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EmrysAmbrosias

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EmrysAmbrosias

EmrysAmbrosias - photo 3

Friends:
aitakabanaivehannahMissErinEbritney24sexynikky
SickScarletteSubKitt
OdeToHate
MistressBrandy
BaunFire

I am really looking I did not just come here for my health alone....

I am wanting to serve a Mistress.
I need to be punished. I have been a bad boy, and have nobody to punish me.


I am seeking a Striga, to enchant my soul, mind, body and spirit, a real active Mistress whom is not self-proclaimed.

Not that new-bee's are not fun I just don't have time to train them to do more then just tie you up and play with my balls!

Make no mistake, I am seeking you out to help me live a more intense, magical life., a sub or slave, then as a Master later on..

It's possible you've felt this way as well and have been seeking some one just like me...Lo I am here to serve thee my Dark Mistress..I am waiting to begin our journeys along the hidden paths of life---it's our destiny!

And for those of you who are self proclaimed Dom's/Mistresse's you may not waste my time -I have a whole body not just balls to play with!!!!!

I am really looking I did not just come here for my health alone....

How come when you are just getting to know someone here they dont write anymore.

Moon in Aries:
Barren, dry, fiery, and masculine sign used for destroying noxious weeds.

Moon in Taurus:
Productive, moist, earthy, and feminine sign used for planting many crops when hardiness is important, particularly root crops. Also used for lettuce, cabbage, and similar leafy vegetables.

Moon in Gemini:
Barren and dry, airy and masculine sign used for destroying noxious growths, weeds, and pest, and for cultivation.

Moon in Cancer:
Fruitful, moist, feminine sign is used extensively for planting and irrigation.

Moon in Leo:
Barren, dry, fiery masculine sign used only  for killing weeds or for cultivation.

Moon in Virgo:
Barren, moist, earthy, and feminine sign used for cultivation and destorying weeds and pest.

Moon in Libra:
Semi-furitful, moist, and airy, this sign is used for planting many crops, and producing good pulp growth and roots. Avery good sign for flowers and vines. Also used for seeding hay, corn fodder, and the like.

Moon in Scorpio:
Very fruitful and moist, watery and feminine. Nearly as productive as Moon in Cancer; used as the same purpose. Especially  good for vine growth and sturdiness.

Moon in Sagittarius:
Barren and dry, fiery and masculine. Used for planting onions, seeding hay, and for cultivation.

Moon in Capricorn:
Productive and dry, earthy and feminine. Used for planting potatoes and other tubers.

Moon in Aquarius:
Barren, dry, airy, and masculine sign used for cultivation and destorying noxious growths and pest.

Moon in Pisces:
Very fruitful, moist, watery, and feminine sign especially good for root growth.

Master & Slave

"Slavery~Contract”© ®

This contract is provided as a secure and binding agreement, which defines in specific, terms the relationship and interaction between two individuals, hereafter termed the slave and the master (both terms are intended to be independent of sex). This agreement is legal and binding. This agreement must be entered voluntarily, but cannot be broken except under the conditions stated herein, after which certain precautions shall be taken to protect those involved.

1.0.0 Slave's Role

The slave agrees to submit completely to the master in all ways. There are no boundaries of place, time, or situation in which the slave may willfully refuse to obey the directive of the master without risking punishment, except in situations where the slave's veto (see section 1.0.1) applies. The slave also agrees that, once entered into the Slavery Contract, their body belongs to their master, to be used as seen fit, within the guidelines defined herein. All of the slave's possessions likewise belong to the master, including all assets, finances, and material goods; to do with as they see fit. The slave agrees to please the master to the best of their ability, in that they now exist solely for the pleasure of said master.

1.0.1 Slave's Veto

The slave, where appropriate, holds veto power over any command given by the master, at which time they may rightfully refuse to obey that command. This power may only be invoked under the following circumstances, or where agreed by both master and slave:

a.       Where said command conflicts with any existing laws and may lead to fines, arrest, or prosecution of the slave.

b.      Where said command may cause extreme damage to slave's life, such as losing their job, causing family stress, etc.

c.       Where said command may cause permanent bodily harm to the slave.

d.      Where said command may cause psychological trauma to the slave, such as a rape scene for a slave that has been raped in the past.

2.0.0 Master's Role

The master accepts the responsibility of the slave's body and worldly possessions; to do with as they see fit, under the provisions determined in this contract. The master agrees to care for the slave, to arrange for the safety and well-being o f the slave, as long as they own the slave. The master also accepts the commitment to treat the slave properly, to train the slave, punish the slave, love the slave, and use the slave as they see fit.

 

 

3.0.0 Punishment

The slave agrees to accept any punishment the master decides to inflict, whether earned or not.

3.0.1 Rules of Punishment

Punishment of the slave is subject to certain rules designed to protect the slave from intentional abuse or permanent bodily harm (see 4.0.0). Punishment must not incur permanent bodily harm, or the following forms of abuse:

a.       Blood may not be drawn at any time. Punishment must stop immediately if blood is drawn

b.      Burning the body

c.       Drastic loss of circulation

d.      Causing internal bleeding

e.       Loss of consciousness

f.        Withholding of any necessary materials, such as food, water, or sunlight for extended periods of time

4.0.0 Permanent Bodily Harm

Since the body of the slave now belongs to the master, it is the master's responsibility to protect that body from permanent bodily harm. Should the slave ever come to permanent bodily harm during the course of punishment or in any other slavery-related activity, whether by intention or accident, it will be grounds for immediate termination of this contract, should the slave so desire. Permanent bodily harm shall be determined as:

a.       Death

b.      Any damage that involves loss of mobility or function, including broken bones.

c.       Any permanent marks on the skin, including scars, burns, or tattoos, unless accepted by the slave.

d.      Any loss of hair, unless accepted by the slave.

e.       Any piercing of the flesh which leaves a permanent hole, unless accepted by the slave.

f.        Any diseases that could result in any of the above results, including sexually transmitted diseases.

 

 

5.0.0 Others

The slave may not seek any other master or lover or relate to others in any sexual or submissive way without the master's permission. To do so will be considered a breach of contract, and will result in extreme punishment. The master may accept other slaves or lovers, but must consider the slave's emotional response to such actions and act accordingly. Under no circumstance should the master allow such actions to unbalance the slave emotionally, or allow such actions to result in ignoring the slave.

