Alas, many of the books on magic that are currently available seem to fall into the "give-a-fish" variety. They contain spells -- lots of them. They might also include some general pointers on how to write your own spells. But so many of these books do not teach the spiritual principles of magic. Even if you manage to pull off a successful spell by following the instructions, you're left without the deep understanding that is necessary to take your magical work further. By contrast, Before You Cast a Spell aims for more of the "teach-how-to-fish" approach. By explaining the universal laws and principles that form the foundation of magical practice, this book can help you find the confidence and skill essential not only to writing and casting your own spells, but to applying magic to every area of your life, from now on. Book jacket.
Understanding the Power of Magic
Author: Carl McColman
Publisher: Career Press
Category: Business & Economics
Thirty-five million Americans–one in eight–like to go fishing. Fly fishers have always considered themselves the aristocracy of the sport, and a small number of those devotees, a few thousand at most, insist upon using one device in the pursuit of their obsession: a handcrafted split-bamboo fly rod. Meeting this demand for perfection are the inheritors of a splendid art, one that reveres tradition while flouting obvious economic sense and reaches back through time to touch the hands of such figures as Theodore Roosevelt and Henry David Thoreau. In Casting a Spell, George Black introduces readers to rapt artisans and the ultimate talismans of their uncompromising fascination: handmade bamboo fly rods. But this narrative is more than a story of obscure objects of desire. It opens a new vista onto a century and a half of modern American cultural history. With bold strokes and deft touches, Black explains how the ingenuity of craftsmen created a singular implement of leisure–and how geopolitics, economics, technology, and outrageous twists of fortune have all come to focus on the exquisitely crafted bamboo rod. We discover that the pastime of fly-fishing intersects with a mind-boggling variety of cultural trends, including conspicuous consumption, environmentalism, industrialization, and even cold war diplomacy. Black takes us around the world, from the hidden trout streams of western Maine to a remote valley in Guangdong Province, China, where grows the singular species of bamboo known as tea stick–the very stuff of a superior fly rod. He introduces us to the men who created the tools and techniques for crafting exceptional rods and those who continue to carry the torch in the pursuit of the sublime. Never far from the surface are such overarching themes as the tension between mass production and individual excellence, and the evolving ways American society has defined, experienced, and expressed its relationship to the land. Fly-fishing may seem a rarefied pursuit, and making fly rods might be a quixotic occupation, but this rich, fascinating narrative exposes the soul of an authentic part of America, and the great significance of little things. George Black’s latest expedition into a hidden corner of our culture is an utterly enchanting, illuminating, and enlightening experience. From the Hardcover edition.
The Bamboo Fly Rod and the American Pursuit of Perfection
Author: George Black
Publisher: Random House
Category: Sports & Recreation
Wayfarers is a table-top roleplaying game. Inside this book you will find everything you need to play. Whether you wish to play a wizard, mercenary, priest or rogue, or to create a distinctly unique persona, Wayfarers makes it possible. With dozens of skills, four types of magic, and over 500 spells, the possibilities for characters are limitless. For the Game Master, this source book includes hundreds of detailed creatures, enchanted items, and the vivid World of Twylos campaign setting. Useful analysis, optional rules, and a customizable system make creating and running adventures fun and exciting. So open these pages and grab your dice. Your destiny awaits, ...for good or ill. Visit the YOGC at: www.yeoldegamingcompanye.com
Author: G. Vrill,J. T. Swill
Heidi Heckelbeck displays her witching skills in this second book of a new young chapter book series! Now readers between the ages of five and seven can read chapter books tailor-made for a younger level of reading comprehension. Heavily illustrated with large type, Little Simon's young chapter books let young readers feel like they are reading a “grown-up” format with subject, text, and illustrations geared specifically for their own age groups! Heidi Heckelbeck seems like any other eight-year-old, but she has a secret: She’s a witch in disguise. Careful to keep her powers hidden (but excited to use them all the same), Heidi’s learning to live like any other kid—who just happens to be witch. And with easy-to-read language and illustrations on almost every page, Heidi Heckelbeck chapter books are perfect for beginning readers. Thanks to meanie Melanie Maplethorpe, Heidi is cast as a scary tree in the school play, The Wizard of Oz. Heidi decides to get even with Melanie by casting a spell on her. The result of the spell? Melanie—who has the lead role as Dorothy—will forget her lines. As the day of the play nears, Heidi carefully collects all the ingredients she needs. But when she casts her spell, will Heidi’s revenge be as sweet as she thinks?
