Wizards Don't Need Computers


Book Description

For use in schools and libraries only. There are some pretty weird grown-ups living in Bailey City--and a lot of strange happenings. The Bailey School Kids take it upon themselves to investigate.




Wizards Don't Do Computers


Book Description




Conjure Wife


Book Description

Tansy Saylor is the wife of an up-and-coming young sociology professor at a small, conservative American college. She is also a witch. Her husband, Norman, discovers this one day while rummaging through her dressing table: he finds vials of graveyard dirt, packets of hair and fingernail clippings from their acquaintances, and other evidence of her witchcraft. He confronts Tansy, and manages to convince her that her faith in magic is a result of superstition and neurosis. Tansy burns her charms; and Norman's luck immediately goes sour. He realizes that he had been protected, up till now, by Tansy's charms, and that as a result of his meddling, they are both now powerless to counteract the spells and charms of the other witches all around them.




Where Wizards Stay Up Late


Book Description

Twenty five years ago, it didn't exist. Today, twenty million people worldwide are surfing the Net. Where Wizards Stay Up Late is the exciting story of the pioneers responsible for creating the most talked about, most influential, and most far-reaching communications breakthrough since the invention of the telephone. In the 1960's, when computers where regarded as mere giant calculators, J.C.R. Licklider at MIT saw them as the ultimate communications devices. With Defense Department funds, he and a band of visionary computer whizzes began work on a nationwide, interlocking network of computers. Taking readers behind the scenes, Where Wizards Stay Up Late captures the hard work, genius, and happy accidents of their daring, stunningly successful venture.




Wizards Don't Need Computers


Book Description

There were some pretty weird grown-ups living in Bailey City. But could the new librarian who has a long white beard and a magic wand really be Merlin, the great wizard from medieval times?




Changeling


Book Description

This two-in-one edition includes "Changeling" and "Madwand" by award-winning author Zelazny.




Black Software


Book Description

Activists, pundits, politicians, and the press frequently proclaim today's digitally mediated racial justice activism the new civil rights movement. As Charlton D. McIlwain shows in this book, the story of racial justice movement organizing online is much longer and varied than most people know. In fact, it spans nearly five decades and involves a varied group of engineers, entrepreneurs, hobbyists, journalists, and activists. But this is a history that is virtually unknown even in our current age of Google, Facebook, Twitter, and Black Lives Matter. Beginning with the simultaneous rise of civil rights and computer revolutions in the 1960s, McIlwain, for the first time, chronicles the long relationship between African Americans, computing technology, and the Internet. In turn, he argues that the forgotten figures who worked to make black politics central to the Internet's birth and evolution paved the way for today's explosion of racial justice activism. From the 1960s to present, the book examines how computing technology has been used to neutralize the threat that black people pose to the existing racial order, but also how black people seized these new computing tools to build community, wealth, and wage a war for racial justice.Through archival sources and the voices of many of those who lived and made this history, Black Software centralizes African Americans' role in the Internet's creation and evolution, illuminating both the limits and possibilities for using digital technology to push for racial justice in the United States and across the globe.




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.




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.




So You Want to Be a Wizard


Book Description

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.