Sabtu, 24 November 2012

[H463.Ebook] Ebook Deep Magic: 13th Age Compatible Edition, by Ash Law

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Deep Magic: 13th Age Compatible Edition, by Ash Law

An Age of Wizardry!

Magic is everywhere. Whether it is a hidden might wielded by a secret few or the energy that powers an entire realm, magic is a vital part of any fantasy world. And now its secrets are yours!

Deep Magic: 13th Age Compatible Edition is for 13th Age Roleplaying Game players who want new options that allow them to bend reality to their wills and perform spectacular feats of sword and sorcery. This book offers an astounding variety of new magic options, including:

  • 555 wizard spells, ranging from clever tricks to summoning the World Serpent itself to wreak havoc
  • 4 new class talents that put wizard spells within the grasp of every class—play an arcane ranger, a spirit-calling barbarian, a time-warping commander or face-stealing trickster druid
  • 30 new schools of magic, including the Cult of Ouroboros, the Red Inquisition and the Scholars of Dust, with guidelines for creating your own magical tradition
  • 5 magical campaign options: post-apocalyptic vril magic, the mysteries of the ley lines, a class-warfare arcanopunk campaign option, and more!

For GMs looking for new material, or players looking for character customization options, this massive tome is the book you’ve been dreaming of. Dive into Deep Magic!

  • Sales Rank: #1014707 in Books
  • Brand: Fantasy Supplements & Game Design Handbooks Kobold
  • Published on: 2014-10-25
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x .34" w x 8.50" l, .78 pounds
  • Binding: Paperback
  • 144 pages

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0 of 0 people found the following review helpful.
An Endzeitgeist.com review
By Endzeitgeist
This conversion of Kobold Press' Deep Magic book clocks in at 146 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page SRD (also containing some last pieces of advice), 1 page back cover, leaving us with 140 pages of content, so let's take a look!

Wait, didn't I already review Deep Magic? Wasn't the book bigger? Well, yes - but you see, 13th Age's magic system is sufficiently different from PFRPG's to warrant a revisit and a wholly distinct review in this case. First of all, spells work in completely different ways in 13th Age. Secondly, the fact that they are much more closely tied to class abilities ultimately means that they are easier to balance, which is particularly relevant in 13th Age's more synchronous class-balancing approach. So, without further ado, how does this work?

Well, first of all, wizards treat Deep Magic spells as regular spells - simple, right? Other classes deserve a closer look - via multiclassing, talents, etc., other classes can gain access to Deep magic talents and spells. Unless explicitly noted otherwise, non-wizardry-related class features and talents do not interact with Deep Magic spells - no momentum gains, for example, and neither do they trigger flexible attacks. The exception would be the occultist, who may utilize his multiclassing feat to cast Deep Magic spells and maintain focus. Recharge conditions are provided for the spells alongside a means of properly deducing recharge-durations, should something have slipped by editing.

The pdf does something intriguing with the respective traditions introduced in Deep Magic - essentially, this book provides 30 magic schools (alongside the necessary information to create new ones yourself), which come with their own selection of 10 spells - the schools themselves go above and beyond the traditions provided in PFRPG's version of Deep Magic - in fact, these new schools imho do something the traditions in the PFRPG-version failed at - by virtue of granting access to spells that are not readily available for anyone and 13th Age's system-inherent restrictions, they do a better job at creating a distinct magical identity for the respective traditions - and balance the spells in a more distinct way.

As mentioned before, this book grants access to magic via talents - 4 different ones are provided: Deep Magic Dilettante would be intended for multiclass characters. It requires you to be a multiclass character and have at least one talent in each class. The talent nets you one spell from your school at 1st level, +1 at 4th level and every 2 thereafter and the talent also nets you one cantrip they may cast sans mana cost. The talent (like the others) is provided with a handy progression table that makes it click at one glance.

