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Hi,

This site is for you people who think you can cast spells. Well I have news for you. All of you can cast some type of Magick. Everyone has their own specialty. If you have clairvoyance, or can to some degree tell the future, your specialty is divining. Below is a chart to tell your specialty.

 

   Future telling:Divination

   Communicating with the dead:Necromancy

   Controlling The Weather: Elementalist

   Good With Fire:Pyromancer

   Casting Pure Energy:Sorcerer

   Controlling Or Influencing People: Affectator                      

 

   A handy thing to have when casting spells is a good astral chart. Here is one.

 

Deity             Spell Type                                               Color;Day                       Material                      Animal                      
Jupiter          Justice;Prosperity:                                  Blue;Wednesday         Tin;Sapphire              Wolf;Eagle    

                       Wisdom                                                                                                                          

Saturn          Time;Endurence;                                     Violet;Saturday            Pewter;Diamond       Dragon                   

                      Longevity                                                                                                                               

Mars            Combating;Empowering;                     Red;Thursday             Iron;Ruby                     Basilisk;Hawk                  

                     Chastising                                                                                                           

Sun             Animating;Creating;                                Orange;Sunday          Gold;Topaz                 Lion;Phoenix                

                     Rejuvenating                                                                       

Venus         Affecting;Love;Reconciling                    Green;Friday                Copper;Emerald     Unicorn;Dove                                   

Mercury      Healing;Flying;Intellegence                   Yellow;Tuesday            Platinum;Opal      Serpent;Owl                

Moon          Transforming;Protecting;Hiding            Silver;Monday               Silver;Quartz          Dolphin;Hare           

 

Here are the Plants for the Deities

Jupiter        Almond;Cherry

Saturn        Yew;Lotus

Mars           Hickory;Birch

Sun            Oak;Mistletoe

Venus        Rose;Olive

Mercury      Hazel;Sedge

Moon          Willow;Lily      

                                                                  Use these things to cast spells. 

 

Typically,you can cast your own spell. Invoke the God/Goddess that suits your purpose, ask them to help you. If you have the right color clothes on, the right reagents, and a purpose that they could help with, the spell will mostly wprk. I say mostly because people with faerie blood will have stronger magic and thus stronger effects, while normal people, asking for 5 ft of snow might get 5 in of snow, or 5 cm. To find out if you are part magical creature, comment below and for free, I will ask you reactions to certain questions via e-mail, and send you an e-mail telling you what exactly you are, and which spells and abilities will suit you the best(NOTE:I WILL NEED YOUR E-MAIL TO GIVE YOU AN ANSWER)

 

 

Here Is The Beginner Elementalist Page

 

CLOUD SPELL
Imagine of the sun being covered by the clouds. Now say the following chant:
''God of the Sky,
Hear my plea.
Make it cloudy,
For me and thee,
Now mote it be.''
It should take 12 hours or less for the spell to kick in.

RAIN SPELL
Imagine that it is starting to rain. Now say the following chant:
''God of the Sky,
Hear my plea.
Make it pouring,
So today is boring.
Mote it be,
Mote it be.''
It should take 12 hours or less for the spell to kick in.

SNOW SPELL
Imagine snow falling from the sky. Now say the following chant:
''God of the Sky,
Hear my plea.
White and fluffy,
Cold and fun, too.
Make it snowy,
Now mote it be.''
It should take 24 hours or less for the spell to kick in.

Thunderstorm
By asteria and perces,
Open sky and do your worst.

Element Control
What to do: Write out your goal or need on a piece of paper. Make it clear and concise and short as possible but maintain clarity. Now sing it into existence with this charm while visualizing yourself achieving your goal/need:
''(Goal/Need like love or success) is what I need for me!
My mind ready and heart steady!
Oh feisty Sylphs of the four directions!
Bring me (Goal/Need) with wise discretion!''
Sing it as long as you like, have fun with it. Just keep the visualization going as you sing your heart out! Keep the paper you wrote your goals on until you achieve them. Look at it everyday knowing you have already achieved it. When it comes to pass, burn the paper and scatter the ashes to the wind and give thanks.

