Tunes for 'Toons: Music and the Hollywood Cartoon
Average customer rating: 4 out of 5 stars
  • Great resource for music educators!
Tunes for 'Toons: Music and the Hollywood Cartoon
Daniel Goldmark
Manufacturer: University of California Press
ProductGroup: Book
Binding: Hardcover

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ASIN: 0520236173

Book Description

In the first in-depth examination of music written for Hollywood animated cartoons of the 1930s through the 1950s, Daniel Goldmark provides a brilliant account of the enormous creative effort that went into setting cartoons to music and shows how this effort shaped the characters and stories that have become embedded in American culture. Focusing on classical music, opera, and jazz, Goldmark considers the genre and compositional style of cartoons produced by major Hollywood animation studios, including Warner Bros., MGM, Lantz, and the Fleischers. Tunes for 'Toons discusses several well-known cartoons in detail, including What's Opera, Doc?, the 1957 Warner Bros. parody of Wagner and opera that is one of the most popular cartoons ever created.
Goldmark pays particular attention to the work of Carl Stalling and Scott Bradley, arguably the two most influential composers of music for theatrical cartoons. Though their musical backgrounds and approaches to scoring differed greatly, Stalling and Bradley together established a unique sound for animated comedies that has not changed in more than seventy years. Using a rich range of sources including cue sheets, scores, informal interviews, and articles from hard-to-find journals, the author evaluates how music works in an animated universe. Reminding readers of the larger context in which films are produced and viewed, this book looks at how studios employed culturally charged music to inspire their stories and explores the degree to which composers integrated stylistic elements of jazz and the classics into their scores.

Customer Reviews:

4 out of 5 stars Great resource for music educators!.......2006-07-14

I am trying to find better ways to help students learn classical music. This is a fun, yet educational way to help kids learn about classical music and remember it always! Lots of resources and ideas can be drawn from this book. Good luck!
Tunes for 'Toons': Music and the Hollywood Cartoon.(Book review): An article from: Notes
Average customer rating: Not rated
    Tunes for 'Toons': Music and the Hollywood Cartoon.(Book review): An article from: Notes
    Neil Lerner
    Manufacturer: Thomson Gale
    ProductGroup: Book
    Binding: Digital

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    ASIN: B000JCDA6K
    Release Date: 2007-01-26

    Book Description

    This digital document is an article from Notes, published by Thomson Gale on September 1, 2006. The length of the article is 1722 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.

    Citation Details
    Title: Tunes for 'Toons': Music and the Hollywood Cartoon.(Book review)
    Author: Neil Lerner
    Publication: Notes (Magazine/Journal)
    Date: September 1, 2006
    Publisher: Thomson Gale
    Volume: 63 Issue: 1 Page: 121(4)

    Article Type: Book review

    Distributed by Thomson Gale

    Blues and the Poetic Spirit (Roots of Jazz)
    Average customer rating: 3.5 out of 5 stars
    • Great book from Living Blues co-founder
    • Blues and the Poetic Spirit by Paul Garon
    • Blues and the poetic spirit review
    Blues and the Poetic Spirit (Roots of Jazz)
    Paul Garon
    Manufacturer: City Lights Books
    ProductGroup: Book
    Binding: Paperback

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    ASIN: 0872863158

    Amazon.com

    Paul Garon knows the blues, from the music itself to the poetry and psychology that are the impetus of its creation. The author of biographies of such blues icons as Peetie Wheatstraw and Memphis Minnie, Garon focuses on the social and political elements that have evolved the blues over the last several decades, exploring the blues as a "psychopoetic" contribution to American music and history. Included are rare photographs of blues musicians and the world they inhabit.

    Book Description

    While much has been written about the sociological significance of the blues, this is a unique inquiry into the blues and the mind, a study of the blues as thought. Here, the subconscious power of the blues is examined from a poetic and psychological perspective, illuminating the blues' deepest creative sources and exploring its far-reaching influence and appeal.

