| PART I-INTRODUCTION TO MAGIC |
| PART II-IMPROMPTU MAGIC |
| FIND THE MATCHES |
| "A game of guess with three match boxes, in which the guesses are wrong." |
| THE BALANCED HANDKERCHIEF |
| It stands up anywhere; on the table or upon your hand. |
| THE RISING CIGARETTE |
| That introduces itself under its own motive power. |
| THE CHANGING MATCH PACK |
| First it's red; then it becomes green. A pass of the hand; the pack is red again. |
| THE CHINAMAN'S HEAD |
| In which the magician demonstrates a unique method of Oriental execution. |
| SPOT THE SPOT |
| Spectators can not follow the myterious spot that changes almost while they watch it. |
| METAL THROUGH METAL |
| Wherein two joined safety pins separate without being opened. |
| ODDS AND EVENS |
| A coin trick wherein the magician holds the odds. |
| THE JAIL ESCAPE |
| The mysterious card that emulates Houdini and gives its captors the slip. |
| ELEVEN CENTS |
| "Three pennies and two dimes; arranged alternately. Moving eleven cents each time, the pennies and dimes are seperated in four moves. Easy, for those who know the system; but not for others who try it!" |
| PART III-TABLE MAGIC |
| THE MAGIC KNIFE |
| That adheres to the magician's fingers in extraordinary fashion. |
| THE TELL-TALE SUGAR |
| One lump of sugar is chosen from a number. The magician discovers the selected lump. |
| THE MYSTIC LOOPS |
| The looped string traps the spectator's finger; but not the magician's. |
| CHOOSE YOUR OBJECT |
| "Knife, fork, saucer, cup-whichever is chosen, the magician discovers it." |
| THE MAGIC BANK ROLL |
| A five dollar bill begins at the bottom and arrives on top. |
| THE TRICKY DRINKING STRAWS |
| "Encased in an extaordinary wrapper that is first blank, then printed." |
| PART IV-CARD MAGIC |
| "KING, QUEEN AND JACK" |
| A mysterious calculation in which the magician is always right. |
| THE POKER DEAL |
| Wherein big hands are dealt automatically and furnish a surprising finish. |
| THE TURN OVER CARD |
| That reverses itself in the pack and locates a chosen card by its position. |
| THE TRICKY JOKER |
| That Turns up when not wanted and returns when sent away. |
| THE NIGHT CLUB MYSTERY |
| A deceptive story with a pack of cards. |
| THE PENETRATED CARD |
| Solid objects pass through an ordinary playing card without injuring it. |
| CARDS AND GLASSES |
| Two playing cards change places without leaving the view of the audience. |
| THE FIFTH CARD |
| "From five cards, one is mentally selected. The magician discards four. The one he keeps is always the one the spectator chose." |
| PART V-ORIENTAL MAGIC |
| THE MAGNETIC CHOP- |
| That lifts a bottle of rice and holds it in mid-air. |
| THE LEVITATED TUBE |
| A clever origination of the Hindu fakirs. |
| THE ROPE AND THE VASE |
| A remarkable demonstration of invisible suspension. |
| STRING AND SCISSORS |
| Introducing the cord that passes through rings of metal. |
| THE CHINESE JOSS CARDS |
| Their magic power restores a cut ribbon that has been threaded through them. |
| THE BURMESE WAND |
| PART VI-MENTAL MAGIC |
| THE MYSTIC DISKS |
| Three colored disks; the magician discovers the one that is selected. |
| MATCH PACK DIVINATION |
| "A chosen pack of matches is immediately detected, by touch alone." |
| FOUR SAFETY PINS |
| Each with a ribbon of a different color; the magician names the chosen one. |
| THE DETECTIVE MYSTERY |
| A feat of super-memory that is easily acquired. |
| THE NEW MAGIC SQUARE |
| "Using a chart of numbered squares, the magician gives the totals of numbers covered by coins, without looking at the chart." |
| THE MYSTIC ALPHABET |
| A letter is chosen from a set of cards. Looking at the blank sides of the cards the magician names the letter. |
| PART VII-PROGRAMS OF MAGIC |
| PART VIII-ADDITIONAL MAGIC |
| A COLLECTION OF TRICKS |
| "Supplementary magic, forming a new collection of clever tricks for various occasions." |