As long as magic itself, one of the most fundamental abilities of a magician has been to attempt to control the four raw powers of the elemental system. The four refer to Fire, Air, Earth, and Water. The ability to feel these energies, understand them, and to move them is the study of the Elemental Mage. Throughout their practice different casters will experience different degrees of success no matter which art is practiced, but Elemental magic is often considered one of the most difficult arts to progress in and thus there are few practitioners. It is also difficult because of the nature of the magic itself: it deals purely with the real and tangible facets of the four elemental powers, not with the ethereal correspondences of the elements as an Enchanter would. As such, it tends to be seen as an "all or nothing" art where you clearly succeed or fail every time. Also, as a matter of practicality, few have a real need for this kind of power anymore (due to many of the necessities being provided for by technology) and thus the caste tends to be left behind, to a certain extent. Regardless of this fact, however, many have felt the call to gird themselves with elemental knowledge and harness the natural powers around them.
Focussing only on the physical manifestations of the four elements, each has unique uses and capabilities when properly applied. "Heat" energy, as we know it, is not perfectly synonymous with Fire magic. Though to an Elemental Mage the two are very similar, there is a missing aspect in the concept of heat which restricts it to this level. For the Elemental Mage, all things which produce heat are also giving off the mystical equivalent of heat energy. In this way, Fire energy can also be used to metaphysically detect things which produce heat, and even, in extreme circumstances, to focus the ethereal form of heat into a physical manifestation of flame itself, thus creating pure flame from seemingly nothing. Keeping in mind the physical principles governing combustion it becomes readily apparent why feats of this nature are rare, at best. Through enough practice and concentration, however, the Elemental mage learns how to absorb heat energy from all things around them, as a unified action, and bring it to bear against a target. This can be to warm the caster, to warm an inanimate target, or a friend. It can be used to find things generating heat, and to control preexisting sources of heat such as flame and mirage.
Air is another of the elemental manifestations, and is usually the first element an Elemental Mage finds control of. Due to its already volatile nature and tendency to change the Elemental Mage can find their first successes, usually, in attempts to change wind direction. Breezes can carry smell, keep away noxious fumes, cool the caster or something targetted by the caster, and may be the edge required to start a fire that just will not light. There are far too many uses of wind and air to be listed here; truly, we see the effects of wind every day, as even now we breathe the air and can describe what the wind conditions in our area are like. It can be used to regulate heat, it can affect our senses in various ways, and is an overall good place to start. Wind constantly moves, constantly changes, and in that spirit we may influence them without much resistance.
Earth, however, is the difficult counterbalance to Air. It is firm and reists all kinds of change, hence the Elemental Mage must exert themselves to a rare degree to find anything more than a nominal skill with this element. Earth is the foundation of most life, and by this merit it can be used to lend aid to dying plantlife, choke out undesired plantlife, sense creatures within the caster's spell range, and to basically know that which the earth would be able to relate (not as an intelligent entity, but as an extension of one's own senses, such as feeling the tremors of other animals, feeling the stability of a certain area to step on, etc.) Some Elemental Mages claim the ability to predict and cause certain events such as earthquake, famine, drought, siroccos, frost, snow, hail, sleet, fog, and other types of natural manifestation by making full use the the Earth element to gain knowledge and control of the environment.
Lastly, there is the practice of controlling the water. Water can be used in much the same way as Earth in that the tremors it carries can be interpretted by the Elemental Mage to extend their range of sensation and know things they would normally be oblivious to. Water abides in many of the things that we see daily. The air contains some, the ground contains some, and various materials or substances (including human flesh) have quantities in them. Elemental Magic concerning water can be seen in a great deal of cultures which still rely heavily on agriculture, and in the history of cultures which did. The "Rain Dance" is a prime example of water elemental magic at work. To cause rain to fall at will, or conversely, as the Biblical characters of Moses, Elijah, and the Two Prophets of Revelation 11, to cause it to stop is the baliwick of the elemental magician.
The abilites of the Elemental mage varies greatly, and intimate knowledge of the elements gives intimate knowledge of the physical world around and its innermost mechanics. To truly understand the world around an Elemental mage is only a matter of learning and harnessing the ways of nature.

