The Wizard's Workshop


Book Description

An imaginative science activity book for children.




The Wizard's Wish


Book Description

Children can learn a safe, simple way to deal with uncomfortable emotions. The solution is right at your fingertips! By tapping points on your body, a process done in the clinically proven EFT, together with guided responses, the wizard demonstrates how you can feel better in minutes!




The Wizards of Once


Book Description

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.




The Wizard's Dilemma


Book Description

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




The Wizard's Book of Spells


Book Description

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."




The Wizards of Once: Knock Three Times


Book Description

From the author of How to Train Your Dragon: Two young heroes fight to save their beloved homes in the next thrilling installment of the internationally bestselling Wizards of Once series. Xar and Wish are heroes with a huge task ahead -- confronting the Nuckalavee is not for the fainthearted. But with Magic and Iron together, they might just have a chance of saving their beloved homes from those who seek to destroy everything they hold dear. The third electrifying book in The Wizards of Once series fizzes with magic and introduces us to a host of glorious new characters: bears and piskies and magical pins and needles to name but a few. Beloved bestselling author Cressida Cowell once again brings her trademark wit and stunning combination of action, adventure, humor, and incredible artwork to this epic new adventure, sure to transport and enchant readers. Stunningly written, magnificent in scope, hilarious and thrilling, Knock Three Times immerses you in a world you won't ever wish to leave.




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 Wizard's Promise


Book Description

Replace the current stuff with this from Amber:- The magic of all children has been released. Now, throughout the skies of Earth they fly, playing the deadly spell-games. Only Rachel watches for what she knows is coming - the invasion of the Witches. And this time there is a new enemy - the terrifying Gridda-breed. Rachel and Eric will need all their skill and courage in the coming battle - knowing that if they fail, the whole world will be engulfed in darkness. The final instalment of the classic Doomspell Trilogy.




The Wizard's Dog


Book Description

“A magical story full of humor and heart.” —Katherine Applegate, Newbery-winning author of The One and Only Ivan For fans of The Hero’s Guide to Saving Your Kingdom comes an offbeat, comedic spin on the Excalibur legend told from the point of view of a talking dog who wants to be a magician! Meet Nosewise. He’s spunky. He’s curious. And he’s a dog who can’t understand why his pack mates Merlin and Morgana spend all day practicing magic tricks. If it’s a trick they want, he’s the dog to ask! He can already Sit!, Stay!, and Roll Over! But there’s no way Nosewise is Stay!ing when his master and best friend, Merlin, is kidnapped. There’s nothing Nosewise won’t do to get Merlin back, even if it means facing the strange Fae people and their magic-eating worms, or tangling with the mysterious Sword in the Stone. But it may take more than sniffing out a spell to do it! Nosewise’s hilarious escapades and steadfast loyalty get him and his companions through King Arthur’s Dark Ages. "An entertaining adventure full of humor and magic" –Booklist "A delightful magical fantasy, perfect for fans of fairy tales, legends, and dogs.” –School Library Journal "An ingenious and entirely credible (at least dog lovers will agree with this) twist on the familiar tale.” –Kirkus Reviews "Nosewise is one of the silliest narrators around." —The Bulletin




The Wizard's Heir


Book Description

Tybolt’s a Deviant, a hated race immune to direct magic in a world where Wizards ensure survival. But when he loses his entire family to a spell-made storm he joins an elite group of Wizard hunters, organized beneath the new non-magic wielding king. Now eighteen, he spends his days capturing Wizards. But the nights are his, reserved to feed the starving villagers of Eriroc under cover of dark. There’s always more people in need than he can help, and one of these days he’s going to hang for theft from the royal kitchens. Although Tybolt and his fierce partner, Auriela, have imprisoned many Wizards, the one partially responsible for the storm that killed Tybolt’s family is still out there: Alistair. When an old informant claims to have information regarding their elusive prey, everything changes. In a cruel twist, Tybolt realizes he isn't who he thought he was at all. How can he save himself, the people, and those he loves while keeping his secrets safe? Can he hide his true nature and allow the corrupt king to remain on the throne? Or will he have to unveil himself and risk possible execution to save them all?