Author: Wanda Coven
Publisher: Simon and Schuster
Category: Juvenile Fiction
More than any other book of the last fifty years (and perhaps ever), the Harry Potter novels have captured the imagination of children and adults around the world. Yet no one has ever been able to unlock the secret of Harry's wild popularity . . . until now. Updated and expanded since its original publication as Looking for God in Harry Potter (and now containing final conclusions based on the entire series), How Harry Cast His Spell explains why the books meet our longing to experience the truths of life, love, and death; help us better understand life and our role in the universe; and encourage us to discover and develop our own gifts and abilities.
The Meaning Behind the Mania for J. K. Rowling's Bestselling Books
Author: John Granger
Author: Nitehawk Interactive Games
Introduction The iirst volume of the Priesrs Spell Compendilrm continues the work of the WTUrrd's Spell Compendium series. It mating an alphabetical reference to priest spells of [email protected] ame system covering the l e m A through F. The full series covers priest spells created for the game from 1 9 5 to 1995. For the uninitiated, this is not a book of 'real" magjcal spells. In a fantasy game world, characters like Merlin the Magician create marvelous magical effects with a wave of the hand. This is a book of marvelous effects that can be used by the good guys (and the bad guys) in the course of a game session. The key to the game is, as always, the decisions made by the players (hemic or otherwise), and the impact those decisions have on the ongoing plot of the game. New spells are fun, hut it's even more fun figuring out unusual ways to use than. Up to this time, lists of spell effects have been keyed to spell level; that is, relative spell power. In other words, if all a gamer or Dungeon Master knew was a spell name, each level's list of spells had to be checked. While the last volume of the series will include level lists (as well as lists hy race and specialty), the most important principle of organization used in the series as a whole is alphabetical. The material in these books is presented in the most current game format: that of the 2nd Fditinn tules. Some descriptions have been updated or combined with similar spell &ects to eliminate duplication; some have heen modified for better play, and a very few have been dropped entirely Generally, "granted powers" of specialty priests are beyond the scope of this series, although a few have been amfigured as spells. Variant magical systems, such as the kingdom-level magic of the B m c w setting are also beyond the scope of this book. However, the optional Sphere of War, induced in the TOMEo f MAGICb ook (essentially a BAT~LESYSTrEulMes variant) and the psionics-based spells of the Dragon-Kings of the DARKS m setting are close enough to sfandad spells to be included in a special section in the 6nal volume. Clerical cantrips, or orisons, will be included in the final volume as well. About This Book The spells listed in this book are given alphabetcally. Spell names that include a proper name are given a primary listing under that name. For example, for Abbarhor's p e d , the primsly enuy is under "A:' Another reference to the main enuy will be found at the second word of the spell name; in this case, the enhy would read: '%reed, Abbathor's." Be aware that many spell names are irregUlarcompound words, and that standard alphabetical order follows complete words. Thus, dark mad will appear k f m darkbolt. If you can't find a spell, hy looking for it as a compound form. Some spells may have the same name: or the name of a spell might have been changed. where two spells have the same name hut come limn diiierent cultures, the spell from the c u l ~ r em ost similar to Medieval Elnope is given first Renamed spells have a short reference under the original name. Spells associated with specific campaign worlds ( o b than the F0~0anw REALMS and W o w OP GREYHAWseKtt ings) are marked with a special symbol so they can be easily recognized. See page 9 for a summary of these symbols. Spells associated with a specific monster or nonhuman race (dragons, elves, and so on) are noted, the ace name is separated from the spell name by a dash. Specialized priests with unique spell lists, such as the NFC savant-cleric, from DRAOOMNa gazine are also specially noted. Generally, spell names and secondary game effects are italicized. For example, the symbol spell has a secondary effect called discord How to Use This Book Each spell in this book is organized along the same general lines. Each is listed by its name, school, sphere, and a number of statistics that govern its use such as Lwei (of power), Range, Casting