 

 

Below is the page on Pyromancy

All you need to perform the ancient fire spells is any kind of safe surface, or container; it could be anything at all, even a bowl filled with sand, and it doesn't have to be big, or even outdoors. The fire bowl I use for indoor, table

top fire magic at night is no larger than a cereal bowl, made of brass and stands on three legs, which helps to not burn the table. If you have a smoke detector in the house, it would be a good idea to turn it off before you start.

There is also merit in opening a window, for how else will the smoke rise to the heavens and carry your prayers, or intent?
Next, we need something to burn.
I like to collect twigs from certain trees, tiny little pieces which dry quickly and burn easily. Different kinds of wood flavour the smoke differently, and it is fascinating to experiment and learn for yourself how the scents and

flavours of different woods affect your mood and visions.
We may then also consider to add some herbs to burn - sage, rosemary, bay leaves, lavender, pine needles, leaves from a eucalyptus tree - the choice is really completely endless. I would suggest to start with what you can find

naturally in your environment, be this out of doors, in your garden, or your local grocery, which often sells different kinds of herbs.
If you are a more experienced magician, you can begin to match the wood you burn and the herbs you add for the smoke effect to the purpose of the spell, but actually, for that true primal feel it isn't necessary at all.
Fire Spell Step 1: Simply light the fire, look into the flames and think about what you want to say to the Gods, or what you would ask of them. Think about it deeply and let the flames hypnotise you.
Fire Spell Step 2: With a small fire in a bowl, the flames will burn out soon enough, and then you have glowing embers. It is at that point you add the herbs, and it is then that the smoke will begin to rise powerfully, and that's

when you state your intent or say your prayer.
You could say, for example:
Hear me, wise ones, old ones, those who dwell above;
Hear my call and hear my voice, hear my prayer:
Send to me the blessings of joy, of happiness, and of love.
I prefer if you would let words simply come to you as you were looking into the flames and thinking about what it was that you wanted. When things come from the heart, and in the moment, that's the most powerful state for

magic there is.
Fire Spell Step 3: Basically, that's all you have to do. If you wanted to, you could add an offering to the powers that be as a sign of respect and gratitude, such as burning some special herbs such as tobacco; some people like to burn a bank note but I'm really not in favour of that,

personally; some people add a gift of a few drops of rose oil, frankincense or even liquor for the offering.
This is an optional step because the gift you gave was to light the fire in the first place and make contact with the powers that be; they appreciate your sincere attention more than anything, and a meaningful, ''Thank you for

listening'' at the end or words to that effect is quite enough to seal the spell.

Harm Your Enemy
Take the picture of your enemy and wrap it in the string while chanting
''In the mortal plain You may cause me no pain Soon your face will meet the flame.''
After your done wrapping it drop it in the fire. After it's done burning and it's cool take the ashes and pour them into your lawn, garden, or a body of water.

Casting Instructions for ' Fire Control'
Goddess, now, hear my plea
Fire burns within me
Tame thy old and will thy new
Fire control for just a few
Time and Space I will control, fire now for a time minute toll..

Place your hands with a two-three inch space between your palms.
Focus a small flame in it and speak the following in a deep and fierce voice.
''Rise with a mighty blaze, Burning Dragon of the Searing Flame!''
The small flame should bust into a large flame.
As long as you can hold it, you can harness the Great Flame of this one of many elemental dragons.

The intent of this spell is to bring great pressure on your enemies.
The spell must be used judiciously so as not to bring unnecessary suffering to the innocent and blameless. If ill-used, the effects of this spell can return upon you and your life turned to misery.
Having accurately determined the enemy and their actions, the spell need be cast thusly: At the midnight of a waning moon, in a darkened room, three candles need be lighted and placed on the floor so as to form a triangle.