Wait..what? Mana? Yes, this book introduces mana. Each Deep Magic Talent provides a fixed amount of mana based on your level. Mana refreshes after a full heal-up only. Mana can be used to empower spells...and is slightly more opaque than I quite frankly like it to be: The text implies, for example, at one point that you need to empower school spells - which is not the case. Here's the idea: You choose a spell to empower and invest an odd (d'uhh) number of mana points into the spell, up to or less than your level This investment allows you to then cast the respective spell at the level, with limitations on how often it can be used obviously remaining in effect. The process of investing mana in a spell is a standard action. A spell cannot be empowered multiple times, though, so that's a much required spamming cap. If the ramifications of this are not immediately apparent, let me state it for you - this acts essentially as a means that you get a further plus in flexibility. Not one that will break your game, at least judging from my playtest, but one that will be noticeable.

One reason for this retaining balance is that your casters won't get many mana points - 10th level characters end up with 20 of them if they're wizards with the talent or single-class characters that significantly invested in being able to access this material. At the same time, dilettantes or single class characters less inclined to invest in the system can gain partial access and scale mana "only" up to 10. It should also be noted that characters with the Deep Magic Wizard talent can empower faster etc. - but going into the meat of these talents would bloat the review - and in a nice note regarding Q&A, my version at least got rid of an ambiguity in the text in one of them - so yes, all in all a solid foundation to build the chassis of a whopping 555 spells on. One caveat: GMs using 13th Age for more gritty types of gameplay (it does work!) will want to be careful with mana - the added flexibility is somewhat noticeable and, while fun and fitting in high fantasy contexts, I'd advise in eliminating the mana component for more gritty gameplay. I'd also advise walking a player through the rules presented herein - while not bad in presentation, they do feel a slight bit more opaque than the rules presented in the core 13th Age-books.

As mentioned, this massive book contains 555 spells - that's a huge array of material. The lower page count can be attributed, obviously, to the less engine-intense crunch-block 13th Age has for the presentation of the spells within. If you went through both versions, you'll also notice several spells uniquely presented herein - and quite a few have mutated to a point where this book can be considered its own distinct and unique entity - hence also this review. Now, this review would obviously bloat beyond usefulness, were I to go through the spells one at a time. So let's paint a picture in broad strokes instead, shall we?

There are quite a few new cantrips herein - and they run the gamut from cosmetic to game-world logic-changing. What do I mean by this? Well, you can cause harmless bleeding of a target for a disturbing effect - cosmetic and useful for some bluffs you may want to pull off, but just that. Not having to breathe for level minutes on the other hand? Now this does feel a bit nasty - it changes the dynamics of underwater exploration and how the respective societies interact with the creatures and civilizations beneath the waves. A similar observation can be attributed to the dome of silence, which may be stationary, but as far as infiltrations and assassinations are concerned, this one can be quite powerful - personally, I'd have considered this a valid utility spell instead, perhaps with changing parameters at higher levels. On the absolutely awesome side of things, a proper representation of the concept of wizard duels via an easy cantrip is simply glorious and fits perfectly into just about every (high) fantasy setting - kudos! Fey-inspired quick hairdos are story-enablers and fun, but temporary transmutation of one metal into another can have some serious ramifications for how commerce works -if all wizards and casters can easily have access to this one, a waiting period upon purchases may be in order for most shopping trips. On the awesome side: You can grow a freakishly large tongue which may wield your weapons - and no, no triple-wielding. You get the idea, I think -the visuals provided are pretty awesome and the concepts highly captivating - but I'd still advise GMs to carefully consider the implications of the integration of the respective spells on their world. Why am I emphasizing this? Because of the pretty singular vision that is suggested by how magic is presented in the core-books.

