Average customer rating:
- World of Warcraft Master Guide, Second Edition (World of Warcraft)
- Good Start
- A great guide with tiny print!
- WOW Guide
- Very helpful!
|
World of Warcraft Master Guide, Second Edition (World of Warcraft)
BradyGames
Manufacturer: Brady Games
ProductGroup: Book
Binding: Paperback
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World of Warcraft Dungeon Companion
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World of Warcraft
ASIN: 0744008190 |
Book Description
BradyGames’ World of Warcraft Master Guide, Second Edition includes the following:
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Class strategies, abilities and talents.
-
Essential stats and updated strategies for each of the 8 races and 9 classes for both the Horde and Alliance.
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Updated must-have quest data--contacts, objectives, item rewards and more.
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Updated profession sections provide data on created items, requirements and item components.
-
Weapon, armor and item tables, ability and spell lists, and bestiary.
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Updated maps of each city and region, with call outs for characters, quest locations, dungeons, and more.
Platform: PC
Genre: Role-Playing Game
This product is available for sale worldwide.
Customer Reviews:
World of Warcraft Master Guide, Second Edition (World of Warcraft) .......2007-09-23
Amazaing book to start out with, includes everything you need to now about the game and even things that you dont. The book is so finley detailed with everything from your first dagger to level 60(70 if burning crusade) and soon to be 80
Good Start.......2007-08-12
The book helps you in the early stages of the game. Does not have anything on the two new expansion set that the only problem.
A great guide with tiny print!.......2007-07-07
A very useful refence - but we older gamers might need a magnifying glass to read!
WOW Guide.......2007-06-27
After using the burning crusade guide, this guide is getting me a lot of info on the other areas
Very helpful!.......2007-06-26
Very helpful book, both for reference and reading. All you need to know to play WoW is in this book.
Average customer rating:
- Help the Dungeon Master! Please!
- EXCELLENT SERVICE!!!
- DM
- I Have Nothing Bad to Say About this Book
- Good magazine material, poor hardback material
|
Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover
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Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)
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Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
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Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
-
Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
ASIN: 0786928891
Release Date: 2003-07-01 |
Book Description
Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the
Dungeons & Dragons roleplaying game.
The revised
Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the
D&D game. The
Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the
Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in
D&D miniatures line.
Customer Reviews:
Help the Dungeon Master! Please!.......2007-08-07
This is a great supplement for the DM. It gives you loads of great information in a clear manner. I really like the way this book is organised, it is quite intuitive. The re-vamp of Magic Items is a great improvement, as well as the introduction of Prestige Classes. My group LOVES prestige classes, maybe a little too much!
Overall if you want to introduce you group to the wonderful world of D&D 3.5 pick up this book plus the Player's Handbook 3.5 and you will find them both clear and easy to read.
EXCELLENT SERVICE!!!.......2007-06-15
Everything was here faster than all other orders and in great shape!!!
DM.......2007-05-25
My boyfriend's birthday was coming up and instead of just getting him a steak dinner and some electronic device, I decided to get him something that was a little more exciting. DM's Guide. He wants to start a game this summer and this is a must so I bought him a couple books and we are on our way. Nothing says I love you and I want to be with you a long time than a Dungeons & Dragons book.
(plus it arrived the next day -it was great)
I Have Nothing Bad to Say About this Book.......2007-05-10
Pros
* Increased detail in the Adventure's section. Encounter charts, for example.
* The inclusion of a section on the planes. While this has little use for those who own Manual of the Planes, it considerably opens up the options to d20 companies.
* Epic Level rules, while simple, open up characters above 20th level to other game designers.
* Many additional prestige classes. While most of these are published elsewhere, their inclusion here (and therefore in the SRD) means that game designers can now include arch mages and duelists (to name two examples) in their d20 products.
* Many great changes in the magic items department. They gave Adamantium a purpose, finally, made certain magical properties effect only the price of an item, not its overall plus. They fixed the price of skill bonus items, as well.
* Inclusion of templates at the back of the book allow for more ease of play, were miniatures are involved.
Cons
I have nothing bad to say about this book.
Good magazine material, poor hardback material.......2007-04-15
Dissapointing is an understatement. There is not a bit of information in this book that would not have been better placed in Dragon magazine. It's useful to some extent, but most players view hardback books as "cannon" and softback as "suggestion" - and everything in this book is in the catagory of suggestion. No DM should be held to anything in the DMG-2. You can agree to adopt some of it's good ideas if you want to, but this is not golden enough to justify the price tag. If you want it, get it used, and don't spend more than $10.
Average customer rating:
- Good addition
- AMAZING!!!!
- Great MBA prep book
- I got in!
- Great for MBA Application Preparation
|
Your MBA Game Plan: Proven Strategies for Getting into the Top Business Schools
Omari Bouknight , and
Scott Shrum
Manufacturer: Career Press
ProductGroup: Book
Binding: Paperback
Education
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How To Get Into the Top MBA Programs, 4th Edition (How to Get Into the Top Mba Programs)
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65 Successful Harvard Business School Application Essays: With Analysis by the Staff of the Harbus, The Harvard Business School Newspaper
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Great Application Essays for Business School
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The Official Guide for GMAT Review, 11th Edition
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The Official Guide for GMAT Verbal Review
ASIN: 1564146839 |
Book Description
Getting into graduate business school has become an increasingly competitive and complicated process. Each year approximately 100,000 applications are sent to top schools. Written by two current MBA students who successfully gained admission into multiple schools, Your MBA Game Plan provides a strategic framework for putting together winning applications.