The master may give the slave to other masters, provided the rules of this contract are upheld. In such a situation, the master will inform the new master of the provisions stated herein, and any breach by the new master will be considered a breach by the master as well, subject to all rules stated in this contract.

6.0.0 Secrecy

All physical evidence of the slavery will be kept in total secrecy, except where both master and slave agree. Any violation of this clause shall be cause to terminate this contract, should the injured party wish it. The materials and physical evidence shall be kept under lock and key in a place acceptable to both parties.

7.0.0 Alteration of Contract

This contract may not be altered, except when both master and slave agree. If the contract is altered, the new contract shall be printed and signed, and then the old contract must be destroyed.

8.0.0 Termination of Contract

This contract may be terminated at any time by the master, but never by the slave, except under special conditions explained within this contract. Upon termination, all physical evidence of the slavery, including this contract, will be destroyed, and all materials and belongings shall belong to the master, to be shared or kept as they see fit. The slave, owning nothing and having agreed to give up all worldly possessions and body to the master, shall once again own their body, but nothing else, unless the master decides to give back their possessions.

9.0.0 Slave's Signature

I have read and fully understand this contract in its entirety. I agree to give everything I own to my master and further accept their claim of ownership over my physical body. I understand that I will be commanded and trained and punished as a slave, and I promise to be true and to fulfill the pleasures and desires of my master to the best of my abilities. I understand that I cannot withdraw from this contract except as stated in this contract.

Signature: ____________

Date: ______/_____/_____

 

 

9.0.1 Master's Signature

I have read and fully understand this contract in its entirety. I agree to accept this slave as my property, body and possessions, and to care for them to the best of my ability. I shall provide for their security and well being and command them, train them, and punish them as a slave. I understand the responsibility implicit in this arrangement, and agree that no harm shall come to the slave as long as they are mine. I further understand that I can withdraw from this contract at any time.

Signature: ___________________

Date: ______/______/_______


This is for those whom have not ever used a contract. 

D/s INTERESTS INVENTORY

Part One: General Questions and Information

What is your level of experience? ____

  1. Very experienced
  2. Experienced
  3. Limited experience
  4. Beginner

How long have you known of your interests? ____

  1. As long as I can remember
  2. 5 years or more
  3. 1 to 4 years
  4. Less than 1 year

What is your sexual orientation? ____

  1. Heterosexual exclusively
  2. Bisexual
  3. Homosexual
  4. Bi-Curious

Which type of relationship do you prefer? ____

  1. Long term, live in
  2. Off-line, meeting often.
  3. On-line, meeting occasionally
  4. On-line only
  5. Not sure yet.

What are your main D/s interests? ____

  1. Physical and sensual
  2. Mental and Psychosexual
  3. Physical more than mental
  4. Mental more than physical
  5. Both Equally

Distribute 10 points between all of the following according to how you "typically" view your D/s tendencies or feelings.   (No zero's please)

  • ____ Sadistic
  • ____ Masochistic
  • ____ Submissive
  • ____ Dominant  
  •  -10-  TOTAL

What is your level of interest in bondage:  ____

  1. Total helplessness but NOT painful
  2. Light bondage
  3. Not my favorite thing
  4. Never tried it but interested
  5. Outside my limits

What level of pain are you interested in?  ____

  1. Pain slut/Master
  2. Whipping, caning, paddling.
  3. Light paddling, sensual whipping, no marks.
  4. Punishment only when necessary
  5. Interested, but never tried it.
  6. WAY beyond my limits.

What do you believe is the purpose of pain in a session? ____

  1. For sensual stimulation
  2. A reward
  3. A punishment
  4. For training or correction only
  5. Whatever pleases my partner.
  6. Not sure.

Sex in a scene, for me is ____

  1. An absolute must
  2. Expected, by not required
  3. An enhancement
  4. Not necessary or expected.
  5. Out of the question.

 

Which settings are you comfortable playing in? ____

  1. Public play
  2. Scene parties
  3. Intimate groups of 1 to 3 other couples
  4. Three way play
  5. One on one.

Who can know of your activities? ____

  1. No one.
  2. A very few trusted friends
  3. Other scene people
  4. Doesn't matter who knows.

Part II:  Role Playing

Below, are examples of roles that can be played out by either Dom or sub.  Place an "X" after the roles you would be comfortable in playing; place a "O" after the roles you would like to see your partner play.

  • Amazon
  • Baby
  • Barbarian
  • Bitch-Goddess
  • Boss
  • Burglar
  • Child
  • Clergy
  • Cowgirl
  • Daddy
  • Doctor
  • Evil Priest
  • Evil Priestess
  • Femme Fatale
  • French Maid
  • God
  • Goddess
  • Hooker
  • Indian
  • Inquisitor
  • Interrogator
  • Hero
  • Kidnap Victim
  • Knight
  • Leather Man
  • Master
  • Mentor
  • Mistress
  • Mommy
  • Nun
  • Nurse
  • Rapist
  • Role Reversal
  • Pet
  • Pimp
  • Pirate
  • Policeman
  • Pony girl
  • Pony boy
  • POW
  • Prince
  • Princess
  • Puppy
  • Savage
  • Secretary
  • Sex Object
  • School Principal
  • Sissy
  • Slave
  • Slave Owner
  • Slut
  • Student
  • Suspect
  • Teacher
  • Teen
  • Torturer
  • Victim
  • Warrior
  • Wild Beast

Roles I am particularly interested in playing: _________________________________

Roles I'd particularly like my partner to play: ________________________________

Part III:  Physical/Psychological Medical Matters

List physical or emotional information or concerns:  (Bone breaks, sprains, surgeries, chronic conditions; emotional health conditions such as depression, anxiety, claustrophobia, and other phobias)

List your preferred method of birth control and avoidance of STD’s_____________________________________________________________________________________________________________________________________

List any specific fetishes you may have (such as foot worship): _______________________________________________________________________________________________________________________________________________

List your HARD limits: _______________________________________________

Part IV:  D/s Activity Preferences

Please rate your interest in each of the D/s activities, using the choices listed below:

  1. YES!
  2. Mmmmm, I like this.
  3. Intriguing, but scary!
  4. Embarrassed to admit I like this.
  5. Doesn't excite me, but I'll do it for you
  6. NO! Absolutely not!?
  7. or  ? = Don't know what this is
  1. ____ Spanking, by hand
  2. ____ Leather Paddle
  3. ____ Infibulations
  4. ____ Belt/ strap
  5. ____ Switch
  6. ____ Deerskin Cat O Nine
  7. ____ Leather Cat O Nine
  8. ____ Braided Cat O Nine
  9. ____ Knotted Whip
  10. ____ Rubber Whip
  11. ____ Single Lash
  12. ____ Cane
  13. ____ Fiberglass or Plastic Rod
  14. ____ Riding crop
  15. ____ Fur lined paddle
  16. ____ Mental Bondage
  17. ____ Silk Scarves
  18. ____ Nylon Rope
  19. ____ Cotton Rope
  20. ____ Chains
  21. ____ Leather restraints
  22. ____ Spandex Bonds
  23. ____ Plastic Wrap
  24. ____ Body bags
  25. ____ Steel Shackles
  26. ____ Arm Sleeves
  27. ____ Straight Jackets
  28. ____ Breast Bondage
  29. ____ Genital Bondage
  30. ____ Gags
  31. ____ Leather Cuffs
  32. ____ Infibulations
  33. ____ Spreader Bars
  34. ____ Ceiling/Wall Hooks
  35. ____ Cages
  36. ____ Slings/Swings
  37. ____ Stocks
  38. ____ Crosses
  39. ____ Pillory
  40. ____ Suspension, on toes
  41. ____ Suspension, full
  42. ____ Outdoor setting
  43. ____ Indoor setting
  44. ____ Public setting
  45. ____ Semi Public setting
  46. ____ Private Setting
  47. ____ 1-3 hours
  48. ____ 3-6 hours
  49. ____ Overnight duration
  50. ____ Blindfolds
  51. ____ Hoods
  52. ____ Headphone/earplugs
  53. ____ Tickling
  54. ____ Feathers/Fur
  55. ____ Sexual teasing
  56. ____ Sexual denial
  57. ____ Chastity belt
  58. ____ Pinching
  59. ____ Hair pulling
  60. ____ Nipple clamps/clips
  61. ____ Clothespins
  62. ____ Genital torture
  63. ____ Weights
  64. ____ Cock Rings
  65. ____ Ball stretchers
  66. ____ Water torture
  67. ____ Ice
  68. ____ Oils, lotions, spices
  69. ____ Hot Wax
  70. ____ Fire and Ice
  71. ____ Needles
  72. ____ Cutting
  73. ____ Abrasions
  74. ____ Electric Torture
  75. ____ Digital Sex
  76. ____ Directed Masturbation
  77. ____ Vaginal Sex
  78. ____ Oral Sex
  79. ____ Vibrators/ Dildos
  80. ____ Strap-ons
  81. ____ Anal Sex
  82. ____ Anal Plugs
  83. ____ Multiple Penetrations
  84. ____ Anilingus
  85. ____ Vaginal Fisting
  86. ____ Anal Fisting
  87. ____ Fantasy Rape
  88. ____ Directed Bisexuality
  89. ____ Threesomes
  90. ____ Groups
  91. ____ Foot kissing
  92. ____ Kneeling
  93. ____ Crawling
  94. ____ lead on leash
  95. ____ Dirty words
  96. ____ Verbal Abuse
  97. ____ Public embarrassment
  98. ____ Face Slapping
  99. ____ Cross Dressing
  100. ____ Secret Sex in Public
  101. ____ Public Display
  102. ____ Public Sex
  103. ____ Public Whipping
  104. ____ Infantilism
  105. ____ Golden Showers
  106. ____ Enemas
  107. ____ Innocent Dress
  108. ____ Slutty dress
  109. ____ Prim and Proper
  110. ____ Ultra-feminine
  111. ____ French Maid
  112. ____ Child/Baby
  113. ____ Slave
  114. ____ Macho
  115. ____ Biker
  116. ____ Leathers
  117. ____ Spandex
  118. ____ Rubber/Latex
  119. ____ Masks/Hoods
  120. ____ Costumes
  121. ____ Lingerie
  122. ____ Garters/Stockings
  123. ____ Corsets/Cinches
  124. ____ Boots
  125. ____ High Heels
  126. ____ Tattooing
  127. ____ Body Piercing
  128. ____ Branding.
  129. ____ Maid/Butler Service
  130. ____ Shaving
  131. ____ Humiliation
  132. ____ Foot Worship
  133. ____ Exhibitionism
  134. ____ Voyeurism
  135. ____ Hand/Ankle cuffs

Listed below are 6 parts of the body, and 3 categories. Using the letter codes at the side, rate each as what is acceptable to you.  

Part of Body

Bondage

Corporal

Torture

Rating Key

Back/Shoulders

.  

.

.

N=No!

Bottom/Thighs

.

.

.

S=Sting

Breasts/Chest

.

.

.

L=Light

Genitals

.

.

.

M=Medium

Feet/Ankles

.

.

.

H=Heavy

Wrists

.

.

.

?=Unsure

 

Who is a Magus

Septo remeu adivol que astre

   

