Catalog Search Results
82) Spell disaster
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English
Description
When elderly witch Enid Pettywood unwittingly summons a demon to Silver Hollow, it's up to Issy Quinn and her cousins to send it back before the committee finds out. Summoning a demon is a serious offense, and no one wants to see Enid suffer the punishment the committee is sure to hand down. But a simple plan of vanquishing the pesky demon before anyone notices goes awry when the demon makes the leap from wreaking havoc with the town's electrical...
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"Go players under the age of 18 in Japan, Korea, and China are getting ready to qualify for the Hokuto Cup. Hikaru and Akira are both in contention for the Japanese team, but the preliminaries prove to be tough going. Stung by a reality check, Hikaru focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable go of Kiyoharu Yashiro of the Kansai Go Association?"--P. [4] of cover.
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Description
As his second Shaman Fight comes to an end, Yoh uses a last-ditch strategy--and his last mana--against Faust's army of skeletons. Recovering from his wounds in the hospital, Manta becomes separated from Yoh and makes a fateful decision to travel to Yoh's faraway home in Izumo, Japan--by motorcycle--with "Wooden Sword" Ryu for company. As Manta and Ryu travel across Japan, Yoh undergoes his own journey, descending into a pitch-black cave in search...
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"The main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata and Fujiwara-no-Sai. Hikaru Shindo figures in some of these and takes center stage in the final tale when he challenges a crooked antique shop owner to a game of go in an attempt to restore an heirloom vase to its rightful owner" -- from publisher's web site.
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"Hikaru is determined to move carefully, step by step, up the ladder of professional go. He pours his energy into it, striving to get closer to his ultimate goal--playing the Divine Move. After many games he finally gets to play a 7-dan, who turns out to be someone he's confronted before, though not in competition. Their mutual animosity fires their competitiveness, pushing them to play with maximum intensity."--P. [4] of cover.
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"Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break--and without Sai?" -- from publisher's web site.
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English
Description
The witches Andy, Claire, and Jolene find themselves back on the road traveling across the American Southwest when a mysterious dark force possesses Claire. Spells and confessions fly as the group confronts phantoms, cryptids, and personal drama. As they make their way along the I-10 toward the elusive presence possessing Claire, they discover you can't go home again, not really, and they're running out of time. -- publisher website.
99) Renegade magic
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Language
English
Description
Twelve-year-old Kat tries to use her untrained magical powers to prevent use of the wild magic of Sulis Minerva found in Bath, England, where Stepmama has brought the family in hopes of finding Kat's sister a proper match.