    Like Surrealist poetry in particular, blues communicate through highly charged symbols of aggression and desire-eros, crime, magic, night, and drugs, among others. A close analysis of classic blues lyrics, along with a wealth of source material from Freud and James Frazer, to Breton and Marcuse, conveys the blues' major poetic function of spiritual revolt against repression.

    First published in 1975, Blues and the Poetic Spirit is a blues literature classic. This long-awaited new edition assesses developments in the blues since that time and outlines the social and political forces that continue to shape its evolution.

    Customer Reviews:

    5 out of 5 stars Great book from Living Blues co-founder.......2001-08-30

    Essential reading. One of the top five blues books, unique in the field. This is easily the best analysis of blues lyrics, treating black music as black power (beware pale imitations). To say it lacks feeling is to miss the point by a solid mile.

    5 out of 5 stars Blues and the Poetic Spirit by Paul Garon.......2000-08-17

    Recently, while working on editing a soon to be published Autonomedia anthology under the title "Surrealist Subversion," I had the opportunity to revisit Paul Garon's classic American surrealist volume, "Blues and the Poetic Spirit," now in a second (1996) edition thanks to City Lights Publishers. This latest edition includes a new Introduction by Garon updating and expanding upon his original 1975 blues treatise and an always insightful Afterward by fellow surrealist Franklin Rosemont. As Rosemont puts it in the course of his discussion of the inherently subversive core of the blues, "Notwithstanding the whimpering objections of a few tired skeptics, this revolt cannot be 'assimilated' into the abject mainstream of American bourgeois/Christian culture except by way of dilution and/or outright falsification. The 'dark truth' of Afro American music remains unquestionably 'oppositional'." Lately, a leader in the ever growing call and response chorus of praise for the book has been African American cultural historian Robin D.G. Kelley, author of "Yo' Mama's DisFUNKtional" (Beacon Press), who calls the Garon work, "absolutely the best book on blues music." And in her new volume, "Blues Legacies and Black Feminism" (Pantheon), noted black scholar and activist Angela Davis singles out Garon's tome for favorable mention while freely dissing the bulk of the blues literary canon. These two plaudits must be particularly gratifying to Garon since he has always insisted that the blues must be discussed first and foremost as a black poetry of resistance to racist oppression and Eurocentric notions of white supremacy. As Garon says in his book, "Poetry, kindled by desire, is the light that can dispel the pallor of bourgeois civilization. It does this through its use of 'images', 'convulsive' images, images of the fantastic and the marvelous, images of 'desire'." In exploring the fertile crossroads between art and the politics of desire that has shaped the popular cultural form known as the blues, no other book even comes close.

    1 out of 5 stars Blues and the poetic spirit review.......2000-06-03

    This book failed to achieve the answers I was looking for. It also failed to conjure up any new questions. The book is unemotional, and steril in explaining, exploring, and examining the "...subconscious power of the blues...and illuminating the blues' deepest creative sources and exploring its far reaching influence and appeal" (from the back cover). The book barely scratched the surface of all the issues it presented such as "eros, aggression travel, night, animals" and other topics. Every bluesman in the world will tell you "blues is a feeling", and this book lacks it. There are many references to Peetie Wheatstraw and his lyrics as well as from others, and pictures through out the book. I mistakenly judged this book by its cover and paid the price. I suggest reading 1) The world Don't Owe Me Nothing the life and times of Honeyboy Edwards, 2) I say me for a parable autobiography of Mance Lipscomb,3) The Land Where the Blues Began by Alan Lomax, 4)Blues and Evil by Jon Michael Spencer. These are all excellent.
    Blues & the poetic spirit (Eddison blues books)
    Average customer rating: Not rated
      Blues & the poetic spirit (Eddison blues books)
      Paul Garon
      Manufacturer: Eddison Press
      ProductGroup: Book
      Binding: Unknown Binding

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      ASIN: 0856490180
      Blues and the Poetic Spirit
      Average customer rating: Not rated
        Blues and the Poetic Spirit