Your MBA Game Plan helps you navigate the application process by providing detailed analyses of every application component including:
--GMAT
--TOEFL
--Essays
--Recommendations
--Interview
--Data sheets
--Transcript
--Resume
Essays and other application samples are provided to highlight strategies that successful applicants have employed to get into top schools. Your MBA Game Plan also demonstrates how to assemble a document that crystallizes your application strategy. Finally, this book shows you how to apply application strategy to 30 top schools.
With Your MBA Game Plan in hand you will be well positioned to gain admission to the top business schools.
Customer Reviews:
Good addition.......2007-08-17
This book is a good supplement to the other "How to get into the top MBA programs." It's a lot smaller and goes much less in depth. I found it was a nice supplement to the other book, but I would not suggest this one as your main source for application tips and strategies.
Good luck! It's tough competition but it's worth it!!
How To Get Into the Top MBA Programs, 4th Edition (How to Get Into the Top Mba Programs)
AMAZING!!!!.......2007-08-01
AWESOME!! Omari and Scott have put in so much effort in writing this book.
Great work!! I love it!!! Have recommended it to many friends and they all love it and have successfully gotten into the school of their choice thanks to this wonderful book!!
Great MBA prep book.......2007-02-08
This is a great book for understanding how the US MBA admission process works. Coming from Africa this book guided me through the whole process of essay writing, GMAT, application and I got admitted into a top 10 US MBA school. I don't think this would have been possible without the knowledge I got from it.
I highly recommend it to prospective MBA students; especially those coming fron outside the USA.
I got in!.......2007-02-04
I was only trying to get into one school, it was the only one with the program I needed. It is just starting to make the lists for top 50 business schools. This book was invaluable. It really walks you through all the steps of applying. A few things didn't apply to me but it was all useful. I didn't have the chance to do an interview for a backup school first as it recommends, because I didn't have one. But with this book I was prepared. So, long story short, I got in and even recieved a significant scholarship.
Great for MBA Application Preparation.......2007-01-10
This book is great. It is a great tool to get you to really evaluate yourself as an applicant for any business school you are applying to. The MBA Game plan will also be a great tool to make sure your recommenders are on the same page as you. I highly recommend it!
Average customer rating:
- One of the best chess books.
- Good endgame book, especially for the beginner
- Gives you what you need and don't need to know
- Wonderful
- Superb book to learn endgames
|
Silman's Complete Endgame Course: From Beginner To Master
Jeremy Silman
Manufacturer: Siles Press
ProductGroup: Book
Binding: Paperback
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Mastering the Chess Openings: Unlocking the Mysteries of the Modern Chess Openings, Volume 1
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Understanding Chess Tactics
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Chess Openings for White, Explained: Winning with 1. E4 (Alburt's Opening Guide, Book 1)
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Practical Chess Exercises: 600 Lessons from Tactics to Strategy
ASIN: 1890085103 |
Book Description
For more than 100 years, the world's leading chess players and teachers have told their students to study the endgame. Now, for the first time, a revolutionary, richly instructive endgame book has been designed for players of all levels. Silman's Complete Endgame Course, by famed writer and player Jeremy Silman, is the one and only endgame book you'll need as you move up the ladder from beginner to strong tournament player and finally to master.
Designed to "speak" to a player in a very personal way, Silman's book teaches the student everything he or she needs to know at his or her current rating level, and builds on that knowledge for each subsequent phase of the player's development. Starting at the beginner's level, all basic mates are clearly and painstakingly explained. After that, the critical building blocks that form the endgame foundation for all tournament hopefuls and experienced tournament competitors are explored in detail. Finally, advanced endgame secrets based on concepts rather than memorization are presented in a way that makes them easy to master.
The basic keys to a well-rounded endgame education--Opposition, the Lucena and Philidor Positions, Cat and Mouse, Trebuchet, Fox in the Chicken Coup, Triangulation, Building a Box, Square of a Pawn, Outflanking, the Principle of Two Weaknesses--are vital. But equally important is creating a love of the endgame, which is addressed at the end of the book with a look at chess tactics, minor piece domination, and a discussion of the five greatest endgame players of all time--all things that every fan of chess at every level can enjoy.
If you have found the endgame to be a mystery, if you have found that your confidence plummets once you reach an endgame, if you have searched for an instructive endgame book that will turn your weakest link--your endgame--into your personal field of power, your search is over. Silman's Complete Endgame Course is the key to a world of essential ideas, startling beauty, and stunning creativity.
Customer Reviews:
One of the best chess books........2007-08-23
I have been studying chess (with a coach) for eight months, and I have found that most chess books are written for players way above my current ability. This one, though, is terrific. It takes you from beginning endgame stuff steadily through more difficult material, building on itself as it goes.
Good endgame book, especially for the beginner.......2007-08-23
I have found this book to be helpful and useful, especially for the beginner. It separates each endgame "course" according to rating, so that the beginner is not trying to learn moves for a class A player, and a class A player doesn't have to slog through stuff they've known for years. I highly recommend it.
Gives you what you need and don't need to know.......2007-08-16
I'm not going to repeat what everyone else has said in their reviews.
Yes - brilliant concept, sorting endgames by playing strength. Stroke of genius. Why hasn't anyone thought of this before. Etc
I'd just like to say how liberating it is to read an instructional chess book and know that I can stop after a certain number of chapters because I already know more than enough.