You should then sit in the center of the triangle, light a fourth candle and hold it with both of your hands.
Close your eyes, focus on your enemy or enemies, and repeat their names aloud only one time. Open your eyes and stare at the flame of the candle, focusing your gaze at the base of the flame. The following invocation should

be spoken aloud:
Spirits of the light draw near and hear my cry
Evil rises and forms against me
Thine enemies harm for me harbor
And clamor that ill-deeds be done
Ill-deeds to add to the iniquitous actions
Of them and their minions of the dark
I beg thee fold me in thy arms
Whilst right be done and vengeance be wrought
The flaming sword of retribution
Be visited upon them and their hearts be purged
Let great pressure be brought to bear
Upon their wicked heads
So that their minds may be washed clean
Of ill-intent and darkness.
These things I beg of thee
That thus they may come to pass.
Holding the candle now with only your left hand, pass your right hand over the flame of the candle three times and then extinguish the candle. Extinguish the candles on the floor in a clockwise rotation from that which you

extinguish first.

Place the magical item to be protected before you, and form around it in molten wax a common pentacle. The points of the symbol should lie outside the item, the pentagon itself should directly surround the item and NO WAX

should actually touch the item.
Now touch the center of the item with your staff, and perform the following incantation:
Zas'Kavai Xararas K'Ven D'Shiao Vas Ne'gaia Ul'Xanao
(Translation: By the flames of Surtr, Primordial of Fire, I protect thee)
Note: This spell is in Aeonith, but it can be translated. I just prefer this language.
Now, when the object is disturbed, it should superheat and burn the offender or bring them misfortune

set the candels 3 feet apart and light them. close your eyes and chant,
dual flame
grow big and strong
grow wide and long
fire spirits hear my plee
make the fire obey me,
open your eyes and you should see 2 dragons made of fire. they are at your command. If you do not see them they are there, you just aren't believing enough.

weapon spiriting
1) hold the weapon away from your body
2) in your minds eye imagon yourself in the exact pose your in incuding your weapon.
3)imagon your energy filling you
4)imagon that dark blue energy is coming in to your body form the sky and berit green energy coming in thew the soles of your feet.
5) imagon it all mixing together in till it becomes fire energy
6)allow that to flow threw the sword your holding

First things first, cleanse the stone with whichever cleansing method you are comfortable using. After the cleansing is done, place the blood stone in a glass jar (or clear cup), next, pour the water in the jar making sure to cover

the stone completely, but not too much water (it will dilute. As long as the stone is submerged in water. Now, cover the jar/cup with a lid (which is why jars work better) and place out side in a safe place where the sun can reach

it. Allow it to sit there until the sun begins to go down. Do not wait until the sun is down but just before. With the image of a phoenix in mind, recite the following:
''Oh mighty Phoenix, majestic of beasts,
Lend me your sacred fire,
So that I may banish this unwanted evil,
Please grant this, my prayer, my desire''
Drink the elixir (every drop) with out of course drinking the stone! Try to sip this as it will be strong, your time will expire by the following sun rise. Make sure to thank the Phoenix when your deed is done.
NOTE: You might experience another state of mind, so be careful who or what you are around during the elixir process.
7)and your done!

1. Fold the paper into a fan
2. On each fold, write your wishes, desires, your goals
3. Place the fan in the fire proof container
4. Light the fan on fire...light it only this one time.
5. Let it burn out on its own.
6. The folds that burn more that the others are the things that will
come to pass.
**note** if the whole fan burns all the way, this is a very good sign.