   The art of subtle domination of the environment and one's surroundings is summed most perfectly in the art of Magecraft. The Mage is a highly intelligent, lingering, mentally focused individual who seeks the most complete forms of control over them self, their surroundings, the people they meet, and the beings they come into contact with(A Magi must be peaceful, as an angry, vengeful, confused or otherwise highly emotional person cannot properly concentrate they vent mage). Everything aspect of life that concerns a Mage from day to day is domineered so that the Mage is always in total control. Magecraft, as a whole art, consists essentially of three hubs: Psychism, Natural Magic, and Temporal Magic. The highly psychic nature of a Mage lends itself well to being developed into a finely tuned art. To control living beings, a Mage must learn to impose his/her will. Usually, what a Mage does is to begin with becoming one with the environment. This will be discussed at length later on, so I will leave the detailed explanation until then. After a Mage has become one with their environment, a Psychic Thread is opened between the Mage and the Target.  To the equivalent of their target the opening of a psychic thread allows the Mage to listen to thoughts, see past thoughts and to insert thoughts of their own directly into the mind of their target if powerful enough. The pure energy of a psychic link is a phenomenal experience, and not one that is soon forgotten. At first, it may be hard to link with another sentient being, and it may feel as though only the surface of the targets mind is being penetrated. It is a fine way to start. A Mage will know the instant a truly powerful psychic link is formed. It is like having lived two lifetimes, and instantaneously feeling overwhelmed, elated and very God-like. Once the newness of the "link sensation" has subsided, the Mage can then concentrate and will find that their own thoughts can quickly and simply become the thoughts of their target. This is because of the highly focused energy that is supporting the psychic bridge. This energy however must come from somewhere. Mages draw their energy from somewhere. Truly, anywhere. The Mage appears to be a slightly different breed when one examines their method of energy storage/usage. Energy flows through a Mage. Unlike many casters who store energy and use it at a later time, the Mage uses their stored energy only to initiate a link. The Magecraft system runs on the principle of the four/five elements: Fire, Air, Earth, Water and Spirit. A Mage views the entire world as ethereally composed of one or more of these elements. Each of these elements also governs different properties. If a Mage were to attempt a psychic link, their stored energy of Air (intellect) and Water (spiritualism) would be used to open a channel between them self, their target, and to turn them self into ethereal "lightning rods". The environment then, with each spell casting, continuously feeds a Mage so that energy is not spent on the casting of the spell itself, but rather only in the spells initiation. A link between the Mage and the environment is opened with stored energy. The environment then starts flowing through the Mage. The Mage filters the energy into what is wanted and what is not. The Mage uses the required energy type/s (Air & Water, to keep with the example), and lets the energy then flow into its purpose. In this fashion, energy is conserved and the spell can continue (as long as the required concentration level is maintained). Warning: Be sure to learn your limits! When you are getting tired, stop the spell! Because the energy will never stop flowing through a Mage until it is willed to do so, many Mages injure themselves by continuing a spell until they can no longer maintain precise concentration and collapse to the floor with exhaustion and suffer from an ethereal backlash. You have been warned. Be careful. The last thing a Mage does is Temporal Magic. Temporal Magic is also known as "Supraficial Spell-casting". As the name and nickname imply, these spells have no lasting effect, but rather are used for dramatic results over a highly limited time span. These types of spells include: Teleporting (not a strong Mage skill), elemental spells, Mage enchantments, curses, effect spells (such as casting weakness, sleep, clumsiness, etc.) and a few more. The way this is done, is that the Mage uses their body as a magical battery. Energy is very quickly stored at ultra-high speeds, and then jettisoned into a spell. This is quite draining on the mind and body of the Mage, and therefore can be done a finite amount of times in one day, but is a useful skill nonetheless. Sometimes, in certain circles, the energy here listed as "Temporal Magic" is called "Crono Energy". Either way, the idea is the same: High amounts of energy used in large burst quantities to create short-lived, dramatic, magical changes. Magecraft is a powerful art but, above all other caster types, requires a great deal of mental control and concentration.

 

The Gifts one might acquire in learning, they have:

Dark book of the sage, the sword and blade

The astrology of the dawn

the miture

the 3 triangles and mystical 9 word

mini book of the wizard

the elemental chain and hand

and night storm

Vitus Omegan kemput hem set Adi

Magi

The Angels of God and the celestial being of the Kabbalah have often struck some magi as perhaps a bit too pure to be truly useful. Purification rituals, prayer to God, and requesting holy or divine assistance in containing demons, as a Cleric might, strikes some as too much for too little. Furthermore, supplication to any deity to fight with or control another is seen as an ethereal injustice of the most intense kind. In the tradition of direct magics, a counterbalance was born to work with the spirits instead of against them -- as a sort of synergistic cooperation rather than playing "bigger guns" between Demons/Angels and God/Gods. The practice of conjuring using direct magic stems back to the idea of pacts between the spirit and Conjurer. While most methods of the time call on God or higher spirits to watch over the Conjurer, the idea developed that instead of fighting with spirits much too high for one's own capability, perhaps a greater number of lesser spirits could be called for the same effect. These spirits that would be called would not be as lofty as the supposed "Dukes" and "Kings" of the Solomonic tradition, but would rather be what is now referred to as Terrestrial Demons. These demons, then, would not be imposed upon with their supposedly stronger counterparts, but would be given an opportunity to their will as usual in a situation which is pointed out by the Conjurer. If one wanted to see the death of another person, for example, instead of following the windy and God-fearing rituals of Solomon or creating trinkets and adhering to the purity rituals of Abramelin, the Conjurer would call a lesser demon of death and simply point out the target. Since this is a demon of death, which in the natural order of things would be in the business of causing death anyhow, the Conjurer only asks that their particular instance be considered before the demon returns to random works. The demon obeys, in this case, not because they are compelled to by force but because they are compelled to obey their own nature. A demon of greed fosters greed, and that is its nature, and likewise a demon of lust fosters lust and that is its self-imposed duty. The trick then, as you may have wondered by now, is how the Conjurer might avoid becoming the victim rather than the guide of these entities. The secret is in synergy. Whereas the arrogant high magicians command demons in the name of God, the Conjurer submits their mind totally to the nature of their wish before attempting to summon. To stay with the same examples, a Conjurer would allow themselves to think of greed, meditiate on greed, feel of greed, and be consumed with greed during their pre-summoning preparations instead of attempting to purify themselves. They almost become the very essence of the demon they wish to make use of. This demonic synergy then is "vibrated" when the Conjurer is ready. No circle is cast, no words are said -- only the emanations of the essence of the demons they wish to attract is radiated. This spiritual homing beacon may attract from one to many legions of spirits which are intent on increasing their dominion. Having come to the Conjurer, who is already "pure" in their estimation, they will seek a new target. This is when the Conjurer emanates what a good target would be. The demons then leave the Conjurer to fulfil this new task and spread their dominion, and the Conjurer may relax and recover if they are able without having to worry about angry demons or closing circles or banishing or any other form of abrasive control methods. These are the details of the execution of a very touchy art. Any level of demon accessible to the ritual magi/mage is also available to the direct magicuser, but the preparation required is more intense. For this highwire, there is no safety net except your own skill. The price of summoning while unprepared is to become the target rather than assigning the target. Be diligent in your thoughts before attemping this art lest damnation may follow close at your heels. It should also be noted that this method of conjuring is said to also work for angels. Instead of directly asking God, the purity of the Conjurer in question is said to be all that is necessary to work a divine purpose with the power of angelic beings. This is also true for Olympic spirits, and many other types of other-worldly beings. It must only be kept in mind that the spirits summoned examine the mind of the Conjurer for purity, and based on that they will execute a work in the target the Conjurer dictates or else target the Conjurer themself.