        Manufacturer: DaCapo Press
        ProductGroup: Book
        Binding: Paperback

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        ASIN: 9992989483
        Blues and the Poetic Spirit
        Average customer rating: Not rated
          Blues and the Poetic Spirit
          Paul [ with a Preface By Franklin Rosemont ] Garon
          Manufacturer: Da Capo Press
          ProductGroup: Book
          Binding: Paperback
          ASIN: B000OSEMAC

          GURPS Magic
          Average customer rating: 4 out of 5 stars
          • Other Books
          • A comprehensive magic system
          • A great effort, but...
          • All in one book!
          • Very Good but........
          GURPS Magic
          Steve Jackson , S. John Ross , and Daniel U. Thibault
          Manufacturer: Steve Jackson Games
          ProductGroup: Book
          Binding: Hardcover

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          ASIN: 1556347332

          Customer Reviews:

          3 out of 5 stars Other Books.......2007-09-03

          GURPS Magic is one of the many competent supplements for Steve Jackson's Generic Universal Role Playing system.

          Or, handy when you want to be on the receiving end of the Game Master interdimensionally hi-jacking you from the present day setting into a magic using environment. Handy for him, anyway!

          4 out of 5 stars A comprehensive magic system.......2006-12-12

          GURPS Magic is a must have for any fantasy campaign which includes any sort of spell casting or magical items.

          The system is divided into several spell categories, including fire, air, earth, water, food, knowledge, enchant, necromancy, etc.

          Like the other aspects of the character development system, a spell caster must invest several points to be able to cast spells. They then must build a "tree" of spells, starting with the most basic (such as produce fire, create water, etc) and building up to the more powerful ones, such as force field, fireball, body of lightning, etc.

          Playing a spell caster in GURPS is vastly different from other systems, such as Dungeons and Dragons. I had been accustomed to blasting huge groups of monsters with fireballs and cones of cold in the DnD system. As a GURPS wizard, I found that a single fireball would drain my fatigue to the point that I had to wait a few minutes (which means until the next combat in GURPS) before casting another one. Spellcasters have to be much more clever in GURPS, casting spells which do little damage here and there where they can help the party. While they can become quite powerful, their power has been greatly reduced in comparrison to other systems. Your players who are used to the DnD system might not like it.

          Several spells enable casters to summon elementals or animate dead bodies. A few monster stats are listed for these sample creatures, but it would have been a lot more useful if these had been listed in greater detail, or perhaps with a bit more variety.

          The book also explains the rules for creating magic items. These are a must for any fantasy campaign, and can be quite interresting.

          4 out of 5 stars A great effort, but..........2005-03-14

          I've raved about the 4th edition basic books in prior reviews now it's time to look at the 4th edition Magic book.

          The authors have tackled a very large subject here. They are attempting to replace the old GURPS Magic, Grimoire, and Magic Items 1 in one book. But the biggest challenge they are facing in writing this book is that the old 3e GURPS magic books were boring. The problem wasn't so much the writing (which could have been better) but the spells themselves. GURPS has long been known for having a... well, generic universal spell system (GUSS?) that really didn't appeal to a lot of players.

          Now to this book proper:
          The editing is as good as ever, the artwork might be even better than other 4e books, and the authors have added flavor by highlighting spells in fun 2-3 paragraph stories at the beginning of each college of magic. There is a lot of interesting material about black magic, alternate magic systems, etc. The alchemy section was just plain good clean fun with lots of potential mayhem. The index is much better than in previous books of this edition.

          So why the four star instead of another five star rating? Simple, the book strives mightily but can't overcome its generic beginnings. The authors were obviously aware of this problem and offer quite several ways to get around it (rename the spells, use an alternate magic system) but don't quite do a good enough job to warrant the five star rating so I'm giving it a 4.5 star rating.

