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  • Modern Magic by Professor Hoffmann

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,More Magic, AndLater Magic. 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

1st edition, 1876, Routledge; 1st US edition, 1882, Routledge; reprinted many times by various publishers; 563 pages.

Table of Contents

pagepage

  1. CHAPTER I.
    INTRODUCTION.

  2. Introductory Observations
  3. The Magic Wand
  4. The Magician's Table
  5. The Magician's Dress
  6. Profondes
  7. Pochettes
  8. "Loading" Pockets


    CHAPTER II.
    GENERAL PRINCIPLES OF SLEIGHT-OF-HAND APPLICABLE TO CARD TRICKS.

  9. The Cards
  10. To "Make the Pass"
  11. To "Force" a Card
  12. To Make a "False Shuffle"
  13. To "Palm" a Card
  14. To "Ruffle" the Cards
  15. To "Change" a Card
  16. To Get Sight of a Drawn Card
  17. To "Slip" a Card
  18. To "Draw Back" a Card
  19. To "Turn Over" the Pack
  20. To Spring the Cards from one Hand to the Other
  21. To Throw a Card
  22. The "Bridge"


    CHAPTER III.
    CARD TRICKS WITH ORDINARY CARDS, AND NOT REQUIRING SLEIGHT-OF-HAND.

  23. Simple Modes of Discovering a Given Card
  24. Various Modes of Disclosing a Discovered Card
  25. To Make a Card Vanish from the Pack, and be found in a Person's Pocket
  26. To place the Four Kings in different parts of the Pack, and to bring them together by a simple Cut
  27. 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
  28. Four Packets of Cards having been formed face downwards on the Table, to discover the Total Value of the Undermost Cards
  29. To Name all the Cards of the Pack in Succession
  30. The Cards being Cut, to tell whether the Number Cut is Odd or Even
  31. The Whist Trick. To deal yourself all the Trumps (see also page119 )
  32. 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
  33. The Cards revealed by the Looking-glass
  34. To Guess Four Cards thought of by Different Persons
  35. The Pairs Re-paired
  36. The Magic Triplets
  37. Another Mode of Discovering a Card thought of
  38. 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
  39. To Detect, without Confederacy, which of Four Cards has been Turned Round in your Absence
  40. To Arrange Twelve Cards in Rows in such a manner that they will Count Four in every Direction
  41. 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
  42. The Congress of Court Cards


    CHAPTER IV.
    TRICKS INVOLVING SLEIGHT-OF-HAND, OR THE USE OF SPECIALLY PREPARED CARDS.

  43. The "Long Card"
  44. Biseauteor Tapering Cards
    Tricks Performed by the Aid of a Long Card, orbiseautePack:
  45. A Card having been Chosen and Returned, and the Pack Shuffled, to produce the Chosen Card instantly in various ways
  46. To Cut at the Chosen Card
  47. To Let all the Cards fall, save the One Chosen
  48. To Pick out the Card, the Pack being placed in a Person's Pocket
  49. To Fling the Pack in the Air, and Catch the Chosen Card
  50. To Change a Card drawn hap-hazard to the Chosen Card
  51. 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
  52. 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
  53. To Distinguish the Court Cards by Touch
  54. To Name any Number of Cards in Succession without Seeing Them
  55. To Make Four Cards change from Eights to Twos, from Black to Red, etc.
  56. A Card having been Drawn and Returned, and the Pack Shuffled, to make it Appear at such Number as the Company choose
  57. The same Trick with several Cards, and by a Different Method
  58. The "Three Card" Trick
  59. To Nail a Chosen Card to the Wall
  60. The Inseparable Sevens
  61. The Inseparable Aces
  62. 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
  63. A Card having been thought of, to make such Card Vanish from the Pack, and be Discovered wherever the Performer pleases
  64. To cause a Number of Cards to Multiply invisibly in a Person's keeping
  65. 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
  66. 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
  67. To make Four Aces change to Four Kings, and Four Kings to Four Aces
  68. 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
  69. To Change the Four Aces, held tightly by a Person, into Four Indifferent Cards
  70. The Shower of Aces
  71. 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
  72. To make Two Cards, each firmly held by a different Person, change places
  73. 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
  74. Two Heaps of Cards, unequal in Number, being placed upon the Table, to predict beforehand which of the two the Company will choose
  75. 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
  76. 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
  77. The Cards having been freely Shuffled, and cut into three or four Heaps, to name the top Card of each Heap
  78. 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
  79. 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
  80. 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
  81. 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
  82. To change a Drawn Card into the Portraits of several of the Company in succession
  83. 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
  84. A Card having been withdrawn and replaced, to call it from the Pack, and to make it come to you of its own accord
  85. Mode of Preparing specially adhesive Wax for Conjuring Purposes
  86. 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.