 

The Gifts one might aquire in learning or they have:

the stones of heart and fortune

tarot of

the scrying mirror, the robe

Pendulum, the clock, and the glyphs of religion

Marking’s and water bottle

Ilcoum com shet magni asendo

Dark Magi/Mage

     

   The art of "Black Magic" proper is a relatively recent idea. The name itself comes from the times of the enslavement of African Americans in the United States. Plantation owners would call the spell craft and religion of imported slaves, almost as a blanket term, "Black Magic". However, though this is the first coining of the term "Black Magic", the art itself and references to it as a black art have been around well before that time. The older term comes from the Black Magician's propensity for using the shadowy aspects of mysticism and bringing them to focus in a purpose of their own design. Because of the symbolic associations of darkness, Black Magic acquired religious illusions to Evil, Death, Selfishness, and Immorality. This symbolic alliance with evil persuaded people to consider Black Magic an evil work of the devil for a very long time. In modern times, however, the idea of Absolute Evil has a much weaker grasp on the minds of the people and this art has once again availed itself to the average caster without bringing fears of Hell or Damnation. Black magic, as an art, consists of the use of what is called the Dark Others. Its power dwells in the channeling of netro force (similar to branches of Chaos Magic which use "chaos" as an element of its own). Though occasionally difficult to distinguish from Necromancy, the Dark Others can be understood best as the focus of neutro-negative energy and, to put a slightly scientific spin on things, as Entropy. Entropy here being defined as the tendency of an energy system toward inertness through the breakdown of organized structure and pattern. The black essences are the power of neutro-negativity and destruction congealed and put to work by the dutiful practitioner of Black Magic. When a novice magi becomes angry they are often fuelled enough to cast a spell in the heat of the moment which leads to the destruction of their target, hence the tales that are often told afterwards of being so furious that a person's life was brought to ruin. Accounts of magics fuelled by hatred and negative passions are the essence of Black Magic, and the basis of the use of the Dark Others. This emotional firebrand is the means through which many mage find their release. It is a way, in psychological terms, to vent themselves in a meaningful way. Unlike other venting techniques, though, these power manifest in the form of destruction on a target or targets. They can be used to influence the mind of a sentient target through inundation, to destroy the animate or inanimate target by inducing a concentrated charge of entropic force, or simply as any other energy to manipulate things around them in a more subtle way. The old saying "The best defense is a good offence" is the rally cry of the black mage, and their methods often revolve around this philosophy due to the proactive nature of the dark energies. By channeling their own spite, hate, anger, or even a simple will for destruction (which may or may not carry the previously mentioned emotional baggage) into a sentient target, the black mage actually has a curious ability to replicate these feelings in a human target with results somewhat reminiscent of demonic oppression. This ability to recreate spite, or any other variant of bitter feeling, can leave the black mage in a very good position. By eliminating the competition, black mage can often seize rare and unique opportunities that would pass by the average person. Much like the politician who wins office by default, due to all other candidates dropping out or other such disqualifications, the black mage can truly seize the day and tactfully maneuver them self into advantageous situations. Such a skill is undoubtedly the reason this art will never die out, and a defining ability within this caste. Turning to non-sentient targets, the black mage remains undaunted. They need not balk at many of the trivial things which bother the average person due to their keen sense of bringing a quick end to the discomforts of life. Enhancing the decay process of obstacles or using other variables under their control to crush adversity, even the smallest things in life bend to this overwhelming power. The specifics of where this power is usually applied remain foggy due to the different needs of the individual, but the point remains that, for a black mage, the issue is not a matter of "what shall I do?" but rather "what shall I target next?". In this caste, more so than many others, Ripple Effect is something to be mindful of. Like throwing a rock into a pond, a disciple of this art must be wary of what they target and how powerfully they decide to influence the target. A rock thrown a fair distance into the pond splashes only in the middle of the pond and sends out waves that have all but dissipated by the time they reach the shore, but one thrown with too much force or too near to the edge will splash back. Not to trivialize this awesome power with examples of rock tossing, perhaps think of it more like setting dynamite. Regardless of the example used, however, this is also a facet of using the dark ethers that a black mage must consider: how will the spell affect the caster in the end? Be wary of using such a powerful force, yet by the same token do not be afraid to exert the unique powers of the black mage. They are a force which is seen every day, and which can be harness to perform a function, though they are often ignored because they are considered "evil" or "wrong". Be a responsible magi/mage, and be wise in your casting, but let it be known that there is just as much to be gained from harnessing this potent force as with any other disciplines.

 

The Gifts one might acquire in learning they have:

the t bon angi

the scrolls abbadon/axion/anytee/nox/astor sygils

the 18 keys

the alchemical puzzle

the dark sight

dead eyes, and the works of Emnot

Al Hel Omen kelp shem adi ado

Shaman/Acolite

 

