Stone Cold Mental: Volume IV
Paperback
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Publisher: Independently Published
Published: Feb 23 2025
Pages: 232
Weight: 0.60
Height: 0.49 Width: 5.50 Depth: 8.50
Language: English
Volume IV
After 2 years, Stone Cold Mental is back with Volume #4!
In this five book series, I reveal the mentalism effects I've created over the past 15 years-none of which have ever been published before.
In Volume #4, you'll get 10 powerful effects across different categories: Locks, Cyphers?, Monsters, Fate, and Bizarre. Plus, 3 bonus ideas-two with a Malini-inspired feel, and one where I've tackled a plot I've always disliked. (Did I fix it? You decide.)
As a special bonus, you'll get 16 QR codes linking to video footage, a hidden website, and exclusive behind-the-scenes content.
You'll also receive full access to 2 custom web apps:
- An expanding anagram generator
- A specialized tool for customizing a classic mentalism effect
Don't miss your chance to unlock these secrets. Volume #4 is available now!
Step inside and join me on the journey to de-boring-ify your mentalism. Why be boring when you can be Stone Cold Mental!
FINANCIAL SECURITYFour participants each freely select a key. One of the participants' key opens a box containing not only a prize for everyone, but also a special note addressed to the participant by name proving that the magician knew who would end up with the correct key. No Stooges. No Forces. No gimmicked keys. No gimmicked locks. No nail writing, etc. KEY TO YOUR DECK
A deck with a hole drilled into it and a padlock through the hole is displayed. Four participants decide who will get which key (free choice). The person whose key unlocks the deck names a playing card. That card is shown to have that participants name on the back of it and none of the other cards have names on the back. They participant may keep the deck as a souvenir. No nail-writers needed. G.M. HANNA
Play a game of hangman you can't lose. The participant picks a word from a list of hangman words from a hangman card game. They merely think of the word, no force. Nothing is written down. You divine the word 1 letter at a time, and you never miss. You never get a single no from the participant. PSILVER PSCREEN PSYCHIC
The participant thinks of 1 of 100 movies from an un-gimmicked list of movies. The PPP is able to read her mind and tell her what movie she is merely thinking of. MONSTER REPELLENT
The participant thinks of a monster from a stack of monster cards. You reveal the monster by producing the very thing that can kill the monster (e.g., they think of werewolf, you produce a silver bullet, etc.) MONSTER DETECTIVE
While the magician is out of the room, three participants decide on which monster they each will play the role of, along with that role's weapon of choice. When the magician returns, he immediately reveals exactly who is who, and what weapon they each picked. No fishing. No questions. No Stooges. BE FREE
The tamer of the tarot proves that we are in control of our own fate by proving that we are not in control of our own fate? Or something like that. THE NTH CHOICE
The participant is given a truly free choice of several envelopes, each containing a different business card from a competing magician. Yet even though they make a free choice, they always choose your business card. No double envelopes. No switches. The envelope choice is a genuinely free choice. VELVET VIPER
A creepy love story comes to life as you and your participants discover the identity of a scorned woman who turned to murder. Don't worry; there's an alternate version where no death is involved. A BRUSH WITH DEATH
Give the participant a chance to ponder her time of death and end with a creepy, yet totally unexpected twist of fate. BONUS
Plus three bonus ideas and a six page index!
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