The spells themselves, surprisingly, considering the decreased variety of variables spell's rules-skeletons have, cover a rather intriguing range and generally, they adhere to a per se pretty solid mathematical base line. Let's e.g. compare the acid-damage dealing core spell Acid Arrow versus Deep Magic's Abyssal Globule: Both are ranged spells that target one creature that's nearby or far away. Acid Arrow has a base damage of 4d10 acid damage + 5 ongoing acid damage, scaling up to 5d10, 8d10, 3d4x10 and 5d4x10, with ongoing damage increasing to 10, 15, 25 and 40 points respectively. Abyssal Globule has less variation in the damage range at higher levels : A hit provides 1d6 ongoing acid damage, which increases to fixed values of 10, 20, 30 and 60 fixed points of acid damage and ongoing damage scaling up to 1d8, 2d6, 3d4 and 3d8, respectively The basic difference lies in Acid Arrow being a daily spell versus PD, whereas Abyssal Globule targets AC. The anal-retentive bastard in me is slightly annoyed by the attack line of all spells not adhering to the standard established in the base books, though this decision is justified by the opening of spells to multiple classes - if you cast via Cha, you'd obviously not attack via Int...so yeah. It couldn't have been done another way. Back to the damage comparison of the above spells - the new spell obviously has less variation in the damage, but a more reliable output if it hits. Now, as you know, PD is much easier to hit, making Acid Arrow still the option with more boom. On a miss, Acid Arrow can easily be regained and it still deals ongoing damage, while Abyssal Globule deals no ongoing damage at all, only character level damage. So yes, in conclusion, the spell maintains its identity - and comparison with the auto-hit Magic Missile yields similarly solid results.

You're probably wondering why I chose the very first spell herein? I did so because this comparison exemplified the strengths of these spells...but also the weaknesses. To put it bluntly, the rules language is not as precise as it should be - The Miss-line of Abyssal Globule reads "Damage equal to your level" when it should read "Acid damage equal to your level." While this is a cosmetic glitch, it's still a deviation from the standard established in the core books and one with potentially rules-relevant repercussions. If you do not consider this problematic, what about the Champion Feat's text for the spell: "The spell also deals negative energy damage." I have literally no idea what this is supposed to mean. Does it mean twice the damage, half negative and half acid? Or does it mean that half of the spell's base damage is negative energy? The base rules provided by 13th Age do not feature such an ambiguity. While the *intended* effect is pretty much apparent once you pick apart the numbers, I maintain that you shouldn't have to.

Now if this looks bad, don't be too discourages - while not perfect, the massive array of spells herein is not as flawed as Deep Magic's pathfinder iteration. While such glitches can be found, they remain less prominent and only rarely cripple a spell's respective usefulness or functionality. And, much like Pathfinder's iteration of Deep Magic, they breathe simply awesome visuals - from gory blood magic buffs that damage you (or your foes) while you maintain them to elemental variations of magic missile, the spells are intriguing. rather than subject you to spell-by-spell analysis, here would be some interesting things the spells do: There would be spells that either work once per battle OR at will whenever the escalation die is even, also sporting some choices regarding the action used to cast the spell. Quite a few spells can affect non-magical items, thus necessitating the provided rules for targeting items. It should also be mentioned that summoning, an option that is pretty limited in 13th Age, can be achieved to e.g. conjure forth a Sanguine Horror from your own blood - though thankfully, such summons do not overshadow other PCs.

One exceedingly nice observation that very much gels with 13th Age's more fluid fluff would be a certain option to customize your spells beyond the mechanics - like that spell that turns you into a murder of crows? Well, you could just as well turn into butterflies, if your concept is more in line with this theme. In fact, theme-wise, 13th Age's mathematically pretty strict rules with their relatively loose fluff render the magic herein more magical - when they work properly. However, there also are quite a few instances, where the descriptive fluff could have used a more precise set-up: "You call forth many glowing glyphs that surround you. You can send a glyph streaking towards an enemy, making the following attack:" While it becomes evident from the spell that is to follow that the "many" glyphs remain until you miss (when the spell explodes in your face), this first caused me some confusion. Now this is me obviously being a nitpicky bastard, but still - it's minor points like this that render the otherwise inspired book slightly less comfortable to use.

The book does not stop there, though - in fact, we have a whole chapter devoted to making the material your own - whether by emphasizing guild wars, games of political power, ley lines or the vril energy, magic items and respective customized suggestions for campaigns can be found within this chapter - with rather intriguing pieces of advice that help a GM determine some themes and whether a certain suggestion may be for his/her respective group - both with regards to the Midgard setting and without it. I thoroughly enjoyed this chapter, though the quirks of the magic items felt slightly less inspired than I would have liked.