mme, and so on. The game powers of each spell are described, along with any special tules that govern its use, how the spell target can avoid or counter its effects, any limitations on how the spell can be used, and any special prepantions or materials that needed for a successful casting. Next, the details of any rev& form the spell might have are given. Finally, a section called Notes has been appended to each speU this deals with patron power, the spell's rarity, and any special restrictions on who (or what) can use i t Having covered the field briefly, a more detailed look is in order: Name: This is the name hy which the spell is genaally known. Although we have tried to ensue unique names, this has not always been possible. For example, dark&, a minor spell that gives heat without light, is very different from dadqiz, an wil and powerful black flame commanded by the dmw elves. Where two spells have the same name, the most general version is given Srst, while variants cast by other races or found in specialized campaign settings are given later. A name marked with an asterisk (*) is a cwpemtive magic spell in which a circle of priests combines their efforts (cooperative magic is discussed in the final book). sehod: Each school governs a type of magic, 4- mg to tbe type of energy its spells q l o y and the special practices and methods used in casting them The basic schools are: s€Hw OP MAolc (pHILosoRFI) magics. Abjuration: Protective, warding, or banishing Altemfion: Magic that changes physical plopnties of an object, crea~reo,r condition. ConjuratiodSummoning: Magic that calls or brings objects or creatures fmm elmhere. DiviMtion: Magic that uncovers what is lost or hidden in the past, present, or future. EnchnnmMw'Cham Magic that bestows magical properties on objects or influences creatures magi- IllmiowPhantm: Illusions create and alter a p InvocationEvocatioc Magic that channels and Necmmmq: Magic that works on life energy, mcally. pearances; phantasms affect the mind shapes magical energy to create an effeet or object. cluding the negative energy of the undead. Spherp: Riest spclls are grouped into a number of spheres ofinj'luence, or spheres. These spheres are the building blocks of a divine power's olio, and determine which spells are made available to priests of that faith. For the most part, the revised sphere assignments fmm the PLAYER'S OPTIONS: pells & Magic assignments are official enara. For the pqose of this series, spheres are grouped into three categories: Clerical Spheres, Druidical Spheres, and Specialty Spheres. In addition, there is an AN sphere, to which all priests have access. Clerical Spheres are those governed by the pen of the Outer Planes. These are spheres to which the cleric class has access. In the DARKSU Ns etting. these are wllectively grouped as the Sphere of Cosmos. Druidical spheres are primaily those c o n d with the h eMa terial Plane and Elemental Planes. They are drawn upon by religions of the nahual world animism, shamanism, and dmidism. Special~Ys pheres include spheres mt e df or specialty priesthmds, awcerned with specialized knwledge, and are generally closed to the clerical class. Most were intmduced in the TOMEO FMAGICb ook Riests have either major or minor sphere access. Major access to a sphm allows the priest to cast all spells in the sphere. spells of 1st to 3rd level in the sphere. m volumc of this set. ctwrcALsFnERE5 Asml spells are those that allow access to the Astral Plane, for purposes of movement and wmmunication. Charm spells affect attitudes and actions of people. Powers of love, trickery, or axt, often grant access to this sphere. Expansive faiths deal with this sphere as well. or strife. Many faiths that defend themelves by force have access to this sphere. Crem'on spells can produce something from nothing, often to benefit the followers. Prime creator powers often grant access to this sphere. Diwi7latiofl spells recwer long-loa informaton or p v i d e guidance. Most specialty priests should have at least minor access to this sphere. Guardian spells summon an achd guardian of snne SOR. Healing spells remove afflicfions or heal wounds. They cannot restore life or lost limbs. Reversal of these spells is restricted to evil priests. Necromantic spells restore destroyed life force such as life, limbs, and experience levels. Revenal of these spells is restricted to evil priests. htecrion spells that pmvide personal pmtection to the caster or creams aided. Summoning spells call creams from other places or dimensions to serve the caster. This is usually risky, as the senice is often against the will of such nea- &S. Clerics have major access all Clerical Spheres, and minor access to the [email protected] Spheres of Eanh and Water. Paladins have access to the spheres of Combat, Divination, Healing, and Rotection. DRrnIC SpHWui does not include spells that affect people. Powers of nanue or husbandry often grant access to this sphere. Elemenral spells affect the four basic elements of