There are not many chess books that explicitly state: "you already know enough about this - now go and practise some tactics and come back when you get a few games under your belt".
The hardest part about studying the endgame is knowing when to stop.
This book tells you what you DON'T need to know as well as what you DO.
Lucena position - don't worry about it just yet - get your rating up first.
Knight and Bishop versus Lone King - it ain't gonna happen.
How refreshing!
Wonderful.......2007-08-13
This is a step by step guide to the endgame. There has been a competition between two types of endgame books - those that want you to memorize thousands of positions and those who want you to understand various concepts and memorize only a couple positions. The problem becomes that the first is very time consuming but straight forward and the later is much faster but very difficult to understand.
This book gives the speed of learning concepts with the straightforwardness of memorizing positions. Silman has out done himself this time.
The only downside to this book is that it does not show how to checkmate with Knight and Bishop vs King but how many times have you actually been in this position? My guess is none and if you have been in it, odds are you never will be again.
I recommend this book for people of skill level from beginner to master.
Superb book to learn endgames.......2007-07-23
This was the second endgame book I bought. The first, "Just the Facts Winning Chess Endgames" was organized by endgame type (e.g. Rook Endgames). Silman's is truly a course, with chapters for beginners on up by rating. So rather than trying to master everything there is about rook endgames, Silman gives you what you need to know for your ability level. You revisit different endgames as you progress through the chapters.
I love all of Silman's books that I've read so far, and this one is no exception! If you're already a top-notch player, maybe any endgame book will work for you. But if you're learning, Silman's can't be beat!
Average customer rating:
- DM Guide II
- Useful to Any DM
- New stuff is good
- A decent read, not great
- Good supplement
|
Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Jesse Decker ,
David Noonan ,
Chris Thomasson ,
James Jacobs , and
Robin D. Laws
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover
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Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
ASIN: 0786936878
Release Date: 2005-06-23 |
Book Description
A follow-up to the Dungeon Master's Guide, designed to aid Dungeon Masters and reduce game preparation time. The Dungeon Master's Guide II builds upon existing materials in the Dungeon Master's Guide. It is specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town.
Customer Reviews:
DM Guide II .......2007-07-23
This book has several good points. It has some new material and a few new things for players and GM's alike. It's one irritating thing is the number of "after you buy the canned game book spend 4 hours reviewing it". It could have had a lot more things to help those of us with a creative mind that like to generate our own worlds. It is, overall, worth the money.
Useful to Any DM.......2007-05-10
All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.
Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."
And there are no prestige classes in this book.
I might weep. I might actually weep.
Anyway. We won't hold that against them. We won't. My review will be objective. Honest.
Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.
So here we are, years later, holding DMG II.
Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better. The bits on how to actually run are pretty blaise, although if your DM routinely shows up surly, sleepy and unwashed you might make him read this book. No, the true genius is the treatment of the different play styles. There was a lot of insight here I've missed over the years. In this section they talk about the different type of players and how to tailor a game for them . . . most importantly, they talk about how to avoid the pitfalls caused by these players. For instance, I've had problems with "Outliers" over the years. These are the players that choose strange class/race combinations, bizarre backgrounds, and seem to set themselves up to fail. An outlier can cause a great deal of trouble in a game if they go out of control at a bad moment. This book gave the simplest advice, to give the outlier the opportunity, a specific set up, to allow him to fail spectacularly early in the session, when it won't hurt anything. By doing this you'll avoid the problem of the character imploding later and taking your plot line with him. It's the simplest advice, but I've missed it for years, and now I know. I'm anxious to put it into use.
Chapter 2 deals with adventures. Now, this was sort of a ho hum chapter for me. When it's useful, I expect it to be very useful, but otherwise I doubt I'll ever look at it. It gives a section on using published adventures that I hope no one needs to read (but if you do, study it. I'm going into business as an e-publisher). It follows this up with some new traps, which are probably the most consistently useful thing in the chapter. Then it moves on to strange locations, such as the tree top city and all the rules necessary for play there. Then it moves onto special encounter rules, such as how to deal with mobs, which again, could be useful. Finally it wraps up with miniature and encounter advice, which was fine.
Chapter 3 deals with building a campaign. Most of the advice is pretty good, but the detailed examples of some medieval environments was truly spot on. I've studied a lot about medieval culture (I'm no expert, but above the gamer layman) and I thought they did a fine job here, especially in examining the fine line between realism and the style of play that is conducive to a good game. You absolutely need to compromise to find the perfect ground between the two, and I loved this book for even trying it. The rest of the chapter treats with general subjects like building a city or magical events and I looked upon it and I called it good.
Chapter 4 outlined the city of Saltmarsh. You know, I could have done without this chapter. I mean it was fine and all, but I thought the locale was a little too evocative of specific images to be as universal as a city in a book like this needed to be. We needed a Homlet, or better yet, a location that doesn't carry the baggage of roleplaying history with it (either good or bad). This chapter just didn't work for me as is. No offence to the writer. I believe this one went astray at conception (and as a game designer, I know the feeling. I've taken the fall for decisions that weren't mine in at least one book.)
Chapter 5 deals with NPCs. Its starts with a treatment of contacts and hirelings, plus a section on unique abilities. Then it hops into my favorite part, the complex NPCs. Lets face it, when you suddenly need a Blackgaurd, you need it now and it's not something you can wing and do it justice. This section gives a nice sampling of these types of difficult-to-improvise characters.