Conclusion:

Editing and formatting are not perfect...that being said, they are significantly better than in PFRPG's version of Deep Magic. Whether that achievement rests of system-discrepancy or editor skills with the system is not something I can deduce - it remains a fact, though, so kudos to Cal Moore and Wade Rockett. Layout adheres to a drop-dead gorgeous 2-column full-color standard and sports copious gorgeous full color artworks. The pdf comes fully bookmarked for your convenience - though spells are only bookmarked by spell level, not by individual spell, which renders electronic navigation less comfortable than I would have liked.

ASH LAW (allcaps are not mine) delivers essentially not a classic conversion -that would not have worked due to system-discrepancies. Instead, we get a massive book of what amounts to a thematically-related, but wholly new beast. On the formal level, I was pretty impressed by the mathematical consistency of spells - even when there are overlaps between spells, their details remain diverse and allow for different tactical options. Here and there, the rules language could be more precise and arguably, some spells are slightly better than those presented in the core books, but the discrepancy never reaches a point where one can honestly complain or yell "ZOMG; OP!" The mechanical foundation of this book is solid.

Now this book pretty much will be one to divide 13th Age-fans, at least that's how I perceived it. One of the strengths of 13th Age is the very elegant and synchronous balancing of the classes: No quadratic wizards and linear fighters here. This balance, though, was paid for by making magic, in spite of the borderline genius Vance's Polysyllabic Verbalizations talent for wizards, ultimately very limited and predictable. It's a system-inherent issue and arguably, not one that could have been avoided while maintaining this level of balance-control. Control. By adding a vast array of spells to the arsenal of your campaign, whether in traditions/schools, exclusively or not, you let go of a bit of this control...and experience a significant increase in flexibility. At the same time, what you get from this book is something I personally perceived as sorely lacking in 13th Age's core rules for spells: The feeling of actually using MAGIC.

The unpredictable force, the versatile power to break the cosmos. Now here is the conundrum: Do you prefer a more controlled, but "safer" form of magic, one you can easily predict or one that sacrifices a bit of balance for a vast spectrum of variety. It should come as no surprise to you after reading my reviews of the core books that I belong in the latter camp - I prefer my fantasy full of options and am experienced enough to run the math for the spells and fix minor ambiguities. Novice GMs, on the other hand, may want to first get some experience before introducing this massive book.

This is pretty much a game-changer book that radically changes a campaign - if used in full scope. Scavenging, guild-exclusive spells etc. obviously can be used to limit this impact. Characters not interested in magic (via the new talents) may, however, fall slightly behind in the power-curve provided by this book's new talents.

When all is said and done, though, I consider this massive book a great way to make magic feel more epic, versatile and diverse in your 13th Age-game. Compared to the PFRPG-version, this one can be considered superior in its mechanical execution and personally, I love it. At the same time, minor hiccups and glitches do feature herein and accumulate a bit, to the point where I can't bestow my highest honors on this book. My final verdict will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.

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Kamis, 22 November 2012

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The Smuggler's Promise: Based On A True Story, by Rufus Hylton

LOVE, BETRAYAL, ADVENTURE & DANGER
BASED ON A TRUE STORY! Stumbling into the dangerous and lucrative world of drug lords and the smuggling scene of the 1970’s was the last thing Ryan O’Dair pictured for himself when starting a new life in the Florida Keys. But like the lure of love and adventure in a tropical paradise—it pulls Ryan in—planting him in the crosshairs of Scott Jones, a rogue DEA Agent who will stop at nothing short of sabotage, heists, and murder to take down Ryan and the crime syndicate as it networks across Florida, the Caribbean and South America. And as the pursuit becomes a high stakes game of survival, Ryan has to decide if the wrong side of the law is the right place to be.

  • Sales Rank: #967706 in eBooks
  • Published on: 2015-07-29
  • Released on: 2015-07-29
  • Format: Kindle eBook

About the Author
Rufus Hylton lives in Florida where he enjoys writing, fishing, exploring, photography, and spending time with his wife, family, and friends. The Smuggler's Promise is his first book, but definitely not his last. Follow him on Facebook and on his website, rufushylton.com.

