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Professor Hoffmann - Modern Magic

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Professor Hoffmann - Modern Magic
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Every generation a magician comes along, whose intention is to record magic in an encyclopedic fashion. Professor Hoffmann was the first in recorded history to attempt such a feat with his trilogyModern Magic,[url=]More Magic[/url], and[url=]Later Magic[/url]. Certainly many magic books have been published before him, mostly copying from each other. But none reaches the depth and breadth of Prof. Hoffmann's work. The material in these three books records the state of the art of magic in the late 19th century. Today we know more tricks and we have also refined our techniques and methods. But it is astounding how much was already known at that time. Reading carefully you will discover several clever methods which have been forgotten or have fallen out of fashion with todays popular magicians. If you really want to fool your magic friends the next time, read this book and perform one of its many not so well known secrets.
This book was rated one of the ten basic books for a working library of conjuring by H. Adrian Smith, historian, collector and owner of the largest private magic library in his time. Other books in this top 10 list are
[url=]Magicians' Tricks[/url]by Henry Hatton and Adrian Plate
[url=]The Expert at the Card Table[/url]by S.W. Erdnase
[url=]The Art of Magic[/url]by T. Nelson Downs
[url=]More Magic[/url]by Prof. Hoffmann
[url=]Later Magic[/url]by Prof. Hoffmann
[url=]The Modern Conjurer[/url]by C. Lang Neil
[url=]Our Magic[/url]by Maskelyne and Devant
[url=]Tarbell Course[/url]by Harlan Tarbell
Greater Magic by John Northern Hilliard
1st edition, 1876, Routledge; 1st US edition, 1882, Routledge; reprinted many times by various publishers; 563 pages.
Table of Contents
page page


CHAPTER I.
INTRODUCTION.
Introductory Observations
The Magic Wand
The Magician's Table
The Magician's Dress
Profondes
Pochettes
"Loading" Pockets


CHAPTER II.
GENERAL PRINCIPLES OF SLEIGHT-OF-HAND APPLICABLE TO CARD TRICKS.
The Cards
To "Make the Pass"
To "Force" a Card
To Make a "False Shuffle"
To "Palm" a Card
To "Ruffle" the Cards
To "Change" a Card
To Get Sight of a Drawn Card
To "Slip" a Card
To "Draw Back" a Card
To "Turn Over" the Pack
To Spring the Cards from one Hand to the Other
To Throw a Card
The "Bridge"


CHAPTER III.
CARD TRICKS WITH ORDINARY CARDS, AND NOT REQUIRING SLEIGHT-OF-HAND.
Simple Modes of Discovering a Given Card
Various Modes of Disclosing a Discovered Card
To Make a Card Vanish from the Pack, and be found in a Person's Pocket
To place the Four Kings in different parts of the Pack, and to bring them together by a simple Cut
The Four Kings being placed under the Hand of one Person, and the Four Sevens under the Hand of Another, to make them Change Places at Command
Four Packets of Cards having been formed face downwards on the Table, to discover the Total Value of the Undermost Cards
To Name all the Cards of the Pack in Succession
The Cards being Cut, to tell whether the Number Cut is Odd or Even
The Whist Trick. To deal yourself all the Trumps (see also page119)
To allow a Person to think of a Card, and to make that Card appear at such Number in the Pack as another Person shall Name
The Cards revealed by the Looking-glass
To Guess Four Cards thought of by Different Persons
The Pairs Re-paired
The Magic Triplets
Another Mode of Discovering a Card thought of
To Guess, by the aid of a Passage of Poetry or Prose, such one of Sixteen Cards as, in your Absence, has been Touched or Selected by the Company
To Detect, without Confederacy, which of Four Cards has been Turned Round in your Absence
To Arrange Twelve Cards in Rows in such a manner that they will Count Four in every Direction
To Place the Aces and Court Cards in Four Rows, in such a manner that neither Horizontally nor Perpendicularly shall there be in either Row two Cards alike, either in Suit or Value
The Congress of Court Cards


