PDF Fun with Magic Pad Download
- Author: BPI
- Publisher: BPI Publishing
- ISBN: 9351217302
- Category : Reference
- Languages : en
- Pages : 16
Fun with Magic Pad
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Find out all you need to know about getting started with magic. Start with Card Tricks and keep people guessing with the Tricks with Everyday Objects, such as the fantastic banana split trick and the coin under a handkerchief illusion. Move on to the head-scratching Puzzlers, like the rattling matchbox or the chicken, fox, and corn trick—these guessing games will leave your friends and family amazed and bewildered. Confuse your friends further with the knotty problems in the Betchas chapter, and the joke’s on them with the Stunts ’n’ Pranks, where they can be a part of the trick with the cable ties or the wooden spoon illusion. With handy hints and tips from professional magician Paul Megram, My First Magic Book will amuse and delight every aspiring young magician.
What happens when six creative girls accidentally open a Secret Door to a Magical Realm? It doesn't take long for adventure -- and danger -- to find them! Upon arriving in the Realm, eleven-year-old Shaylee and her friends learn they are the long-awaited princesses of the Six Kingdoms, and each girl has a unique magical power tied to her creative talents. But the kingdoms are in ruin thanks to an evil force that has drained nearly all of the power from the Wellspring of Magic. As if that wasn't bad enough, the door between the real world and the Realm is stuck! It can't be opened again -- and the girls can't go home -- until the magic is restored to the Wellspring. Shaylee and her friends must work together using their creative abilities, such as dancing, painting, and beading, to channel powers they never knew they had and fight the dark forces threatening to destroy the Realm. Their adventure will bring them face-to-face with gigantic grizzly bears claiming to be their protectors, green-skinned fairy folks, a scaly river dragon, vampire spiders, and killer plants -- things none of the girls expected to face during their summer break. Can they master their new powers in time to turn back the dark forces that want to trap them in the Realm forever? The Creative Girls Enchanted Adventures series is an irresistible mix of crafts, magic, humor, and adventure that will have girls hooked on reading!
Learn from the Engagement Masters Education is a battle for attention. Whether you are a teacher trying to reach a classroom full of students or a parent trying to prepare your child for the world to come, getting our audience to just listen can be a real challenge. When students have access to personalized entertainment sitting in their pockets, anything that doesn't jump out and grab their attention right away is easily drowned out. But there is a place where even today all those modern distractions melt away--Disneyland. When you're there, you're not only in a different world, you're in Walt Disney's world. Whether you are Peter Pan flying over London in Fantasyland or a rebel fighter struggling against the First Order in Galaxy's Edge, you are 100% engaged. Sights, sounds and even smells ensure that your brain is locked into the experience. If we can bring those techniques into our teaching, we can create engaging experiences for our students, grab their attention, and boost their learning. You'll improve your teaching and create a place students want to visit. In this book we'll learn from the world's greatest engagement masters--the Disney Imagineers. Through narrative visits to attractions throughout Disneyland and Disney California Adventure, you'll experience a visit to the park as we share memories and see how the Imagineers make it all work. We'll be guided by Imagineering icon Marty Sklar's Mickey's 10 Commandments of Theme Park Design as we turn our classrooms into the most engaging places on Earth!
An illustrated, illuminating insight into the world of illusion from the world’s greatest and most successful magician, capturing its audacious and inventive practitioners, and showcasing the art form’s most famous artifacts housed at David Copperfield’s secret museum. In this personal journey through a unique and remarkable performing art, David Copperfield profiles twenty-eight of the world’s most groundbreaking magicians. From the 16th-century magistrate who wrote the first book on conjuring to the roaring twenties and the man who fooled Houdini, to the woman who levitated, vanished, and caught bullets in her teeth, David Copperfield’s History of Magic takes you on a wild journey through the remarkable feats of the greatest magicians in history. These magicians were all outsiders in their own way, many of them determined to use magic to escape the strictures of class and convention. But they all transformed popular culture, adapted to social change, discovered the inner workings of the human mind, embraced the latest technological and scientific discoveries, and took the art of magic to unprecedented heights. The incredible stories are complimented by over 100 never-before-seen photographs of artifacts from Copperfield’s exclusive Museum of Magic, including a 16th-century manual on sleight of hand, Houdini’s straightjackets, handcuffs, and water torture chamber, Dante’s famous sawing-in-half apparatus, Alexander’s high-tech turban that allowed him to read people’s minds, and even some coins that may have magically passed through the hands of Abraham Lincoln. By the end of the book, you’ll be sure to share Copperfield’s passion for the power of magic.
Playing computer games is a way of life for Steve R. R. Carpenter, a thirty-six-year-old virgin who still lives in the basement of his parents’ house. But he’s had it with all the lame multiplayer online role-playing fantasy games pumped out by gaming companies, so he decides to create one of his own. Needless to say, it’s an instant success and a moneymaker to fund his real dream: To use one billion dollars to create another game that would redefine the genre and put all its competitors out of their misery. It’s also a way to have revenge on the greedy corporate assholes who are responsible for the state the fantasy MMORPG industry is in today, which is a welcome side-effect for our protagonist. If you never played (and stopped playing) a fantasy MMORPG before, then this book is most likely not for you. If you did, you might enjoy this fun and crazy revenge story, although if you were really pressed for time, an easy fix would be to just read a random forum rant instead … If on the other hand you couldn’t care less about this whole MMORPG shebang, but have a friend or a relative who hasn’t read a book in as long as you can remember because he is playing MMORPGs all the time, well then this book is your best chance to make him read something again, because if he won’t read this, then there is no chance he would read anything else (strategy compendiums for online games are a thing of the past now, right?).
Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.