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2 of 2 people found the following review helpful.
A very enjoyable read!
By Conrad
I had trouble putting this book down. The chapters are short, the writing is concise, and it is easy to identify with the main character. Kudos to the author!

2 of 2 people found the following review helpful.
Great read!
By Covergirlh
It was a page turner, I couldn't put it down. Great read!!

1 of 1 people found the following review helpful.
Recommended!
By SK
This book was written in a smooth, easy to read style. The action was believable and interspersed with details that added to the depth of the narrative. The pace was fast enough to keep me interested, and the characters well developed. Overall, a very good read.

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  • Sales Rank: #2017942 in eBooks
  • Published on: 2016-02-18
  • Released on: 2016-02-18
  • Format: Kindle eBook

Review
"George Whitefield was a courageous, pioneering evangelist who defied the prejudices and constraints of his day. Whilst he was no saint, he preached the gospel in places where others feared to tread. John Pollock's biography is highly readable and succeeds in bringing to life the man and his amazing ministry. I hope it will inspire the next generation of preachers and evangelists who have heard God's call." ~ John Sentamu (The Archbishop of York)

"May the rising generation catch a spark of that flame which shone with shuch distinguished lustre in the spirit abd practice of ths faithful servant of the most high God." ~ John Wesley speaking about George Whitefield after his death

About the Author
The late John Pollock, an award-winning biographer, had a flair for telling a dramatic story. He used this talent to write many biographies including ones on D. L. Moody and Major General Sir Henry Havelock.

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10 of 10 people found the following review helpful.
Superb, Appealing Life Story of a Man Every American Should Know About
By Blue Eyes
When I heard short passages of this excellent biography of George Whitefield (pronounced WHIT-field) being read on a television program, I was instantly eager to read it. Although it was said to be out of print and was not available in local libraries. imagine my pleasure to find new copies immediately available at amazon.com for a very reasonable price. Delivery by normal mail was swift, with excellent amazon.com packaging.

Author John Pollock's writing is engaging, highly descriptive and thoroughly enjoyable. His portrayal of George Whitefield from early life in England, through multiple voyages to the 13 colonies of early America, his enthralling gift of unusually powerful preaching up and down the colonies and throughout England, Ireland, Scotland and Wales, and his founding of an orphanage in Georgia, all the way to his ultimate and too-early end of life, is drawn from Whitefield's and others' letters and documents of the mid-1700's. Pollock has a skill for bringing those times and events to vivid life.

The greatest value of this superb book in my view is its contribution to knowledge of the immense spiritual awakening stirred by Whitefield's irresistible personal appeal and the effect of his anointed, powerful preaching. Benjamin Franklin, for example, was greatly impressed, and estimated George Whitfield's uniquely powerful, pleasing voice was clearly heard by crowds of up to 30,000 at outdoor gatherings. Many literally ran or rode furiously to get to his meetings, often announced from horseback by a rider racing through local towns and communities.

Sadly, too much of our Christian heritage and the true history of this early nation have been submerged, overlooked or forgotten. This book provides a vivid view of a man totally committed to his calling, who was a key catalyst for the high moral climate and faith so necessary and instrumental to help usher in the American Revolution and the birth of this great, most blessed of all nations. I'm grateful to have read it and don't hesitate to recommend it highly to anyone interested.

3 of 3 people found the following review helpful.
Excellent Introductory Sketch
By Matthew Everhard
"George Whitefield: The Evangelist," by John Pollock is an excellent introductory sketch of the life and ministry of the famed Great Awakening revivalist.

Pollock has an easy-to-read style that helps the reader coast through the primary events of the life of Whitefield as an up-close eyewitness. The style of this book takes one "behind the scenes" as it were, into the life of Whitefield.

For this reason, quotations are plentiful but footnotes and citations are rare in this book. For some, this is a strength. Polluck is more of a story-teller than a strict chronicler. For others, this may be frustrating as they seek to do further or more in-depth research on the protagonist.