CHAPTER IV.
TRICKS INVOLVING SLEIGHT-OF-HAND, OR THE USE OF SPECIALLY PREPARED CARDS.
The "Long Card"
Biseauteor Tapering Cards
Tricks Performed by the Aid of a Long Card, orbiseautePack:
A Card having been Chosen and Returned, and the Pack Shuffled, to produce the Chosen Card instantly in various ways
To Cut at the Chosen Card
To Let all the Cards fall, save the One Chosen
To Pick out the Card, the Pack being placed in a Person's Pocket
To Fling the Pack in the Air, and Catch the Chosen Card
To Change a Card drawn hap-hazard to the Chosen Card
To Divide the Pack into several Packets on the Table, allowing the Company to stop you at any Moment, and to cause the Top Card of the Heap last made to Change into the Chosen Card
To Teach the Company a Trick which they Learn without Difficulty; then to allow them to Succeed or cause them to Fail at your Pleasure
To Distinguish the Court Cards by Touch
To Name any Number of Cards in Succession without Seeing Them
To Make Four Cards change from Eights to Twos, from Black to Red, etc.
A Card having been Drawn and Returned, and the Pack Shuffled, to make it Appear at such Number as the Company choose
The same Trick with several Cards, and by a Different Method
The "Three Card" Trick
To Nail a Chosen Card to the Wall
The Inseparable Sevens
The Inseparable Aces
Having placed the Four Aces in different positions in the Pack, to make the two Black change places with the two Red ones, and finally to bring all Four together in the Middle of the Pack
A Card having been thought of, to make such Card Vanish from the Pack, and be Discovered wherever the Performer pleases
To cause a Number of Cards to Multiply invisibly in a Person's keeping
The Pack being divided into two Portions, placed in the keeping of two different Persons, to make Three Cards pass invisibly from the One to the Other
To allow several Persons each to draw a Card, and the Pack having been Shuffled, to make another Card drawn haphazard change successively into each of those first chosen
To make Four Aces change to Four Kings, and Four Kings to Four Aces
Having made Four Packets of Cards with an Ace at the bottom of each, to bring all Four Aces into whichever Packet the Company may choose
To Change the Four Aces, held tightly by a Person, into Four Indifferent Cards
The Shower of Aces
Several Persons having each drawn Two Cards, which have been Returned and Shuffled, to make each Couple appear in Succession, one at the top and the other at the bottom of the Pack
To make Two Cards, each firmly held by a different Person, change places
To change Four Cards, drawn haphazard, and placed on the Table, into Cards of the same Value as a Single Card subsequently chosen by one of the Spectators
Two Heaps of Cards, unequal in Number, being placed upon the Table, to predict beforehand which of the two the Company will choose
A Row of Cards being placed Face Downwards on the Table, to indicate, by turning up one of them, how many of such Cards have during your absence been transferred from one end of the Row to the other
Several Cards having been freely chosen by the Company, Returned and Shuffled, and the Pack placed in a Person's Pocket, to make such Person draw out one by one the chosen Cards
The Cards having been freely Shuffled, and cut into three or four Heaps, to name the top Card of each Heap
To allow a Person secretly to think of a Card, and, dividing the Pack into three Heaps, to cause the Card thought of to appear in whichever Heap the Company may choose
To allow a Person secretly to think of a Card, and, even before such Card is named, to select it from the Pack, and place it singly upon the Table
A Card having been secretly thought of by one of the Audience, to place two Indifferent Cards upon the Table, and to change such one of them as the Audience may select into the Card thought of
A Card having been Drawn and Returned, and the Pack shuffled, to divide the Pack into several Heaps on the Table, and to cause the Drawn Card to appear in such Heap as the Company may choose
To change a Drawn Card into the Portraits of several of the Company in succession
A Card having been Drawn and Returned, and the Pack shuffled, to place on the Table six Rows of six Cards each, and to discover the chosen Card by a throw of the Dice
A Card having been withdrawn and replaced, to call it from the Pack, and to make it come to you of its own accord
Mode of Preparing specially adhesive Wax for Conjuring Purposes
The Whist Trick. (Improved Method.) To deal yourself all the Trumps, the three other Players holding the usual mixed Hands