Chapter 6 is the character chapter, it starts with apprentices and mentors and moves on to running a business. Then it hits on teamwork benefits, like those given by special training in Heroes of Battle. I'm still glad these were added into the D&D system and I'm anxious to see more. Then it moves onto prestige classes. Sigh. Now, I was willing to see a few prestige classes in this book, hoping they'd make it into the SRD. Let's face it, only so many people can create versions of the Knight before you're accidently stepping on a half-dozen copyrights. I doubt anyone would sue you over retreading the same ground as everyone else, but we need to stop beating this poor horse. Still, they went a different way. This section is on how to build even more prestige classes. When I read the words, "Why make your own prestige class?" I wanted to find a set of precision needles and stick the one after another into my eyes. Flash forward ten years. "Why did he kill so many people, officer?" "Well, prestige class bloat was bad enough, but then they came out with DMG II. It was the beginning of the end." The chapter wraps up with some stuff on PC organizations.
Finally, the finishes with expanded magic item rules. The book needed this section, and I was happy with it. Of particular note is the section on magical locations which are essentially giant, immobile magic items. These types of locations have worked their way into my campaigns several times over the years. I was happy to see them here.
Overall, I enjoyed this book. I would recommend that everyone who intends to run a game read at least the first chapter. I thought it alone was worth the cover price, and so if you can find a good use for the other material in the book, so much the better. Now I'm going to take a nap an imagine a world where prestige classes are few, balanced, and in some way prestigious.
New stuff is good.......2007-04-26
While this book is not nearly the resource that many of the more staple books are, like the Epic Handbook and PHB2, it is still extremely useful to add more flavor to the campaign. It gives some very good tips to create details and subtlties that make the campaign much more real without seeming narrated to the players. Anyone creating a new campaign could benefit with some of the examples in the Saltmarsh city, novice and veteran players alike.
There are also new and interesting traps, items, and rules that make this book very useful. I havn't read anyone talking about the Teamwork benefits, which are very interesting to me. I intend to implement them into my next campaign, assuming the players want to use any of them. The basic idea is that the group has worked and trained together, so they have studied each other to an extent that you gain special abilities and even feats when certain conditions are met. For example, a character with high Spellcraft and the Evasion ability can teach the rest of your party when to dodge a spell cast by a teammate. This means that the mage can cast fireball right on the fighter wading into melee and he gets to avoid the damage on a reflex save.
The new items, magic locations, and traps have some good ideas behind them, but nothing that a clever DM can't come up with on their own. I'm not saying they are useless, but many are hard to place into a campaign. The magic locations grant the owner specific powers and abilities, but in order for the players to get the location, it almost has to be the entire focus of the campaign. Very few are "side-quest" material, and the majority can take several sessions to get to, capture, find reagents to use them, and defend in order to reap the marginally useful benefits.
Most of the rest of the book is given over to npcs. There is a very large section of sample npcs to use for a fight. Unfortunetly, many aren't optimized, but that doesn't prevent them from being used by a lazy DM that doesn't feel like leveling up every single important npc in case the players fight him. There is also a section on making npcs more distinctive. This can easily be skipped over since DMG1 has a very similar section.
Overall, I have to say there is some interesting material and ideas to make a campaign world more interesting and unique. On the other hand, nothing in this book is game-changing. Useful? yes. Needed in any way? no
A decent read, not great.......2007-02-18
Overall this book contains about 50 pages of useful materials. The rest is really just fluff and made for a beggining gamer/DM who needs ideas for their campaigns.
I would recomend just buying a low level adventure if your starting out as a DM, and save your money on this book as its quite expensive for what you get.
For those who are familiar with the game, there is usefull material in the book on items, treasure charts, etc. Its just a smaller portion of the book.
If you have an extra $35 dollars go for it, it not don't worry your not missing much.
Good supplement.......2006-07-13
This book is a useful supplement for DMs. The new magic item traits and the magical events and locations can really spice up an otherwise stale treasure hoard, and the specialized example NPCs are pretty cool.
While it is by no means necessary (hence it being a supplement), it is not as full of fluff as some of the other d&d 3.5 books out there. Everything in it can be of some use to DMs and players alike.
My one complaint is that WOTC forgot to proofread it before sending it off to the printers. It's chock-full of typos and spelling mistakes (I must say, though, that it's not as bad as the Monster Manual 3.5, which actually has a proofreader named in the credits and yet still manages to come off looking like a rough draft).
Definitely worth getting if you're a DM looking to spice up your game a bit and don't know how/don't have time/can't be bothered to think of ways of doing it yourself. Also useful for new DMs, as it has tips on managing unruly players and the like.
Average customer rating:
- Loved it
- A great help
- A great way to introduce yourself to the game of go.
- clear but not filling
- Learn To Play Go Easily
|
Learn to Play Go: A Master's Guide to the Ultimate Game (Volume I) (Learn to Play Go)
Janice Kim
Manufacturer: Ishi Press International
ProductGroup: Book
Binding: Paperback
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The Way of the Moving Horse (Learn to Play Go, Volume II) (Learn to Play Go Ser)
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Go for Beginners
ASIN: 0964479613 |
Book Description
A Master's Guide to the Ultimate Game.