The author clearly has a fondness for Whitefield, often defending him in the midst of his several controversies. At the same time, this work is not hagiography. Polluck is fair and honest with Whitefield's errors (particularly in his youth) as well as forthright about his divisions and contentions with other believers.

I did think, however, that Polluck missed the point in Whitefield's theological dispute with John Wesley (chs. 23-26). Polluck seems to believe that Whitefield thought Wesley a universalist. This likely comes from his misapprehension of the doctrine of Limited Atonement. In this particular episode of Whitefield's life, Polluck seems to lean towards a Wesleyan understanding of salvation, calling the founder of Methodism a much "stronger theologian." Polluck appears to have missed the Biblical force of Whitefield's predestinarianism, and seems to dismiss it as mere foreknowledge. Polluck seems almost embarrassed of Whitefield's unabashed Calvinism and relentlessly dresses it up for the reader.

As Polluck tells the story of Whitefield's evangelical zeal, this reader found himself repenting of my own coldness towards evangelism and personal witness. Whitefield certainly devoted his life to proclaiming the evangel, and I could not help asking for more of the same fire.

That weakness notwithstanding, "The Evangelist" is an excellent and thoroughly enjoyable introduction to George Whitefield.

0 of 0 people found the following review helpful.
Outstanding
By JC Davenport
If you're looking for a highly readable, very entertaining and inspirational book on George Whitefield, this might be it. I know I loved it. George Whitefield wasn't owned by anyone, so no one gets to take credit for his phenomenal success as the first large scale english speaking evangelist. Maybe that's why he doesn't seem to be the recognized hero he should be. But maybe the question is moot anyway because George didn't seem to care about making history, just winning souls for Jesus. And that he did.

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Senin, 12 November 2012

[U829.Ebook] Download PDF Dahlin's Bone Tumors: General Aspects and Data on 10,165 Cases, by K. Krishnan Unni MBBS, Carrie Y. Inwards MD

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Dahlin's Bone Tumors: General Aspects and Data on 10,165 Cases, by K. Krishnan Unni MBBS, Carrie Y. Inwards MD

The classic text on the Mayo Clinic's experience with bone tumors is now in its updated Sixth Edition. Dahlin's Bone Tumors presents a succinct, profusely illustrated summary of the largest single collection of well-diagnosed bone tumors anywhere in the world. The book contains a strong blend of archival material and new cases, and incorporates the latest knowledge about the grading and staging of these tumors. Benign and malignant neoplasms are discussed on the basis of differentiation.

In the Sixth Edition, all gross anatomy photographs and photomicrographs are in full color—approximately 400 new full-color illustrations throughout the book. More attention is given to computed tomographic and magnetic resonance images. The book includes new information from recent clinicopathologic studies about radiographic and histologic variations in different tumor types, including chondroblastoma, osteoblastoma, and parosteal osteosarcoma. The section on neoplasm simulators has been expanded to include some conditions, such as neuropathic joint, that may present as a neoplasm.

  • Sales Rank: #1962191 in Books
  • Brand: Brand: Lippincott Williams Wilkins
  • Published on: 2009-12-14
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x .90" w x 8.60" l, 3.00 pounds
  • Binding: Hardcover
  • 416 pages
Features
  • Used Book in Good Condition

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0 of 0 people found the following review helpful.
Five Stars
By Andressa
Very good!

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Senin, 05 November 2012

[Q216.Ebook] Ebook Looking to Write: Students Writing Through the Visual Arts, by Mary Ehrenworth

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Looking to Write: Students Writing Through the Visual Arts, by Mary Ehrenworth

Breathe new passion into teaching writing. Teach it as an aesthetic experience. Have your students of writing start with art.

Mary Ehrenworth particularly appreciates the meaning and inspiration the visual arts can afford the writing process. An art historian turned literacy consultant, she conducts workshops that use visual prompts as tools to help students locate significant things to write about and craft beautiful writing in response. She also helps teachers discover new possibilities for themselves as curriculum developers and storytellers.