 

 Here is the Pyromancy page

The Study of Death
Death magics have been around for as long as humans have grasped the concept of using magic of any form. Even the most basic division of magics must include a segment for that which is known as Necromancy. Though

Necromancy currently has a functional etymology to it, this was not always the case. In the medieval ages, "Necromancy" was called "Nigromancy", meaning "Black Magic" (interpreted as that which harms the person). Later on,

as "Nigromancy" came to be altered into "Necromancy" through Greek and Italian influences, the art gained a new face. Now, instead of simply being an art of injuring the human, it came to also be associated with graves,

graveyards, spirits, and primarily of channelling dead spirits like a medium and working with The Angel of Death  and heavily influenced by Catholicism and ritual myth or

superstitious beliefs about bodies of the dead. These associations, however, are clearly tainted by the early overwhelming dominance of Christian and Catholic

thought, which turned the art into an "evil" sacrilege. As such, the beauty of the original Necromancies had been temporarily lost.
As time has progressed and information may now be more freely shared across the internet, the new breed of Necromancer is capable of once again delving into the secrets of death and of illness, as before. There is a quote

floating around on the internet which fully expresses this new freedom by reflecting on past oppression: "Once there was a time when all people believed in God and the church ruled. This time is called the Dark Ages." Now

that information can be freely spread, trends in the use of death magic can be seen and formed into a new and pure art of death magic once more with the creeds and cantrips left at the door. In contrast to the Healer, the

Necromancer embraces those powers which kill, decay, and decrepidate, and attempts to put them to use. This power goes by many names, but primarily among true Necromancers as Death Essence. It is the power which kills,

harms, and causes decay, and that which is of foremost interest to the practitioner of these death magics.
The Necromancer runs into a dilemma while using these essences, however. Regardless how one may try, the fact of the matter is that even Necromancers are living breathing human beings. As such, not even the seasoned

practitioner can escape the baneful effects that these energies have on the body. Advanced aging, hair loss, sallow skin, and a gaunt complexion are all traits which are associated (in varying degrees) with the seasoned

practitioner. Though the effects may only manifest as internal pains, as well, the fact is that to gain power in this art requires that suffering be present. The Necromancer's sacrifice for power is often scorned or considered

madness, but for the practitioner it is worth the pain. To gather a sufficient sum of energy, the pain of the Necromancer's own suffering is channelled into a Necromantic Curse, or into a Servitor Summoning. These two

components are the basis of every Necromantic spell. Traditionally, the entire art of Necromancy has been broken down into these two branches. The most infamous aspect of necromancy, without doubt, is the creation of

phantasmals and undeads. The less flashy but more used aspect is the direct application of the death essences in curses, the imbuement of fetishes, and the decrepitation of organic entities. Addressing the problem of personal

decrepidation, however, there rose a spin-off skill of necromancy: vampiric magic.
Vampiric magic is a particular fringe skill of Necromancy focussed on helping the necromancer survive the ordeals of coming in contact with death essences. Instead of simply locking down and bearing the ill effects of death

magic, Vampiric magics were born to shoulder some of the weight by allowing a degree of rejuvenation as well as the effects of necromancy to coexist. Only this much is the truth behind vampire tales and the vampire cults that

exist around the world. Though there are no "vampires", per se, there are those necromancers that have refined the ability to use death to drain from the life forces of others. The precise means of doing this is up to the caster

to discover but, through absorption of the life forces of other creatures, the necromancer can waylay many of the adverse effects of their art and retain a relatively normal degree of health and well-being at the expense of

others. Though there is no proof that this kind of magic can actually extend life beyond the normal duration, it has shown the power to counteract the negative effects of using death magics and to allow the practitioner to live

normally. Historically, vampiric magic has taken many different forms. There are those that have consumed real blood in attempts to drain life, based on ideas as far back as the Bible's statement that ".. the life of the flesh is in

the blood" (Lev. 17:11), sexual vampires (hearkening to Aristotle's claim that life is in the sexual fluids of either gender), and those that drain life force purely, somewhat reminiscient of the breathism and psychic vampire

traditions1. Note that vampiric necromancy does not mean you're a vampire, but is an appropriate metaphor for the nature of this skill.
A common mistake to make when attempting to utilize the direct applications of Necromancy is to get caught up in thinking of the effect. If the effect, for example, is to make a person go blind, the most common mistake is for