   In advanced healing we try to step beyond the normal cantations, chants and spells to reach the true mechanics and skill involved in the art of healing. We also attempt to learn how to avoid sacrificing our own energy or aura to heal another. I will explain both the methodology and processes of healing, as well as some of the abilities one can use in this art. No matter what view one takes on healing most agree that the outer etheric/auric or simply put "non-physical" body takes injury along with the physical body too. It's believed that when physical damage is incurred, the etheric body becomes misaligned and small fissures begin to open up. These etheric wounds heal much slower and sometimes not at all (often the cause of chronic or reoccurring pain). This is the Healer's purpose: to realign and bring harmony to this etheric damage so the physical body can heal more efficiently. This can be done through a number of methods including (what I've termed) Auric Transference and the more refined art of Auric Healing.  Auric Transference is when the Healer will sacrifice his/her own energy and strength to bind the etheric wound. Most Healer's start at this level until they learn to channel energy and move on to Auric Healing. This method can be both taxing and dangerous if you don't know when to stop. Auric Healing is a much finer, less simple skill. During Auric Healing the caster draws elemental energy into themselves and then expels it to use in the binding process. Once it's decided which method is to be used (I advise the latter as it is less taxing on your own energy supply), the caster must decide which process to use. My two preferred processes are binding and aligning. Binding and Aligning are merely two different approaches to achieve the same goal. During a binding, energy (preferably channeled energy) is used to cleanse, close, and then bind or "bandage" the wound. Cleansing is to basically ensure any negative energy is removed from the wound. Closing of the wound allows the natural energy field of the target to again return to a natural state and cycle. The binding of the wound is visualized much like bandaging a physical wound, and has the same purpose -- to ensure the wound doesn't re-open. Aligning of a wound takes less time but more energy, so this should only be used once you've learned to channel energy into yourself. The basics behind aligning is that you create enough energy to cause the other field to become supple and soft (this will actually create a noticeable heat).The relaxed field can then be manipulated back into a normal, healthy state. Because during aligning you actually fuse the field together, no bandage is needed. *NOTE* To efficiently manipulate a field you must allow your field to come into contact with it, and then use your mind to see the movement of the field. Movement of the hands can aid with this. There are quite a few abilities that invaluable to a Healer. The first is more of a necessity: that is being able to sense the auric field. This can be done either with sight or touch. People who can see the aura will notice marks or "stains" on the field, these appear red,blue or pink. These stains are sights of damage to the etheric bodies or sights of physical pain. If you cannot see the aura, despair not! The same way blind people can function by feeling their way through things so can you. The etheric stains often feel like knotted tissue or hard/rough spots and can often make you feel slightly pained or ill. This is the way you will find your wound to work on closing. Other useful abilities can be clairaudiance and the use of a pendulum. Clairaudiance allows people to clearly hear spirits or etheric entities, these entities will often impart information onto the Healer. Pendulums can be useful in finding damaged areas in the auric field. Another skill the healer can use is converting energy. For example if you just channel white energy and then expel it there is no specialized strength. But if while cleansing a wound (for example) you expel red energy you can more effectively break and dispel negative energy and physical bacteria. The commonly used colours in healing are red, orange, yellow, green, blue, indigo, and violet. Any questions to the usage of these colours (or anything else) I will gladly answer. Lastly I reach a section on defense. Just as a healer can channel energy from the elements, so too can they channel energy out of a target. This leaves the target weaker and the caster proportionally stronger. As the skill is not simple to learn, it is best to get as much practice healing and drawing elemental energy before attempting draining the life from a target. Using the reverse of the aforementioned methods so too can the healer rip and rupture the etheric body. In these days when new diseases seem to spring like wildfire, Healers are probably one of the most needed individuals. Healers often concern themselves with the well being of others before their own, and the principles of truth, life, justice, and harmony.
 

The Gifts one might aquire in learning , they have:

healing hands and eyes

animal calling

the 5 winds

the talisman of Anu

the sygil shell

 

Agrafe mira kemnou shad Ocumen

Druid/Stone Mage

   

The art of the Druid, arguably, sadly has not been around as long as human kind itself. The interface between human and nature has always been a topic of interest to those that wished to find harmony. From the innate interest in our surroundings humans have found a mystic method, as well, of working with the environment in the form of Shamanic and Druidic magics -- nature and time based magic, in general. There are some common threads that run along all of these varied traditions, however, and these are the things which define the use of the Druidic magics. In all of these magics, the constant has been the use of a sole entity, a synergy with the flow of nature, minor Advanced elemental skills, and the use of nature to restore itself. Long before the days of the fantasy genre as we know it now, there were the stories and legends and beliefs of the magicians of nature. One part of their art was a communication with the spirits of nature. The legends of creatures we now call mythological being, or names drawn from that which some call "otherkin", stem from a much earlier time. Stories of creatures that existed in the trees, in the waters, in the airs, and in or around many other things can be traced back with ease to early Greek mythology if your looking at druid by way of pagan ideals only, which at that time was mystic belief. This tradition of communicating with the fae and sprites has been carried over into the realm of the Druid which they didn't. Undine, sylph, dryad, pixie, sprite, faerie, and other nature creatures are a natural part of the workings of many of this type of magi (not). Some creatures, such as some of the types of dryad, are said to inhabit trees or lakes (depending on the sort) and will aid the magician attuned to their presence and who protects their habitation. These creatures have been noted, throughout the ages, to speak to the magi/mage and related the tales of the forest, or to induce pleasant dreams while the magi/mage sleeps not just druid or magic users, but any who those chose of friendliness (noted). They are known to keep away trespassers from their beloved nature, to influence targets designated by keepers of nature, to relay information to and from the animals, and to sooth there general cares, more or less. Also the in the realm of the nature magician, and most particularly the Shaman, is the desire to create a unity of being with nature. Instead of working outside the bounds of nature or attempting to use nature in the cosmic clash of wills, the Druid is adopted into by a elder to fully understand the innermost mechanics of nature and become part of the mystic workings within that system to their fullest capacity. Towards this end, the forces of nature will naturally be attuned to the magi/mage and will aid them, thus mirroring, in a way, the sentiment expressed by King Solomon (?) in the Lemegeton when he said "Magic, as the most Absolute, and most Divine Knowledge of Natural Philosophy, highest in its works and wonderful operations of the inward and designed virtue of things;  being applied to proper Agents, Patients, strange and holy bought effects will thereby be produced. Whence one are profound and diligent searchers they, because of their skill, know how to interact with an effect, the which to the loathsome shall seem to be a heaven asked." This sentiment -- of working inside the confines of the natural world yet appearing para-natural through a more perfect understanding -- is at the very heart of the Druidic philosophy of magic and the use of nature's energy. In Druidic lore, this power was even given a name: the Green Man. if inscribing pagan, not druid. The Green Man is a male form of the same sentiment of Gaia, or Mother Earth. The Green Man is a fokelore told only by pagans not the spirit of nature itself, in a way, almost an entity, Druid do tend to "control" nature;
   Also tightly bound into this art is the use of the raw elemental powers. Elementalism in philosophy, to a lesser extent, is a key to power in the Druidic theory. A common tie with the natural powers allows the Druid to access the lesser Elemental effects insofar as their aide the power of nature to run its course this was defind as the begining of "witchhood" when they linked and then later added their ranks to the way of "witchcraft" for a time.... However, this is somewhat of a side-note in the larger scheme of things. Another lesser-mentioned ability of the Druid is that of shape-shifting. If granted blessings by the Green Man, or simply through their own adept skill in the natural arts, some Druidic lore indicates that the ability to change into a wolf was possible (this ability is known as "lycanthropy" and is more pagan story then true druid. It is not mentioned whether this ability is the actual physical modification of body, or whether it is only taking on the mind of animals (usually more specifically a wolf). Most assume it was a combination of the terror of enemies of the Druids combined with the sight of their apparel (which would have been furs only in winter and late spring), but, even if not actual lycanthropy, the art of Berserking and taking on "animal spirits" remains even to this day. a norse id'ism and later shaman added working
   The last notable skill of the Druid/Shaman/Nature magician is their ability to use the restorative and firm properties of the nature energy to heal and renew to the end of the restoration of the natural flow of things, or to end unnatural disruptions with 4 plants. This has been done, in almost all traditions (though going by different names), by creating a Grove. The creation of a central place in nature where the magician can work from, somewhat as a centre of operations, is known for its ability to aid in physical rejuvenation and to once again align the misformed energies that may be present in a body. It is an ability which provides strengths for the creatures of nature at a Druid's command, which maintains a balance, and which enables the normal way of things to resume. This grounding ability acts as a canopy through which the magi may take comfort, shelter, and may restore their energies once more. The eternal struggle between nature and chaos is one which continues, and at both sides there are always contestants. Order and Anarchy are always at each other's heels, and it is Nature that finds the balance between them.

