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.




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.




The Wizards


Book Description

Fantasy story featuring the rivalry of two wizards.




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...




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.




The Weapon Wizards


Book Description

"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.




Wizard War


Book Description




The Wizard and the War Machine


Book Description

At the end of The Cyborg and the Sorcerers, Sam Turner was making a life for himself on the planet Dest. He thought he had left the long-lost interstellar war between Earth and its rebellious colonies behind him forever. "Forever" turned out to be eleven years. That was how long it took for another Independent Reconaissance Unit to respond to the distress call his ship had sent before it was destroyed. And this one made his own berserk killer computer look sane.