The award-winning first book in the Learn to Play Go series by Janice Kim 1 dan and Jeong Soo-hyun 9 dan, two masters of the 4,000-year-old Asian game of strategy. Takes the complete beginner step-by-step all the way to playing real Go in one afternoon. Suitable for kids, demystifying for adults. Includes a complete Go set with 9x9, 13x13, and 19x19 playing grids and punch out
Customer Reviews:
Loved it.......2007-09-19
Great book! Helps you progress quickly with many examples and exercises. I intend to buy every book in the series!
A great help.......2007-06-08
This book has been everything I had hoped for in a beginners tutorial. It presents a little bit of an over view of how the game ought to be played plus some simple down-to-earth techniques. As a bonus, it includes a paper board and stones so the student can examine the techniques (or even play a full game).
I haven't fully digested the book but I'm playing better, already.
A great way to introduce yourself to the game of go........2007-03-23
This book steps through all of the basic strategy of Go. It is well illustrated and written in clear and understandable terms. I reference this book and the others in the series constantly.
My only critque is that, as a series, the books tend to be a bit repetitive and do not delve much into more complicated strategy.
clear but not filling.......2007-03-23
The book is very easy to read. This might be an advantage or a disadvantage., depending on your needs.
(I'm not quite a beginner, so I bought the book number 5.)
Many pages just contain one diagram, which is fine, but does not make for a lot of content.
If you're a serious reader, I'd rather recommend "Elementary Go" series by Kiseido
Learn To Play Go Easily.......2007-02-01
Janice Kim and Jeong Soo-hyun have made and excellent book. I had wanted to play go for a long time, yet I did not know what book to choose. Learn to Play Go: A Master's Guide to the Ultimate Game was very helpful.
The book is organized into chapters, and at the end of each chapter, there are some problems for you to try yourself. The book is very easy to understand, and you feel very satisfied when you successfully answer a question.
You don't have a go board? No problem. There is a go set inside. It has a reversable mat with a 19 by 19, 13 by 13 and a 9 by 9 board. There are also 'stones' made out of a thick paper.
This instructional book has everything from ko and life and death, to information about go history and playing go on the computer. If you have never played go before, definately buy this book.
Average customer rating:
- Amazing Simplicity
- Best short game advice
- Finesse with Finesse
- Getting Serious About Lowering My Handicap
- Didn't disappoint
|
Dave Pelz's Short Game Bible: Master the Finesse Swing and Lower Your Score (Dave Pelz Scoring Game Series)
Dave Pelz
Manufacturer: Doubleday
ProductGroup: Book
Binding: Hardcover
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Dave Pelz's Putting Bible
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Ben Hogan's Five Lessons: The Modern Fundamentals of Golf
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Fearless Golf: Conquering the Mental Game
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Golf Digest's Ultimate Drill Book: Over 120 Drills That Are Guaranteed to Improve Every Aspect of Your Game and Lower Your Handicap
-
Zen Golf: Mastering the Mental Game
ASIN: 0767903447
Release Date: 1999-05-11 |
Amazon.com
As the reigning rabbi on the mysteries of golf from 100 yards in, Pelz has earned the right to anoint his expansive instruction on the short game a "Bible." A scientist by training, he's analyzed the macros and dissected the micros to come up with a gospel for pros (Lee Janzen, Vijay Singh, and Anika Sorenstam, to name a few disciples) and weekend hackers alike. Pelz fills his scripture with photos, illustrations, charts, and plenty of sage advice on pitching, chipping, sandplay, putting, equipment, execution, mechanics, technique, practice, attitude, lots of questions, and plenty of answers. Much of the Short Game Bible is pretty sophisticated stuff aimed toward better players--or, at least, players who take their golf seriously. But its basics are appropriate to any skill level of the game: Accurately assess your own weaknesses, and then go about improving them systematically with the author's carefully researched and tested plan. It seems so obvious, but the truth is, most golfers either beat balls on the range in search of distance or slave over eight-foot putts on the practice green; they fail to pay enough attention to the shots in between. Pelz does the math for you here; his figures add up, so that yours can go down--the golfing equivalent of forgiving sins and absolving trespasses. --Jeff Silverman
Book Description
Dave Pelz's Short Game Bible is the first book in a four-book series, The Dave Pelz Scoring Game Series. The next volume in the series will be
Dave Pelz's Putting Bible.
"He who rules the short game collects the gold."
--Dave Pelz's Golden Rule of Golf
Fed up with trying to imitate the pros, buying the latest expensive equipment, and seeing your handicap stay the same? The first book by bestselling author and internationally revered golf instructor Dave Pelz since
Putt Like the Pros, his bestselling classic,
Dave Pelz's Short Game Bible can show you the way to lower scores by improving your short game. The result of decades of scientific research studying thousands of golfers, Dave's philosophy is as simple as it is revolutionary and groundbreaking: Instead of practicing the wrong things the right way, or the right things the wrong way, Pelz shows you how to find your own personal weaknesses and how to improve them to efficiently lower your scores. Packed with all the knowledge, charts, and photos needed to learn from the master,
Dave Pelz's Short Game Bible is the essential book for every golfer who's looking to improve his or her game.
Dave's approach to golf is easy to understand: 80 percent of the strokes golfers lose to par are determined by their play within 100 yards of the green--the crucial scoring game. The most important and yet the least focused-on aspect of golf, your short game, can indeed make or break your entire game. And nobody teaches the short game like Dave Pelz. His renowned golf schools and clinics focus exclusively on putting and the short game, attracting top players like Tom Kite, Colin Montgomerie, two-time U.S. Open champion Lee Janzen, reigning PGA champion Vijay Singh, Steve Elkington, Payne Stewart, Peter Jacobsen, and many LPGA players including Annika Sorenstam and Liselotte Neumann. The pros know, as you are about to learn, that while others teach golfers how to swing, Dave Pelz teaches golfers how to score . . . and win.