 

The Gifts one might aquire in learning , they have:

stone and tree

the 3 blades

the dragon of fire

the keystone 4 plants/herbs

the magic of the ru sygils

wine and blood

the green eyed death

the cane of Aboth

Dragonwood Stone Mages and Dark Witches

Et tera ves del santum katu del geburai

Witch Enchanter

   An Enchanter/witch/mage (sometimes spelt "Enchaunter"; esp. in Old English circa 1300-1500) has a system worked out that is strikingly similar to that of the Elemental magi/mage. The Elemental magi/mage works with the four elements in their raw forms, casting fire to set objects ablaze. The Enchanter, however, does not cast fire to obtain the warmth or destructive properties of fire, but rather uses "fire" as a title for an ideal or notion of being. "Fire" to an Enchanter means that one is trying to infuse the qualities associated with fire into an object or being. Fire's attributes include things such as Life, Aggressiveness, Rapid Healing, Health, Strength, Power, Inner Fortitude, Courage, etc, etc. The list is virtually inexhaustible. This page will attempt to explain, at length, the major uses of the four elements and then explain a highly refined form of Enchanting affectionately called "Mirroring".
Fire:
   The Enchanter/witch approaches "fire" from a vastly different angle than any other art. Instead of the base use of fire as an actual element, it represents active energy. Fire is most commonly used for two purposes (though there is a very wide array of possibilities for this element; do not limit it to these abilities alone): Healing and Strength. To heal, an Enchanter must (true to their trade) enchant something for the true target to absorb the spell from. Usually a piece of jewellery is used. All of the gemstone and metallurgical correspondences must be adhered to when preparing to enchant (so don't cast fire into a lapis lazuli stone). For example, a ruby stone set in gold would be ideal. The ruby stone has qualities similar to fire, as does the metal gold. With this combination, a mundane ring can be made into a ring of healing. The Enchanter would take this ring to a place where they could concentrate, and would hold it.      While holding the ring, the power of healing, warmth, strength, vitality, and well-being would be channelled into the ring so that the bearer of it would receive the aforementioned benefits. The Enchanter/witch should be able to see the warm and furvent power of fire flowing from their own body and solidifying in the ring. When the ring is no longer able to hold any more power it is given to the correct person.
Air:
   This element is usually associated with the following attributes: Psychism, mental ability, intelligence, invisibility, covert operations, illusion, secrets, speed, protection (to a lesser degree) and magic. To use the element of air is to imply something of a non-tangible nature being used to affect the tangible. Air is often charged into amulets of the appropriate correspondence, such as silver metal and an moonstone gem, to make people invisible, more psychically adept, or to increase the power of the mind, such as wisdom, intelligence, or mental endurance. It is possible, with the element of Air, to turn a normal mundane into a low-level Mage by increasing their control over their own mind and the minds of others. By the presence of this element, it is possible for an Enchanter to "bestow magic" on a person who is not naturally a very skilled magicuser (or a magi at all). Air can be used to increase speed as well, be it physical speed, mental speed, or, in an advanced enough state, the speed of time itself. Air is a very versatile element, and as a result, is able to pass on its versatility to those things it enchants.
Earth:
   The powers of earth, while not actually referring to the physical movement or disruption of the ground, still harbour the qualities that we value the earth for: Solidity, power, stability, defence, strength, endurance, defiance, immovability, firmness, etc. The power of earth is usually used not to create new attributes, but rather to keep and strengthen existing ones. Notice that the attribute of strength is present in the element of Fire and Earth. The difference between the two applications is as follows: If strength were bestowed by using the element of fire, a person would become strong, even if they were not before. Their strength through fire enchantment would be quick, powerful, and would fade as quickly as it came afterwards. Earth strength, conversely, would only enhance the existing strength of a person, but would be more resilient and last longer. Earth is a slower and more stable form of enchantment which allows the user to reap benefits far longer afterwards than any other element (supposing any other element was cast with equal or lesser strength). The mainstay of Earth is the ability to bestow endurance.