          Like GURPS Fantasy, this book is literally stuffed with ideas, it provides SO many ideas and possible spin-offs that the GM will need to give extra thought before starting a campaign to exactly what they want the players to experience. Otherwise some wiseguy player is going to say, "Can I use this neat little idea on page 93 that will wreck the whole concept of your campaign? Can I? Please, please?"

          5 out of 5 stars All in one book!.......2005-02-25

          This book is great. Just like the other 4th ed. books you get a hard back, full color book. The book includes everything from both magic books in 3rd. ed, plus magic item and alchemy information. There is so much information in here it is hard to believe. Although my initial reaction to the price was a little mixed, once I had this book in my hands and started reading it I had no regrets.

          The book contains the complete magic system expanded from basic set and alternative magic systems. The magic system covers casting spells including cooperative casting.

          The book also contains information of creating magical items and complete alchemy rules along with a good list of elixers.

          If you are not convinced yet go on over to the sjgames web page where you can view some samples from inside the book (table of contents in particular).

          3 out of 5 stars Very Good but...............2000-02-19

          I agree with the previous reviewer except on a couple issues. I do not like the way demons are handled. They are made to be very weak against a truly good hearted person. I also think they could have made alot more mundane magic and high powered magicks. THey stuck to the middle gound and fleshed that out very well. There were very few high powered magicks explored.
          GURPS Arabian Nights: Magic and Mystery in the Land of the Djinn (GURPS: Generic Universal Role Playing System)
          Average customer rating: 4 out of 5 stars
          • Very good reference for arabian games.
          GURPS Arabian Nights: Magic and Mystery in the Land of the Djinn (GURPS: Generic Universal Role Playing System)
          Phil Masters
          Manufacturer: Steve Jackson Games
          ProductGroup: Book
          Binding: Paperback

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          ASIN: 1556342667

          Customer Reviews:

          4 out of 5 stars Very good reference for arabian games........2002-11-13

          The book is a very good reference for historical facts and characters. It describes the medieval arabian culture and society very well. However, it is not a book for present Arabia, only for the periods before 1.300 a.C.

          The book does a good job in the "fantasy" side, introducing elements of Thousand and One Nights, such as monsters and races (complete sheets of the legendary Djinns, Rocs, Persian Dragons and such). The Magic and Magic Itens section is average. It's not as "fantastic" (or "sparky", or "flashy") as al-Qadim, but in the end it's an advantage (there, the Great Caliph is served by hundreds of Djinns!)

          The book could have more details about the dangers and facts of living in the desert, handling camels, cooking and surviving, just like GURPS Imperial Rome, which details the life in the court. Also, it could modify more things in magic, just like GURPS Celtic Myths, to improve the interference of "destiny and fate" and the arabian flavor.

          In the end, it's a great book! Worths very well the money paid for it.
          GURPS Grimoire: Tech Magic, Gate Magic, and Hundreds of Spells for All Colleges (GURPS: Generic Universal Role Playing System)
          Average customer rating: 5 out of 5 stars
          • Grimoire
          • A must for any serious user of GURPS Magic.
          • The author is not wrong - it's a good book.
          GURPS Grimoire: Tech Magic, Gate Magic, and Hundreds of Spells for All Colleges (GURPS: Generic Universal Role Playing System)
          Daniel U. Thibault
          Manufacturer: Steve Jackson Games
          ProductGroup: Book
          Binding: Paperback

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          ASIN: 1556342438

          Customer Reviews:

          5 out of 5 stars Grimoire.......2007-01-11

          This is basically GURPS Magic, book 2. It provides great additional material in the way of new spells for the current colleges of magic such as the Elementals or Necromancy. In addition, the new schools of magic (Gate and Tech magic) are interesting new additions. This gives your characters the advantage of not only having the right spell for the right occasion, but also having a selection of tricks up their sleeves.