A former physicist for NASA, Dave brings a scientific rigor to his research and instruction that has made him the top short-game expert in the world. Dave has observed and then taught thousands of golfers to improve their ability to score better. The years he has spent studying the short game, including chipping, lobs, pitches, distance wedges, and bunker play, have resulted in an unequaled expertise and a fascinating body of knowledge on golf, with the statistics and data to back it up. In this new book, Dave for the first time shares the understanding and techniques he has taught the pros, including a wide array of innovative tests and exercises for mastering those deceptive and high-pressure shots of the short game.
Dave Pelz's Short Game Bible is an essential book for golfers of all levels. Covering everything golfers need to know to improve their short game, Dave's system can--and will--help you to consistently shoot lower scores.
Customer Reviews:
Amazing Simplicity.......2007-09-28
I am a new golfer and just finished reading this book. I have been practicing 4-5 times a week at the range. I began using his techniques for Wedge play, and have seen marked improvement in my game since. I actually now have the four wedges he recommends. It is amazing how accurate I am becoming at picking the right wedge and correct swing for the distance. I am not perfect, but it is more fun to practice with my wedges than any other club. I get excited to see the improvement weekly. The wedges rule for me!! I still struggle with putting, so I bought his book on putting, and that is also excellent reading!!
Best short game advice.......2007-09-11
This book is written by a scientist golfer. I am one third of the way through it and it has already helped my game. In fact a lot of the instructions in the book are applicable to the whole game.
It is a little repetitive, but that doesn't hurt at all.
I am going to buy Peltz's other book as soon as I finish this.
Excellent book on golf.
Finesse with Finesse.......2007-04-10
Put the "finesse" in your finesse swing and learn how to use it to improve your distance. The diagrams and practice drills will show you how to perfect your golf swing.
Getting Serious About Lowering My Handicap.......2007-02-11
When I started to play golf again, after a lay-off of many years, I picked up "Putt Like the Pros", so when I ordered this book, I knew Dave Pelz's style.
His no nonesense, clear - albeit a bit technical at times, description of how to use the finesse swing to improve your distance wedge, pitch, chip and sand shots, makes sense to my engineering trained mind. Most of the illustrations, except 16 pages in the centre, are in B&W, and are not of the quality we are used to in the big name golf magazines. On the other hand, the diagrams and sketches are first rate.
All in all, I have found the Short Game Bible easy to read and very informative. I look forward to getting out in the backyard or on the practice range, when the weather gets better, to practice the many drills Dave Pelz provides in this excellent book on a much neglected aspect of this great game.
Didn't disappoint.......2007-02-07
Book is great, but it's January and I won't be able to try out what I've learned. I'm taking this time to master the finesse swing indoors w/ the drills and photos. So far it seems easy enough to learn, even for someone w/ ingrained swing habits.
Average customer rating:
- Not bad if you can find it under 10 bucks w/ shipping
- Cool, but not necessary
- Never shipped
- Nice, but pricey
- It ain't that bad -- it's actually pretty good
|
Deluxe Dungeon Master's Screen (Dungeon & Dragons Fantasy Roleplaying Accessory)
Wizards of the Coast
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Misc. Supplies
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Dungeons & Dragons Core Rulebook Set (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Three Book Slipcased Set)
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Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Deluxe Player Character Sheets (Dungeon & Dragons Roleplaying Game: RPG Accessories)
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Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
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Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
ASIN: 0786934220
Release Date: 2004-01-01 |
Book Description
A
Dungeon Master 2-pack that includes both a new
D&D screen and a bonus
d20 Modern screen -- in landscape format with new art.
Useful to anyone running any type of roleplaying campaign, this Deluxe
Dungeon Master Screens 2-pack contains both a
Dungeons & Dragons screen and a bonus screen for the
d20 Modern Roleplaying Game.
The tables on the back of the
Dungeon Master's Screen have been revised and updated to comply with the changes made in the new version 3.5 core rulebooks released in 2003.
Every table includes a page number reference you can use to look up more detailed information. You’ll also find some tables modified specifically for this screen that will help you get the information you need as quickly as possible during play.
Also included is a bonus four-panel screen geared toward the action-packed world of your
d20 Modern campaign. Because both screens fully support the d20 System, they can be used separately or together by an experienced
Dungeon Master or Gamemaster.
Customer Reviews:
Not bad if you can find it under 10 bucks w/ shipping.......2007-05-09
The tables include:
-Equipment hardness/hitpoints
-Substance hardness/hitpoints
-Break/Burst DCs
-Items affected by magical attacks
-Size and AC of objects
-Object hardness/hitpoints
-Wall stats
-Door stats
-Turning undead
-Increase/Decrease weapon damage by size
-Attack roll modifiers
-AC modifiers
-Influencing NPC attitudes
-Missing w/ a thrown weapon figure
-Climb check DCs
-Listen check DCs
-Combat Actions (AoO)
-Concentration Check DCs
-Skills list (Armor check, AoO)
-Ability modifiers
-Movement and Distance
-Hampered movement
-Armored/Encumbered speeds
-Max distance for spot checks
-Detect Magic stats
-Detect Evil stats
-Light sources and illumination
While the list is comprehensive, I was looking for some random encounter tables, oh well. The screen is short and while I didn't think that would be an issue, it is. I'm now paperclipping the D20 Modern screen (which has a few D&D relevant things on it, but not many) on top of the D&D one (they're the same size exactly).