Each of Ehrenworth's chapters describes one way to employ visual art in the writing workshop with reasons to do it, guides for trying it, images, and worksheets. Included throughout the book are breathtaking examples of student writing using artworks as starting points for:

  • imagining different perspectives and making them real through story
  • practicing empathetic imagination to create narratives and poems of desire and loss
  • giving imagination play through contemporary mythmaking
  • restructuring identities by communing with a particular work.
Ehrenworth has also collected for use with this book full-color reproductions of artwork, links to museums, handouts, and other resources, all available online at www.heinemann.com/ehrenworth.

Look closely.
In the looking, find things to write about.
And in the writing, experience what Dewey called that "delightful perception."
There's no better way to get there than with Looking to Write.

  • Sales Rank: #1463457 in Books
  • Published on: 2003-09-22
  • Released on: 2003-09-22
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.20" h x .40" w x 7.40" l, .75 pounds
  • Binding: Paperback
  • 192 pages

Review
“With vigor, grace, and courage, in this brilliant new book, Ehrenworth raises the stakes in the teaching of writing.”–Maureen Barbieri, Steinhardt School of Education, New York University

“Mary Ehrenworth tempts, suggests, arouses; she helps us over the obstacles to the mastery of writing, of rediscovering the self through storytelling and writing poetry.”–Maxine Greene, Teachers College, Columbia University

“Looking to Write will open your English/language arts classroom to deeper seeing and knowing.”–Tom Romano, Miami University, Ohio

About the Author
Mary Ehrenworth is coauthor of Pathways to the Common Core (with Lucy Calkins and Christopher Lehman). She is Deputy Director of Middle Schools at the Teachers College Reading and Writing Project, Columbia University. She studied history and literature at Harvard and then curriculum theory and adolescent literacy at Columbia, where she received her doctorate - and then has been lucky to work with three subjects she loves - books, children, and teachers. In addition to Pathways, Mary has authored and co-authored numerous books, including: The Power of Grammar; Teaching Reading Through Fantasy Novels; Constructing Curriculum and Tackling Complex Texts from Units of Study in Reading; and Looking to Write: Teaching Writing Through the Visual Arts. Mary is also offering support to educators with the Common Core Standards through an online course entitled Harnessing the Common Core Standards to Achieve Higher Levels of Reading and Writing in Your Classroom and School offered through our new Digital Campus.

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3 of 3 people found the following review helpful.
Excellent, practical arts integration resource
By Susie Q
This book was exactly what I was looking for. As an advocate for integrating the arts into the academic curriculum, it is common to find books that talk about why to do so without adequately explaining how! This book does both. Ehrenworth provides unique structures for marrying the visual arts and literature. While I agree with another reviewer that the specific activities in the book are best suited for grade 6- 12, I absolutely believe the underlying structures can be used at any grade level. You have to look beyond the specific lesson and take the idea. For instance, in one lesson sequence Ehrenworth suggests that students draw historical, cultural artifacts as a way to truly "see" them. She then uses that experience as a springboard to an imaginative writing exercise in which students enter that culture and "tell its story." Fantastic! If you are someone who strives to integrate the arts into your teaching, you'll want this book on your shelf!

4 of 6 people found the following review helpful.
Great combination of theory and practice!
By MaryEllen Wessels
As the author says:

A common experience for teachers and graduate students... is that we read the ideas of philosophers, we come to care about these ideas, but we still need to articulate what these philosophical endeavors will mean in our teaching. (p. 3)

That is indeed a very real problem, especially to a theory junkie like myself! This book combines transformational pedagogical theory along with really clear examples of how to actually make arts central to curriculum. She gives specific examples combining writing and visual arts but manages to not seem like a "recipe" book spoonfeeding method to teachers.

I really like this book and I'm sure I'll refer to it often through the years.

0 of 0 people found the following review helpful.
Not the most exciting art book, long sections, ...
By HBB
Not the most exciting art book, long sections, but presents a different approach to teaching art. Used this in a grad class.

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Jumat, 02 November 2012

[W820.Ebook] Ebook Download Internet Linguistics: A Student Guide

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  • Published on: 1602
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