          5 out of 5 stars A must for any serious user of GURPS Magic........2002-11-21

          Let me make one thing perfectly clear: This book is a companion volume to GURPS Magic. In order to fully appreciate (and make the best use of) this book, you need GURPS Magic as well. Now that that is out of the way, on to the praises. This is where you will find the odder and more esoteric spells (as well as some of the more powerful ones) that Magic just didn't have room for, or that handn't been thought of yet. Some of these spells are exceptionally powerful, others are just plain sneaky, but all are useful. As I said before, the odder corners and more advanced levels of magic are more fully represented in this book, along with optional rules. Here you will find things like techno-magic, radiation spells, acid spells, spells to literally rain fire down upon your foes, a spells to create an imprisoning circle around your foes, spells to fascinate and control your enemy, shapeshifting spells, elaborate illusions, divination spells, and even a spell to plunge a target into a morass of incapacitating pleasure.

          That little list only scratches the surface, my friends. A few new schools of magic are added, and almost every one of the schools of magic presented in GURPS Magic has additions in this book, and all of them are worth looking at. If you want to be the best magic-user that you can be, this book will help you on your way.

          5 out of 5 stars The author is not wrong - it's a good book........1998-04-01

          Used with GURPS Magic and the GURPS Basic Set it provides a complete, varied and well integrated set of spells for roleplaying. Without being tied to specific genres it still manages to offer a wide range of dramatic possibilies from which many a plot could be spawned.
          GURPS Magic Items 2: More Sorcerous Shops and Mystical Magics (GURPS: Generic Universal Role Playing System)
          Average customer rating: 5 out of 5 stars
          • The very best!
          GURPS Magic Items 2: More Sorcerous Shops and Mystical Magics (GURPS: Generic Universal Role Playing System)
          Drew Bittner
          Manufacturer: Steve Jackson Games
          ProductGroup: Book
          Binding: Paperback

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          ASIN: 1556342071

          Customer Reviews:

          5 out of 5 stars The very best!.......2003-12-04

          Definitely one of the best compendia of magic items ever published, by Steve Jackson Games or any company, it sets a high standard for similar works. An absolute must-have for any GURPS collection. I'm only a little surprised that an author search for "Drew Bittner" hasn't turned up anything else.
          GURPS Magic: A Tome of Mystic Secrets for Fantasy Roleplaying (GURPS: Generic Universal Role Playing System)
          Average customer rating: 4 out of 5 stars
          • A vital part of the GURPS Library
          • Interesting take on magic
          • Useful, flexible, but Generic
          • More than meets the eye!
          GURPS Magic: A Tome of Mystic Secrets for Fantasy Roleplaying (GURPS: Generic Universal Role Playing System)
          Steve Jackson
          Manufacturer: Steve Jackson Games
          ProductGroup: Book
          Binding: Paperback

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          3. GURPS Compendium II: Campaigns and Combat (GURPS: Generic Universal Role Playing System) GURPS Compendium II: Campaigns and Combat (GURPS: Generic Universal Role Playing System)
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          ASIN: 1556342861

          Customer Reviews:

          5 out of 5 stars A vital part of the GURPS Library.......2002-09-15

          This book contains a large number of the spells in the GURPS gaming system, and plenty of rules and ideas for creative magic use. The sheer number and variety of spells explained in this book is mind-boggling. As some others have said, the GURPS magic system is not as overwhelmingly powerful as the magic of some other gaming lines, but it is well thought out. The spells are quite versitile, and almost every spell can be cast at varying levels of power, for varying cost. This enables you some control the range of damage/effects produced, and enables the tailoring of spells to certain situations. Some of the more powerful spells are tools of amazing power, if you can cast them. Don't ignore the "lesser" spells either. Just keep in mind that with enough creativity any spell can be magnificently effective, especially if your campaign involves a high level of realism. This book is a must for anybody who wants to use GURPS magic.

          4 out of 5 stars Interesting take on magic.......2000-11-24

          There are a lot of quirky things about this magic system, and I would have done much of it differently. For example, I think a lot of the spell durations are just too short. For example, if you want to disguise yourself with an illusion, you have to pay fatigue every minute to keep it going. A fairly simple and not too powerful effect, but only the mightiest of mages are mages can disguise themselves for more than 5-10 minutes.

