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MAGIC INVENTOR'S PRINCIPLES
By Mitch Leary
.
This is it, the Master List of Magic Inventor's Principles. For the most part, this list is primarily geared toward the inventor of  close-up and parlour magic. Learn as many of these secrets as you can if you would like to invent your own tricks. The list is in no order but I'll be breaking the list into groups of ten or so principles.

Each of these principles has been carefully analyzed, each has been chosen because of its potential. I find it much easier to visualize each principle when associated with an actual trick. Example: If I were to explain a hinged box with a load chamber in the lid, that's hard to see in your mind. On the other hand, if I were to call it the Flip Over Rabbit Box Principle, and you knew what that was, then it will be much easier to convey the idea, extract the principle and use it to invent more tricks based on that principle.

This list is by no means the last word on magic principles, but it will put you well beyond the goal post in your knowledge of magic. There may be some overlapping of principles and ideas, but that comes with the territory. Example: I may simply list Magnetic Principles, then further down list the Enigma & Magnetic Thumb Tip Principles/Gimmicks.

Here then is the list:
  • Paddle Move
  • Thumb Tip Principle/Gimmick
  • 2-Card Monte Move
  • Elastic Pull Principle
  • Coin Slide Principle
  • Mirror Glass Principle
  • Devil's Hank Principle
  • Zombie Gimmick/Principle
  • Napkin Roll Switch
  • Looped Coin Principle (Now-U-C-It gimmick).
  • Bottomless Glass Gimmick
  • Magnetic Principles
  • Magician's Choice Force
  • Flip Stick Move > -Mirror Box Principle
  • Spirit Cloth Principle
  • Tip Over Hat Loading Principle
  • Chinese Compass Principle
  • Dove Harness Principle
  • Clear Forcing Bag Principle
  • Cigarette Catcher Principle
  • Coin Tray Principle
  • Flash Silk Appearance Principle (in elbow)
  • One-Ahead Principle
  • Hooked "Hoo" Principle
  • Double-Sided Tape Gimmick
  • Color Block Principle
  • Buddah Papers Principle
  • Center Tear Principle
  • Invisible Thread Gimmick/Principle
  • Invisible Elastic Thread Principle
  • Bill Tube Principle
  • Dye Tube Principle
  • Coin-Thru-Hank Principle
  • Looped Hank Ball Principle
  • Haunted Matchbox Principle
  • Card Sword Principle
  • Dye Box Principle
  • Secret Markings Principles
  • Rising Pencil Principle
  • Marked By Sight, Touch, Weight, etc.
  • Duplicate Object Principles
  • Extra Piece Principle
  • Okito Box Flipover Move/Principle
  • Pull & Holdout Gimmicks/Principles
  • Gaffed Envelope Principles
  • Rising Ring on Wand Principle
  • Invisible Wire Principles
  • Hole in Back of Tube or Box
  • Slit in Bottom of Hat Principle
  • Rising Wand Principle (Elastic or thread)
  • Cling Principles
  • Rattle Box Principle
  • Shell or False Front Principles
  • Wonder Mouse Principle
  • Clear Sewing Thread Gimmick
  • Card Flap/Latex Dental Dam Gimmick
  • Roller Blind Principle
  • Identity Switch Principles
  • Cylinder & Box Gaffing Principles
  • Gaffed Wallet Principles
  • Gaffed Wallet Principles Applied to Envelopes
  • Card Forcing Principles
  • Number Forcing Principles
  • Hot Rod Gem Force Principle
  • Card & Deck Switching Principles
  • Locator Card Gimmicks/Principles
  • Card To Envelope Principle
  • Card To Wallet Principles
  • Mis-calling Principle
  • Three Card Monte Throw Principle
  • Trick Deck Principles (Long & Short Cards, Rough & Smooth, Forcing Decks, etc.)
  • Enigma & Magnetic Thumb Tip Gimmicks
  • Mental Epic Principle
  • Periscope Mirror Principle
  • 45 Degree Angle Mirror Principle
  • Sphinx Table Mirror Principle
  • Heavy Air Tube Principle
  • Camouflage Principles
  • Black Art Principle
  • Small Scale Black Art Principle (black shirt, close-up mat) 
  • Animation Principles (wire, thread, elastic, rubber band, spring, magnet, etc.)
  • Shadow Box Principle (silhouette trickery)
  • Simulation Principle
  • Simulated Form Beneath Hank
  • Change Bag Principle
  • Bill or Billet Switch with Thumb Tip
  • Torn & Restored Principles
  • Cut & Restored Principles
  • Burnt & Restored Principles
  • Destroyed & Restored Principles
  • X-Ray Envelope Principle (concealed light source allows contents of envelope to be seen secretly)