  87. 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
  88. The Rising Cards. Several Cards having been drawn, returned, and shuffled, to make them rise spontaneously from the Pack
  89. The Jumping Cards. Two or three Cards having been drawn, returned, and shuffled, to make them jump out of the Pack
  90. To make a Card stand upright by itself on the Table
  91. "Changing" Card-boxes, and Tricks performed with them
  92. The Mechanical Card-box
  93. The "Card and Bird Box"
  94. The Card Tripod
  95. The "Torn Card"
  96. Mechanical Changing Cards


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

  97. Palming
  98. Passes
  99. Changes


    CHAPTER VII.
    TRICKS WITH COIN WITHOUT APPARATUS.

  100. A Quarter being spun upon the Table, to tell blindfold whether it falls head or tail upwards
  101. Odd or Even, or the Mysterious Addition
  102. To change a Quarter into a Penny, back again, and then to pass the same invisibly into the Pocket of the Owner
  103. To make a marked Quarter and Penny, wrapped in separate Handkerchiefs, change places at Command
  104. To make two marked Coins, wrapped in separate Handkerchiefs, come together in one of them
  105. To pull Four Quarters or Half-crowns through a Handkerchief
  106. To pass a marked Quarter (or Half-crown) into the Centre of two Oranges in succession
  107. The Flying Money. To make a Coin pass invisibly from the one Hand to the other, and finally through the Table
  108. To rub One Sixpence into Three
  109. The Multiplication of Money
  110. To Make a Marked Sixpence vanish from a Handkerchief, and be found in the Centre of an Apple or Orange previously examined
  111. The Travelling Counters
  112. The Wandering Sixpence


    CHAPTER VIII.
    TRICKS WITH COIN REQUIRING SPECIAL APPARATUS.

  113. The Heads and Tails Trick
  114. The Magic Cover and Vanishing Halfpence
  115. The Animated Coin, which answers Questions, etc.
    Appliances for Vanishing Money
  116. The Vanishing Halfpenny Box
  117. The Rattle Box
  118. The Pepper-box
  119. The Brass Money-box
  120. The Brass Box, known as the "Plug-box"
  121. The Handkerchief for Vanishing Money
  122. The Demon Handkerchief
  123. The Davenport Cabinet
    Appliances for Re-producing Vanished Money
  124. The Nest of Boxes
  125. The Ball of Berlin Wool
  126. The Glass Goblet and Cover
  127. The Glass without Cover
  128. The Miraculous Casket
  129. The Half-Crown or Quarter Wand
  130. The Shower of Money
  131. The Vanishing Plate, or Salver
  132. The "Changing" Plate
  133. The Tray of Proteus


    CHAPTER IX.
    TRICKS WITH WATCHES.

  134. To indicate on the Dial of a Watch the Hour secretly thought of by any of the Company
  135. To Bend a Borrowed Watch Backwards and Forwards
  136. The Watch-mortar and the Magic Pistol
  137. The "Snuff-box Vase"
  138. The "Watch Box"
  139. The "Watch Target"
  140. The Mesmerised Watch. (To Make any Watch a Repeater)


    CHAPTER X.
    TRICKS WITH RINGS.

  141. The Flying Ring
  142. To Pass a Ring from the one Hand to either Finger of the other Hand
  143. To Pass a Ring through a Pocket-handkerchief
  144. To Pass a Ring through the Table
  145. To Pass a Ring invisibly upon the Middle of a Wooden Wand, the Ends being held by two of the Spectators
  146. The Magic Ball and Rings
  147. To Pass a Borrowed Ring into an Egg
  148. The Magic Rose


    CHAPTER XI.
    TRICKS WITH HANDKERCHIEFS.

  149. Introductory Remarks
  150. The Handkerchief that can not be Tied in a Knot
  151. The Handkerchief that will not Burn
  152. The Vanishing Knots
  153. To Exchange a borrowed Handkerchief for a Substitute
  154. The Locked and Corded Box, and the Washerwoman's Bottle
  155. The Reversibel Canister
  156. The Burning Globe
  157. The Transformed Handkerchief
  158. The Handkerchief cut up, burnt, and finally found in a Candle
  159. The Shower of Sweets
  160. The Feathers from an Empty Handkerchief
  161. The Flying Plume
  162. The Magic Laundry
  163. The Egg and the Handkerchief
  164. The "Hand-Box," for Vanishing a Handkerchief

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