          Magic in combat is kind of weird; it's slow, which is a dangerous combination with the large distance penatlies to skill (-1 per yard), because it means for many spells you have to stand close to your target and hope they don't whack you when your concentrating. In practice, I find that magic is most useful for setting up defense and augmenting offense before battle, but once battle is joined it is less useful. Some of the spells are awesomely powerful. Some of them cost so much fatigue that it is difficult to see how you would ever use them.

          Overall, I would say that the system works though. It is kind of fun learning to work the system to be able to do what you want. Despite the limitations mentioned above, magic in this system is a valuable and powerful force.

          4 out of 5 stars Useful, flexible, but Generic.......2000-08-08

          GURPS Magic is a RPG magic system designed to fit seamlessly into the Generic Universal Role Playing System, and as such it is extremely successful. Magic allows you to add magic using characters to any GURPS campaign easily. The system emphasizes a skill-based approach where more difficult spells can be learned only after basic spells have been learned. A character's skill with a spell determines his ability to successfully use that spell, and he can always improve his skill through study and practice. A character can cast any spell he knows, providing that he has the strength to cast that spell (the effect is tied into a "realistic" measure of fatigue), so even a beginning magician can be flexible, if not powerful. Yet also built into this system are some useful game restraints that prevent a magician from becoming overwhelmingly powerful. A useful comparison is AD&D, where a beginning magic user is absurdly weak and can cast one weak spell a day, yet at the high levels can control spells that rival a modern armored division in effect. Magic allows beginning characters to be more playable and fun to play, while prevents experienced characters from taking over the show. As in real life, this skill based approach tends to channel a character into specializing in a particular "field" of magic without the use of artificial restrictions such as "class" found in other games.

          If the system has any problems, it is that it literally is to generic. While it can be used "as is", it requires a lot of work on the part of the players and game master if they want a system that closely models "historical" or fictional magic systems. If you want a game that portrays the setting of the Arabian Knights, for instance, it is not simply a matter of deleting those spells that don't fit the genre since more advanced spells that do fit might require those spells as learning prerequisites.

          4 out of 5 stars More than meets the eye!.......2000-03-15

          This magic system seems, at first, to be extremely weak and limiting. If you are used to AD&D (as is likely the case) it IS; however, upon closer examination you discover that it ISN'T. Sure, for a 100-point campaign a mage is very costly and, unless specialized, will be limited. That's how it would be in real life, if there were magic. Keep at it, though, and soon a mage will be the most powerful member of your party. Apply GURPS Magic to a 250 or (wow) 500 point campaign and your power will surpass even that of your meta-human cohorts. As with all GURPS products, the "real-world" rules make Magic truly enjoyable and playable. If *you* are creative then nothing is impossible (just save up the character points). GURPS is a system where you have to *think*--that's what sets it apart from all the rest. In summary, an extremeley useful sourcebook!
          GURPS Fantasy : Magic System and Game World
          Average customer rating: Not rated
            GURPS Fantasy : Magic System and Game World
            Steve Jackson
            Manufacturer: Steve Jackson Games, Incorporated
            ProductGroup: Book
            Binding: Paperback
            ASIN: 1556340524

            Product Description

            "In the 96 pages of GURPS Fantasy, you'll find: Official magic rules for the GURPS system, with many different ways to cast spells. Work alone, or gather a circle of powerful mages, for arcane rituals that bend nature to your will... Yrth, a world background blending the empires and faiths of medieval Europe with the wonders of magic... where the power of sorcery rules the fate of nations! New advantages, disadvantages, and skills. An extensive, well-explained list of spells hundreds of them. Advice on character creation, and how to roleplay nonhuman races, including Elves, Dragons, Vampires, and more! Detailed rules for designing and creating individual magic items. Complete Table of Contents, Index, and pull-out Table of Spells for easy reference."
            Gurps Magic : A Tome of Mystic Secrets for Fantasy Roleplaying
            Average customer rating: Not rated
              Gurps Magic : A Tome of Mystic Secrets for Fantasy Roleplaying
              Steve Jackson
              Manufacturer: Steve Jackson Games
              ProductGroup: Book
              Binding: Paperback