Cool, but not necessary.......2007-04-03
Cool looking, but you could do without them. Nice quick info on inside, but again could do without.
Never shipped.......2007-02-08
We ordered this a month ago. We kept waiting and checking.. not shipped yet. Wait some more, not shipped yet. The item said "usually ships in 1 to 2 weeks" however, in 4 weeks, still "not shipped yet". Recomend if you want this, to buy it somewhere else. We ended up canceling this order and getting it somewhere else. Amazon doesn't know how to ship this particualr item.
Nice, but pricey.......2007-01-12
The charts selected for the inside of the screen are surprisingly useful; basically, they selected a lot of the things that most frequently come into play during a dungeon crawl, but that most people wouldn't bother to learn or remember. Things like various item and material hardnesses, common modifiers to AC, various types of actions and whether they provoke Attacks of Opportunity, skills, movement penaltes, light, and auras for both magic and evil/good. The creators were thoughtful enough to include the book and page number for various charts in case you need to get more info. On the downside, as other reviews mentioned it is surprisingly short for a screen, and pretty high-priced considering what you get. Yeah, yeah; you get a bonus D20 modern screen. Wow. I'd say that seven bucks would be a more reasonable price; five if it didn't come with a D20 modern screen.
It ain't that bad -- it's actually pretty good.......2006-09-22
Generally my opinion is that a screen is a screen is a screen. However, this screen is actually better than most. I like the landscape, 4-panel format because it means I can see and be seen over the screen, while it still hides my map, my notepad and my dice rolls. It also has a better center of gravity since it is lower and wider, which means it almost never falls over, even when struck by a handful of dice or my marauding 18-month old. That is not a claim that most portrait-oriented screens can make.
Is the screen a black-out room and cone of silence rolled into one? Of course not. If you need the full height of the older-styled 11" screens, this one won't work for you. But really, if you are playing with people who can't keep their eyes off the occasional flash of paper behind the DM's screen, don't blame the screen; get new friends.
For my part, the most important part is that WoTC (a company I don't think much of normally) actually gave some thought to what was on the screen. The inside is well thought out, with useful charts and tables easy to hand. Easily the best part is the full listing of all actions, and whether they are free, standard, or movement equivalent, and whether they provoke an Attack of Opportunity or not. The table with hardness ratings for standard items is also useful for those spur-of-the-moment actions when the PCs want to break down a random door, chop that chest open, or split a table in two.
Normally I wouldn't bother to review a screen, but this one has such an unfairly low rating that I almost feel sorry for it. It's a good product; I use it in every session, it keeps the players' eyes off the important stuff, and it's durable enough that even after 2 years of use it's in quite good shape. If for some reason you don't have a screen already, you could do a lot worse than this one.
Average customer rating:
- author knowledgeable
- CANNOT BEAT THIS BOOK
- Some good stuff in here
- One of the must useful books of its kind
- I still remember those shots after all these years.........
|
The 99 Critical Shots in Pool: Everything You Need to Know to Learn and Master the Game (Other)
Ray Martin ,
Inc. IMGS , and
Estate of Rosser Reeves
Manufacturer: Random House Puzzles & Games
ProductGroup: Book
Binding: Paperback
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Byrne's Complete Book of Pool Shots: 350 Moves Every Player Should Know
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Byrne's New Standard Book of Pool and Billiards
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Byrne's Advanced Technique in Pool and Billiards
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Play Your Best Pool
-
The Complete Idiot's Guide to Pool and Billiards, 2nd Edition (The Complete Idiot's Guide)
ASIN: 0812922417
Release Date: 1993-10-05 |
Book Description
Thirtieth anniversary edition out in 2007!
World Champion Pool Player Ray "Cool Cat" Martin shares his secrets for playing winner's pool in this classic book, now with a new introduction by the author. Written with co-author Rosser Reeves three decades ago, The 99 Critical Shots in Pool remains one of the most authoritative guides to the game ever written. Over 200 illustrations show the proper form, technique, and approach to shots such as:
• The Center Ball Cheat-the-Pocket
• The Hook Shot
• The Seven Ball Stop Shot
• The Jump Shot
• The Frozen Kiss Shot
• The Nudge Shot
• The Side Pocket By-Pass Shot
Ray Martin, a Billiards Congress of America Hall of Fame inductee, is one of only seven players in the twentieth century to win three or more world 14.1 titles. He co-wrote this book with
Rosser Reeves in 1976.
Customer Reviews:
author knowledgeable.......2007-09-09
has every critical shot in pool. i started at shot number 1 and practiced each shot then started over. i ran the table twice the first week..
CANNOT BEAT THIS BOOK.......2007-05-11
Years ago when my kids were young, I got them a low priced pool table. We wore it out. Now that they are gone from the nest we decided to buy a good table and start playing again. The first book I bought was 99 critical shots in pool. It is one of the best books I have ever bought. To me it is like having an instructer right by your side. So to learn again or for the first time beginner, Get This Book and practice, practice, practice. Then later you will ask your-self, How in the world did I ever get along with-out it.