Priest's Spell Compedium-Advanced Dungeons & Dragons
Author: TSR Inc Press
Category: Comics & Graphic Novels
Pottermore.com allows you to experience the adventures of Harry Potter in a whole new and exciting way. During your quest, you’ll re-live important and memorable scenes from the Harry Potter books, and take part in your own, unique and interactive adventure that’s chock full of places to explore, characters to interact with, magical or enchanted items to find, creatures to learn about, and mysterious puzzles to solve. Everything you need to know in order to experience and enjoy Pottermore.com is included within this book, such as: • An easy-to-follow, step-by-step guide through Book 1 of your Pottermore.com adventure. • Put on the Sorting Hat and get placed within Gryffindor, Ravenclaw, Hufflepuff or Slytherin, so you can experience your own, unique adventure and begin earning House Points. • Follow in the footsteps of Harry as you re-live memorable scenes from Harry Potter and the Sorcerer’s Stone, and unlock never-before-revealed details about the characters, creatures, places, and objects from the Harry Potter books. • Find all of the hidden items, and solve mysteries throughout your quest. • Learn the secrets for becoming an expert at potion brewing. • Master the art of Wizard’s Duels and learn how to successfully cast powerful spells. • Discover how to unlock the exclusive content within Pottermore written by J.K. Rowling. If you’re a fan of the Harry Potter books and movies, you’ll definitely want to experience Pottermore.com. Grab your wand and a copy of this unofficial strategy guide, so you won’t miss out on anything that Pottermore.com has to offer! Your training at Hogwarts School of Witchcraft and Wizardry awaits!
The Unofficial Guide to Pottermore.com
Author: Jason R. Rich
Publisher: Que Publishing
There is no available information at this time.
Author: Larry Boales
Publisher: Xlibris Corporation
Achieve Your Desires--Tap Into the Hidden Power of the Moon! At any given moment, the moon shines down on half the world. Now, through the magick of Moon Spells, you can learn how to use its energies to achieve your desire--whether it's a joyful romance, a successful career, or superb physical and emotional health. Magickal practitioner Diane Ahlquist guides you on a journey to attuning your spirit with the moon. You'll be amazed at how much more you can achieve in life when you synchronize your activities with the moon's phases. With the proper use of candles, gemstones, and incense, spells can be conducted at exactly the right lunar moment to enhance the flow of power and make your wishes come true. By practicing the spells in this book, you can be more successful, more often, when you want to get a pay raise, release your fears, attract a lover, receive divine messages, begin a new life, or move on after a loss. The moon, our closest celestial neighbor, continues to offer you her power. Moon Spells shows you how to embrace it.
How to Use the Phases of the Moon to Get What You Want
Author: Diane Ahlquist
Publisher: Simon and Schuster
Category: Body, Mind & Spirit
Hundreds of spells for the modern-day witch! At any given moment, you have the power to manifest lasting love, boost your prosperity, and shape your destiny. Written by Skye Alexander, spellcraft expert and the author of The Modern Guide to Witchcraft, this book teaches you how to harness your inner magic through incantations, potions, and charms. Whether you're looking to get the job of your dreams, rejuvenate your body, or bring good fortune to family and friends, each page provides you with a spell that can be re-created or personalized for your specific situation. With the tools in The Modern Witchcraft Spell Book, practicing witches will hone in on their natural talents and discover a whole new world of possibilities.
Your Complete Guide to Crafting and Casting Spells
Author: Skye Alexander
Publisher: Simon and Schuster
Category: Body, Mind & Spirit
Author: David Eckelberry, Mike Selinker
A young boy is plunged into a world of magic and wonder as he attempts to cope with the loss of his father. With his friends at his side and a two sided teacher, Anubus must traverse the galaxy to find the legendary seed of life. If he and his friends fail, they face the ultimate price, death. Explore distant sand worlds, space pirates and evil dark overlords in this magical book of adventure.
The quest for the seed of life
Author: Christopher Johnson
Publisher: Christopher Johnson