              Magic & WizardsMagic & Wizards | Fantasy | Science Fiction & Fantasy | Subjects | Books
              ASIN: B000S71MH0
              GURPS Magic Items 1 (GURPS: Generic Universal Role Playing System)
              Average customer rating: 3 out of 5 stars
              • Solid original ideas
              GURPS Magic Items 1 (GURPS: Generic Universal Role Playing System)
              Chris W. McCubbin
              Manufacturer: Steve Jackson Games
              ProductGroup: Book
              Binding: Paperback
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              1. GURPS Magic Items 2: More Sorcerous Shops and Mystical Magics (GURPS: Generic Universal Role Playing System) GURPS Magic Items 2: More Sorcerous Shops and Mystical Magics (GURPS: Generic Universal Role Playing System)
              2. GURPS Magic Items 3 GURPS Magic Items 3
              3. GURPS Grimoire: Tech Magic, Gate Magic, and Hundreds of Spells for All Colleges (GURPS: Generic Universal Role Playing System) GURPS Grimoire: Tech Magic, Gate Magic, and Hundreds of Spells for All Colleges (GURPS: Generic Universal Role Playing System)
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              ASIN: 1556341903

              Customer Reviews:

              3 out of 5 stars Solid original ideas.......2001-08-25

              This GURPS supplement has new ideas for magic items broken down by categories and varying from low powered items that would be generically available in a fantasy setting to high powered unique artifacts. There are sections on the economics of magic selling and various types of magic sellers. There are great descriptions and useful ideas. This is gurps so it can be applicable directly to the gurps system or easily converted into others such as D&D.
              GURPS Magic Items 3
              Average customer rating: Not rated
                GURPS Magic Items 3
                Jonathan Woodward
                Manufacturer: Steve Jackson Games
                ProductGroup: Book
                Binding: Paperback
                Similar Items:
                1. GURPS Magic Items 1 (GURPS: Generic Universal Role Playing System) GURPS Magic Items 1 (GURPS: Generic Universal Role Playing System)
                2. GURPS Magic Items 2: More Sorcerous Shops and Mystical Magics (GURPS: Generic Universal Role Playing System) GURPS Magic Items 2: More Sorcerous Shops and Mystical Magics (GURPS: Generic Universal Role Playing System)

                ASIN: 155634418X
                GURPS fantasy: Fantasy world and magic rules for the Generic Universal RolePlaying System
                Average customer rating: Not rated
                  GURPS fantasy: Fantasy world and magic rules for the Generic Universal RolePlaying System
                  Steve Jackson
                  Manufacturer: Steve Jackson
                  ProductGroup: Book
                  Binding: Unknown Binding

                  Magic & WizardsMagic & Wizards | Fantasy | Science Fiction & Fantasy | Subjects | Books
                  ASIN: B000733ACK

                  Changing Channels: Issues and Realities in Television News
                  Average customer rating: Not rated
                    Changing Channels: Issues and Realities in Television News
                    Jerry Jacobs
                    Manufacturer: Mayfield Pub Co
                    ProductGroup: Book
                    Binding: Paperback

                    GeneralGeneral | Television | Entertainment | Subjects | Books
                    JournalismJournalism | Writing | Reference | Subjects | Books
                    GeneralGeneral | Foreign Languages | Reference | Subjects | Books
                    GeneralGeneral | Communication | Social Sciences | Nonfiction | Subjects | Books
                    ASIN: 0874849462

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                    1. Understanding Digital Cinema: A Professional Handbook
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                    7. A Short History of the Movies
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