  • Rope Gaffing Principles (magnets, clasps, snaps)
  • Under Arm Concealment Principle
  • Plate Lifter Principle (secret tilting)
  • Object on Wand Under Arm
  • Devil Dollar Principle
  • Dancing Handkerchief Principle (thread across stage)
  • Full Wine Glass Production (rubber ball holds in liquid) 
  • Thread From Finger to Object Inside Coat
  • Blackstone Birdcage Vanish Principle (Incredi-Go Gimmick) 
  • Tip Over Tray Principle (double sided suction cup holds object to tray--used with simulation beneath hank)
  • Fickle Nickle Principle 
  • Foo Can Principle 
  • Bengal Net Principle 
  • Lion Cage Principle 
  • Buddah Screen Principle 
  • Mentalist's Impression Clipboard 
  • Reel Utility Gimmick/Principle 
  • Gravity Wand Coin Producing Principle 
  • Rising Card Principles (usually thread) 
  • Tip Over Trunk or Box Principle
  • Flip Over Rabbit Box Principle
  • Egyptian Water Box Principle 
  • Devil's Canister Principle 
  • Piece Simulated as Whole Object 
  • Ink To Goldfish Principle (colored celluloid insert) 
  • Milk Pitcher/Salt Shaker Principle (clear celluloid insert) 
  • Simulation of Weight, Substance, Presence, Sound, Lack of Weight, etc. 
  • Simulation to Fool Vision, Hearing, Touch 
  • Bevel & Hollow Base Principles (mostly major illusions) 
  • Object Made of Different Material Than is Obvious (sponge, rubber, color copy as real object, foam rubber, balsa, etc)
  • Slush Powder Principle 
  • Genii Tube Principle 
  • Drumhead Tube Principle 
  • Phantom Tube Principle 
  • Large Dye Tube Principle 
  • Hindu Beads Principle 
  • Block-O Principle 
  • Deck Shell Principle 
  • Mirror in Clear Tube Principle 
  • Crystal Silk Chamber Principle
  • Topit Principle 
  • Servante Principles (behind table or chair, inside pants) 
  • Blackstone Knife-Thru-Coat Principle 
  • Raven & Bat Gimmicks/Principles 
  • Flesh Art Principle (China Change, etc) 
  • Long Thread Across Stage Animator 
  • Imp Bottle Principle (rod weight) 
  • Double-Ended Billet Switching Wand Principle 
  • Nesting Principles (real object nests inside shell, two or more objects held as one, etc.) 
  • Chinese Prayer Vase Principle (vase, little rubber ball & rope
  • Paul Harris "Peeler" Principle 
  • Clip-Clip Want-Ad Principle 
  • Tape Palming Principle 
  • Secret Adhesive Principles 
  • Back-Palming Principle 
  • Down's Palm Principle 
  • Coin Switches (with coins and other objects) 
  • Dirty Hands Gag Principle (inside-out cloth) 
  • Camouflage Ring (material glued to bottom of ring matches the mat it's setting on) 
  • Sankey's "Paper-Clipped" Card Switch (or done with clipped beneath writing pen pocket clip)
  • Ash Revealation on Arm or Paper (white crayon or wax message invisible on paper until ashes are rubbed across it) 
  • Book & Magazine Test Principles 
  • Trick & Legitimate Blindfold Principles 
  • Billet Knife or Pencil Injection Principles 
  • Principles of Reading Sealed Messages 
  • Bottomless Coin Envelope (object or message drops into hand then envelope is burnt) 
  • Thumb Tip in Coin Envelope (delivers or retrieves slip of paper in envelope) 
  • Double Compartment Envelope (for either-or predictions) 
  • Secret Slit in Envelope (allows you to secretly insert prediction, signed card, message written after the fact, or remove same).
Although the list is in no order I cannot overstate the importance of the first 30 principles. I listed them first because for me they have been the most fertile. If you can only afford to buy those tricks and learn those principles you'll have enough material to play with for decades. Those principles are pregnant with possibilities for the magic inventor workshop tinkerer. Look at this list as an addendum to Fitzkee's most marvelous book, THE TRICK BRAIN. That's what I had in mind when I wrote it. The list may look simple, but it took me decades buying tricks and collecting magic knowledge of learning to prepare it.

My advice to you would to get a large shoebox or two and start throwing random items inside it. Then, when the box is fairly full sit down at your kitchen table with the list of Magic Inventor's Principles and Fitzkee's book and begin to toss around ideas inside your head and try to invent magic tricks. Here are some items that you'll want to have in the box:

  • Regular Playing Cards (several decks) 
  • Pinochle Decks 
  • Double-Sided Scotch Tape 
  • Regular Scotch Tape 
  • Elmer's Glue 
  • Small Boxes of Wooden Matches 
  • Books of Paper Matches 
  • Clear Sewing Thread 
  • Drinking Straws 
  • Black Elastic Cord 
  • Latex Dental Dams 
  • Heavy Back Carpet Thread 
  • Soft Cotton Rope 
  • Blank White Index Cards 
  • Colored Index Cards 
  • Ruler (preferably an Architect's Scale) 
  • Cheap Business Card Wallet 
  • Drawing Paper & Pencil (graph paper) 
  • Your own Inventor's Notebook (college rule) 
  • Thin Cardboard or Card Stock 
  • Colored Card Stock 
  • Scissors 
  • Cigarettes 
  • Post-It Notes (various colors) 
  • Opaque Handkerchief 
  • Colored Markers 
  • Rubber Bands (plain & various colors) 
  • Exacto Knife & Extra Blades 
  • Chop Sticks (square & round) 
  • Sand Paper 
  • Small Metal Rings 
  • Thin Steel Piano Wire 
  • Bell Wire 
  • Copy of the book GETTING STARTED IN ELECTRONICS, available at Radio Shack. At the very least learn how to make a complete circuit. 
  • Radio Shack Catalog 
  • Heat Shrink Tubing 
  • Ball Bearings 
  • Empty Playing Card Boxes 
  • Clear Wide Mailing Tape 
  • Coat Hangers 
  • Empty Soup Can 
  • PVC Pipe & Couplings 
  • Hacksaw Blade 
  • Needle-Nose Pliers 
  • Solder 
  • Black Construction Paper 
  • Kite String & Colored Cord 
  • Thin Clear Fishing Line 
  • Arts & Crafts catalog 
  • Hobby Shop Catalog 
  • Aluminum Foil 
  • Sharp Knife 
  • Balloons, balloons, balloons -of all sorts 
  • Plastic Drinking Glass 
  • Silver Adhesive Muffler Tape 
  • Mylar Film, Adhesive & Non-Adhesive 
  • Popsicle Sticks (great for paddle tricks) 
  • Clear Acetate Paper 
  • Colored Pencils 
  • Regular Pencils 
  • Small Fishing Weights 
  • Adhesives & Glues of All Sorts 
  • Coins, Washers & Poker Chips 
  • Small Blocks of Wood, Scraps, etc. 
  • Misc. Plastic Boxes 
  • Empty Pill Bottles. Labels Removed 
  • Scraps of Metal 
  • Beads 
  • Magnets, magnets, magnets. All sorts of magnets and thin magnetic sheeting for making magnetic cards, etc. 
  • Dollar bills 
  • Small Liquor Bottles 
  • Old Keys 
  • Small DC Motors 
  • Batteries 
  • Mirrors, mirrors, mirrors 
  • Small Compasses 
  • Pipes & Tubes, Scrap 
  • Rods, dowels
  • Wires 
  • Small Switches 
  • Music Box Mechanism 
  • Small Rubber Tubing & Hoses of various lengths & sizes 
  • Paper Sacks 
  • Dictionary 
  • Mousetraps 
  • Small Empty Containers 
  • Springs 
  • Pen Light 
  • Bobby Pins
You get the idea, keep adding your own items.

Next, grab an item and ask "How can I gaff this?" or "How can I turn this into a magic trick?" The best tricks are done with everyday objects that everyone recognizes. The next time your wife drags you to a store where you don't want to be learn to exploit the situation. Look at the various objects on the shelves and hanging from the walls and ask yourself how this object could be used for magical purposes. "Can I make a trick out of this or can I use it to make some sort of new gimmick or gadget?" Women's products are full of unexplored territory, few men ever take the time to look at these things in new ways. Look at an object but think something else. Example: Thin sponge rollers could be made into fake cigarettes, batteries, Chapstik which could be loaded into a thumb tip. A sanding block, normally used for a manicure, is positively great for making your own gaffed playing cards, the ink sands right off. I sand the air-cushioned finish off the back edges of high value playing cards, then use the deck to cheat at card games. No one would dream of this in a million years.

Buy two of the same object, then use the second one to make gimmicks and gaffs for the first object. Example: You buy two bottles of Coke. Cut the neck off of the second one to make a Bottle-Thru-Table gimmick. Or cut the second one in half lengthwise to make a shell for the other one.

Buy yourself a book or two on creative thinking, these books will help you learn how to think like a genius. Apply what you learn, make it a habit to be constantly inventing. Look at objects in a whole new way. Ask yourself how someone else would look at the same problem. Creativity is juxtaposing unlikely information. Think up more than one answer for each problem you're working on. What if the object were made f a different material? You have to give your mind something to chew on.

Get out your magic catalogs and extract the principles from the various tricks as I did above. The principles on the above list can each be used for hundreds of other tricks of your own invention. Just pick up any object close to you right now, then pick a principle from above and see if anything pops into your mind. You'll be amazed as the ideas begin to flow into your head. The above list is by no means complete, this is just one page from my inventor's notebook, which has 35 more pages of just principles. Now that you understand how to extract the principle from the trick you can begin to make your own lists--and lists are an inventor's most powerful tool.

This article was contributed by professional magician Mitch Leary.
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