara Luring is the scientist who will create the first robot, the wizards' age-old foes. But a robot has travelled back in time to find Ada, and will lay everything on the line to protect her, as she may just be the key to preventing the earth's destruction in the future. Ada, Geller and the robots must learn to work together to change the past and secure the future. But they don't have much time before a mysterious enemy launches its attack on Earth...




The Wizard War


Book Description

R.V. Jones' personal account of his key role in what Churchill called "The Wizard War" with British Scientific Intelligence from 1939 to 1945. Projects he worked on sought to combat Germany's applications of science during World War II, including navigational beams, chaff, and radar. Their efforts helped the Allies achieve ultimate victory.




Game Wizards


Book Description

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.




Disciple of War


Book Description

War looms on the horizon but Selene’s training as a wizard must begin, even though her age makes success nearly unattainable. Will searches for a solution, but their only hope may be a dangerous bargain with the king. The fate of two nations lies on Will’s shoulders and the future is paved with violence. With few options, he needs the aid of uncertain allies and dubious friends. Traitors lurk among them, and soon he will be forced to choose who to trust—and who to sacrifice. For a terrible power has arrived in Darrow, and the price of victory will be paid in blood.




Wizard's First Rule


Book Description

An unearthly adversary descends on an idyllic fantasy world, corrupting magic against good and slaughtering innocents, and only a single man can stop him.




Ghost, Thunderbolt, and Wizard


Book Description

Noted Ranger historian Robert W. Black turns his attention to a trio of the Confederacy's--and America's--most infamous raiders and cavalrymen: John Singleton Mosby, John Hunt Morgan, and Nathan Bedford Forrest. Combining speed, mobility, and boldness, these three soldiers struck critical blows against the Union during the Civil War, including Morgan's notorious 1863 raid that penetrated farther north than any other uniformed Confederate force. While not overlooking their flaws, Black believes these men revolutionized warfare and sees them as forerunners of the Rangers and Special Forces of the modern era.