the would-be Necromancer to attempt to try and "think" a person blind. Necromancy, as with all the other castes on The Library of Knowledge, contrasts from the Ritual Magicks because of its use of a) a distinct energy type, and

b) a distinct methodology in using that unique energy. The would-be Necromancer's most common grief is that they can't "Think Blind" or "Think Sick" someone. The key is in keeping your mind on methods, not effects, and in

working the methods of necromancy into an occult science. For example, as one may wish to use the blindness spell, there are a few ways to do it. All ways, however, require one to plan their spell out. That, by definition, is

what makes a spell a spell. It's a mystical blueprint for the methods of magic. If I wanted to cause blindness, given that Death Essence is the energy a Necromancer works with, the most easy and obvious way to do this is load

the eyes of your target with sufficient death energies. The absorption technique outlined on the Beginning 2 page works for Death Essence as well, and its the Necromancer's own pain and decay from absorbing these energies

that is channelled into the target. It is much more complex than this example if one literally intends on striking someone blind, but the principles are there. The minor backlash the Necromancer receives throughout their entire

body, however, is diminutive compared to the effect of channelling such a vast energy into a concentrated area of a target. With enough effort, this spell will cause permanent blindness, or with a bit of manipulation can deviate

to cataracts or optical cancers. Kept in its undeveloped stages, which is sometimes preferable, the Necromancer can blur, dim, or outright blind whomever they choose (though never without consequence). Other effects are

attainable by using the very same energy in different configurations and places on your target, and altering properties of the energy's performance slightly. Blanket-effect spells are also possible, though they drain more from

the Necromancer due to the greater amount of energy needed. Aside from the direct application of death energies to an organic being, however, there is also the unique ability to congeal the essences into a form or shape,

thus allowing the famous Undeads and Phantasmal servitors.
Legends of the Zombie, Wraith, and Skeleton have been attached to necromancy for as long as it has gone by that name. Visions of the Dead and other such strange phenomenon have been attributed as commonplace to the

Necromancer in myth and fable, often making the Necromancer seem insensitive, evil, and morbid. These creatures are used, however, in a manner that shows clearly a Necromancer understands the undead's psychological

effect fully and that the caster truly feels and appreciates the terror in them. The existence of undead creations of a Necromancer are not fable, yet a few misconceptions of their origin, nature, and ability have arisen. As for

origin, it should be noted that Necromancers are not able, nor have they ever been able, to raise the physical bodies of the dead to reanimation in any way, shape, or form. The flesh that has died is dead forever, and that is all

there is to it. No amount of spellcraft can return the physical dead to physical animation again, for love, or will, or power. The Necromantic Undead is a creation of the caster's own mind as the result of concentration. Things such

as form and motion are consciously preordained by the necromancer and are constructed in much the same way as an elemental servitor might be. Thought-forms given shape and empowered with the death essence may serve

the caster in much the same way as a demon might, or some other independent intelligence, with the one exception that these servants are directly controlled by the caster and have no decision making ability outside of the

caster's conscious guidance. These undead or phantasmal servants are given form purely as the Necromancer shapes them -- usually in the form of grotesque terrors of the mind -- and move, exist, or operate only as the

controlling caster deems fit. They are unreal, in the sense of being self-sufficient or substantial, and are necessarily a hallucinogenic projection. As with any spell, the skill lies in the Necromancer's ability to manipulate these

creatures to perform with some similitude of fluid movement. After they have served a purpose, concentration may be broken and the ethereal construct can vaporise.
There are many more surprises to be found in the art of necromancy, but at a price. Success is met with personal anguish and the price of victory -- pain. There is no way to sidestep the long hours of hard practice necessary to

make this art work, but in the end it is the Necromancer who twists the death ethers to their will and stands as the scholar of magic and master of their own destiny.
NECROMANCY IS A PATH OF SOLITUDE. YOU MUST MAKE YOUR OWN SPELLS.

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