CHAPTER V.
CARD TRICKS REQUIRING SPECIAL APPARATUS.
The Magic Sword. A Card being drawn and replaced, and the Pack flung in the Air, to catch the chosen Card on the point of the Sword
The Rising Cards. Several Cards having been drawn, returned, and shuffled, to make them rise spontaneously from the Pack
The Jumping Cards. Two or three Cards having been drawn, returned, and shuffled, to make them jump out of the Pack
To make a Card stand upright by itself on the Table
"Changing" Card-boxes, and Tricks performed with them
The Mechanical Card-box
The "Card and Bird Box"
The Card Tripod
The "Torn Card"
Mechanical Changing Cards


CHAPTER VI.
PRINCIPLES OF sLEIGHT-OF-HAND MORE ESPECIALLY APPLICABLE TO COIN TRICKS.
Palming
Passes
Changes


CHAPTER VII.
TRICKS WITH COIN WITHOUT APPARATUS.
A Quarter being spun upon the Table, to tell blindfold whether it falls head or tail upwards
Odd or Even, or the Mysterious Addition
To change a Quarter into a Penny, back again, and then to pass the same invisibly into the Pocket of the Owner
To make a marked Quarter and Penny, wrapped in separate Handkerchiefs, change places at Command
To make two marked Coins, wrapped in separate Handkerchiefs, come together in one of them
To pull Four Quarters or Half-crowns through a Handkerchief
To pass a marked Quarter (or Half-crown) into the Centre of two Oranges in succession
The Flying Money. To make a Coin pass invisibly from the one Hand to the other, and finally through the Table
To rub One Sixpence into Three
The Multiplication of Money
To Make a Marked Sixpence vanish from a Handkerchief, and be found in the Centre of an Apple or Orange previously examined
The Travelling Counters
The Wandering Sixpence


CHAPTER VIII.
TRICKS WITH COIN REQUIRING SPECIAL APPARATUS.
The Heads and Tails Trick
The Magic Cover and Vanishing Halfpence
The Animated Coin, which answers Questions, etc.
Appliances for Vanishing Money
The Vanishing Halfpenny Box
The Rattle Box
The Pepper-box
The Brass Money-box
The Brass Box, known as the "Plug-box"
The Handkerchief for Vanishing Money
The Demon Handkerchief
The Davenport Cabinet
Appliances for Re-producing Vanished Money
The Nest of Boxes
The Ball of Berlin Wool
The Glass Goblet and Cover
The Glass without Cover
The Miraculous Casket
The Half-Crown or Quarter Wand
The Shower of Money
The Vanishing Plate, or Salver
The "Changing" Plate
The Tray of Proteus


CHAPTER IX.
TRICKS WITH WATCHES.
To indicate on the Dial of a Watch the Hour secretly thought of by any of the Company
To Bend a Borrowed Watch Backwards and Forwards
The Watch-mortar and the Magic Pistol
The "Snuff-box Vase"
The "Watch Box"
The "Watch Target"
The Mesmerised Watch. (To Make any Watch a Repeater)


CHAPTER X.
TRICKS WITH RINGS.
The Flying Ring
To Pass a Ring from the one Hand to either Finger of the other Hand
To Pass a Ring through a Pocket-handkerchief
To Pass a Ring through the Table
To Pass a Ring invisibly upon the Middle of a Wooden Wand, the Ends being held by two of the Spectators
The Magic Ball and Rings
To Pass a Borrowed Ring into an Egg
The Magic Rose


CHAPTER XI.
TRICKS WITH HANDKERCHIEFS.
Introductory Remarks
The Handkerchief that cannot be Tied in a Knot
The Handkerchief that will not Burn
The Vanishing Knots
To Exchange a borrowed Handkerchief for a Substitute
The Locked and Corded Box, and the Washerwoman's Bottle
The Reversibel Canister
The Burning Globe
The Transformed Handkerchief
The Handkerchief cut up, burnt, and finally found in a Candle
The Shower of Sweets
The Feathers from an Empty Handkerchief
The Flying Plume
The Magic Laundry
The Egg and the Handkerchief
The "Hand-Box," for Vanishing a Handkerchief

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This product was added to our catalog on Wednesday 25 May, 2022.