Some good stuff in here.......2007-02-02
I have read a few books on billiards and "The 99 Critical Shots in Pool" has added to some of the knowledge I have accumulated from other readings. I personally liked Byrne's New Standard Book of Pool and Billiards & The Illustrated Principles of Pool and Billiards by David G. Alciatore, PhD ("Dr. Dave") better. I think these other two books are better written and more informative. I certainly wouldn't say this is a bad book, but not as interesting and informative as some others out there.
One of the must useful books of its kind.......2006-06-12
There are several pool books out there. Some attempt to explain pool deductively: they explain general rules about how balls go and expect you to be able to apply them in any given situation. Other books approach the problem inductively: they show you the most important/useful shots and tell you how to approach them.
Both types of books are useful. 99 Critical Shots in Pool is an inductive type book. [I recommend "Illustrated Principles of Pool and Billiards for those looking for a deductive book.]
The thing that I find most useful about this book is what it does NOT include. There are books out there showing the "250 most important shots," without making it clear which are more important than others. The shots picked for this book are selected because they represent the most important pool knowledge.
I also like the illustration and diagram methodology chosen. Some book publishers save money by using less quality diagrams. "99 Critical Shots" does not do this.
One note: the bridge the author suggests in this book is a good one, but it is not the type of bridge that is most often suggested. If it works for you, great; if the bridge you use is one you are comfortable with, I wouldn't make the switch over.
To give an idea of how much I liked this book -- One time when I moved I sent this book back home [figuring I wasn't going to be playing pool for a while], and now I am strongly considering simply buying another copy for reference.
I still remember those shots after all these years................2006-04-01
It was the year 1997 that I bought this book in Manila. Since then I'm constantly reading this book while I was playing back home in the Philippines. This book helps me a lot on improving my shot making techniques. I still remember how I made those shots on every game I played with my friends and with other money players I ecountered on every busy billiards halls.
I'm now in Sydney Australia and it's been more than 3 years that I don't actively play my favorite sport of all. Occasionally, I played light games on Sydney pubs and I can still see those shots that I learned from this book.
I miss those pool halls in Manila and also this one together with other books which I left on my parents' place and I hope my Dad is not reading "my precious" book... ;)
Average customer rating:
- My review
- Charm a whole new generation of aspiring wizards
- Interesting...............
|
The Wizardology Handbook: A Course for Apprentices (Ologies)
Master Merlin , and
Dugald A. Steer
Manufacturer: Candlewick
ProductGroup: Book
Binding: Spiral-bound
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Wandmaker Guidebook
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Wizardology: The Book of the Secrets of Merlin (Ologies)
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Mythology (Ologies)
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Obscure Spells and Charms of Dragon Origin: A Dragonology Kit
-
Pirateology Guidebook and Model Set (Ologies)
ASIN: 0763634018
Release Date: 2007-04-10 |
Book Description
The ultimate companion to the best-selling WIZARDOLOGY — an indispensable handbook for would-be wizards everywhere
Calling all aspiring wizards! Do you know the appropriate tools (including flattery) to have on hand should you encounter a Western wizard? Have you memorized the spell for summoning a unicorn familiar? Can you follow the steps for releasing magical powers in a lump of rock or piece of metal? What role do natural objects and animals play in the mysterious ways of the shaman? From charts to booklets to lessons, from fascinating stories to free-form spells to create on your own, this elaborate workbook contains all the elements needed for transforming the reader into a wizard
worthy of Merlin himself.
Customer Reviews:
My review.......2007-08-30
I found this book rather childish, mostly for children . I did not find it helpful. The book is beautiful to see , with beautiful pictures. I guess I am just to advanced to find it of any use.
Charm a whole new generation of aspiring wizards .......2007-06-05
"Those who study the art of wizardology must remember that all magic is an act of the imagination." So says the legendary Merlin in Dugald A. Steer's THE WIZARDOLOGY HANDBOOK: A Course for Apprentices. When we last heard from the Master conjuror, he had fashioned a journal --- known to magic enthusiasts as WIZARDOLOGY: The Book of the Secrets of Merlin --- from the trunk of a tree in which he'd been imprisoned, divulging centuries' worth of knowledge and insight on the mystical world, in hopes of finding his next great successor.
In this companion volume, scribbled on the remaining pieces of his wooden confines, he once again extends the invitation to wizards-in-training and supplements his already abundant lessons with even more fascinating facts, humorous anecdotes and spellbinding illustrations that focus on the natural world and seasons. This enchanting and in-depth course for Wizard apprenticeship describes everything a student of magic would need to follow in Merlin's footsteps --- from dealing with genies, fairies and elves, casting spells and harnessing weather, to making wands, using magical plants and interpreting the positions of stars.
Replete with a glossary of magical terms, stickers to decorate your workshop and a section for your own spells, this fantastical handbook will surely fire the imaginations of readers young and old, and charm a whole new generation of aspiring wizards worthy of the great Merlin himself.
--- Reviewed by Marisa Emralino
Interesting......................2007-04-15
I am Wiccan, but I thought this book was interesting. Some of this book includes lots of real occult information like the elements and it talks of an athame, but at the same time, they have incorrect information regarding fairies, nature spirits, witches and that's only naming a few. This book would be a great gift for kids who are interested in spells or Wizardry, but not necessarily interested in real Wicca, but if you are trying to buy for a beginner Wiccan this book would only provide confusing or unhelpful. More advanced Wiccans may find this book amusing, despite the lack of correct information. All in all, this is an interesting volume and it was done quite creativley, so for that I grant it four stars.
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