Water:
   Water is the basic element of life on planet earth. It is the healing source that regenerates the body and refreshes the mind. In Enchanting, it carries the following attributes: Calmness, reflectiveness, spirituality, passive psychism, divining, healing, peace, serenity, quietness, muting, quiet power, passive defence, and one-sided adaptability. Water is used mainly for three purposes: To defend against other magi/mage, to tune your spirituality, and to heal. As a defence against other magi/mage, water is a key device. The trick to water is that it can not, per se, be used offensively. To mute another magi's magical ability or to simply protect yourself from stray spells or powers, an Enchanter casts a globe of water energy around another magi/mage to stop the in/out flow of energy from that mage/magi. To protect, a sphere is made around the caster which allows only their own energy to permeate the barrier. To be used psychically or to tune spirituality, one would find/create a reflecting pool and bless it with the power of water. Lastly, as a healing device, water can be used to re-open blocked energy channels within the body. Water is a passive but powerful force.

The Gifts one might aquire in learning , they have:

guardian of the self

shells of energy/sound/light

powers of the moon blade

the bowl

the stone talisman rings...

the stick branch

diviniational icons

 

Et tera ves del santé

Sorcerer/Ceremonial Magicuser

   The world of the Sorcerer is one which is wreathed in the mystic fires of the future. Having the same cunning and foresight as a beginner Wizard, Sorcerers attempt to change their world through a slightly different means. While the Wizard tends towards natural magics, and a defensive position, the Sorcerer tends to have an affinity for the proactive magics and an aggressive mannerism if powerful enough. This does not imply that they are evil, per se, but it does show that they have a different approach tactic, and that they do (as with every distinct art on this page series) use one energy which is uniquely their own. Some consider Sorcery as it is displayed here to be the equivalent of Chaos Magic. The realm of Twilight is the main concentration of advanced Sorcery. While the minor premises of Sorcery consist of the amalgamation of black magics, scrying, enchanting, magecraft, and heavily in conjuring (the reason will be seen later for this), the mainstay power of the Sorcerer is the Twilight realm. The negative and dark world of Twilight is something which must be carefully navigated. The Twilight is almost, in a sense, an unreal overlap of this world. The visible world has its own layout and, much like Plato's world of forms, Twilight conforms to this in an unreal sense. The vast exagerrations between that world and our own is reminiscient of the far-fetched worlds of Piers Anthony or Terry Pratchet, but with a bizarrely sinister twist. Given the nature of this plane, the Sorcerer can understand it to be a wild extrapolation of the natural world and, as such, may try to use it in the same manner as the Wizard uses the Astral -- for remote viewing which is a lessor skill of their kind. The trouble with this is that the Twilight is notorious for its grotesque distortion, and thus must be interpretted with a grain of the proverbial salt (or with a whole shaker's worth, for that matter). A hill becomes a jagged mountain, a hole becomes a chasm, a setting sun becomes an entire misted horizon ablaze with infernal fire, and other such powerful distortions. If these may be correctly interpretted, however, the plane can be a useful tool in the evaluation of the condition of a given situation.    More that this, though, there are the inhabitants of this plane to consider. The Twilight, for all its dark beauty, is also as hostile an environment as the astral may be at times. It is the abode of many types of "dark" creatures, including many types of demon (not) . This accounts for the heavy reliance Sorcerers tend to build on demonic magics no only their miss-givings. The ability to meet these creatures on their own soil is among the most fearful experiences available, yet the Sorcerer works with them with reverence and wisdom when of that level.    The demonic realms team with different dark entities that exist on that plane because they are composed of the matter that creates the realm itself not true.... They are self-contained intelligences while they remain on this level of existance and have an intimate knowledge of the interpretation of the phantasmal Twilight. It is unknown precisely how long they have existed, and it can not be determined precisely how they came into being (but wizards know), the fact remains that they exist and that they are greatly resourceful within their realm. The demonic hosts of the Twilight operate in roughly the same way as demons on the mortal level would, save for the fact that they are able to perform their best while working on their natural level. They are dangerous in Twilight as with earth, so caution is always advised, of course, yet they are not as inherently malicious as most religion would paint them to be. The use of these dark creatures and demonic entities becomes a mainstay power, in many respects, of the Sorcerer. To be able to appear with these creatures and communicate with them on a level where they are unfettered is a great asset, and one which is often drawn heavily upon. The next advantage of the Twilight is one which provides for the Sorcerer's direct use of power: drawing directly on the Twilight to produce effects. With a bit of a wild imagination, the Sorcerer can use Twilight in much the same way as the Wizard uses Astral as most think. Though creating change from that level is often very difficult due to the gross distortion factor, fantastic exaggeration of a desired effect produced in the Twilight tends to reflect itself into the mortal plane as well. By shaping this level of thought by your will, Twilight's exaggerations wane until they filter down into the mortal plane and make lesser effects which translate into real results. Great quakes and scenes of utter chaos and mayhem, on Twilight, may filter down into a lesser feeling of discontent on this level. This could be, for example, the basis of a "Cause Discord" spell to make people upset. Likewise, bringing the entire negative image of a scene to a perfect and complete still will filter down into a "Calmness" spell, of sorts, just as an example. Learning how to predict how much is enough, too little, or too much is the art of the Sorcerer, and learning precisely where to make changes to gain the desired effect makes for quite an interesting study. Experimentation should, ideally, err on the side of caution, but in time a proficiency in anticipating what the bizarre distortions of the Twilight really mean will be gained. Lastly, the Twilight's power serves as an enhancement to the other magics that a Sorcerer may carry long with their art. Chances are, both in Magehood and in Sorcery, that other arts are utilized in tandem with the primary mystic studies of Astral and Twilight respectively. Sorcerers may draw on the power of the ethers of Twlight to enhance that which they already perform. Minor Necromantic functions, for example, may be given unique properties by being performed from the Twilight. There is an infinite amount of possiblities, available in this respect. Borrowing skills from other arts and attempting their use on the Twilight gives unique properties to otherwise difficult or impossible spells, usually decreasing their potency but vastly extending their range. With the incredible power of the Twilight at hand, and a proficiency in surviving on this level, Sorcerers may pervert the normal powers that be into a more malleable form if given its keystone, or glyph. This unique art known as Sorcery is one which knows no bounds and has no limits, except those which are allowed by the user of Magehood.

 

The Gifts one might aquire in learning  they have:

connection with the 3 universes

talismanic/and medallion sygils

scrolls of the Arch mage

workings with the 5 directions but in more of a bind view

the gateways

they keys of 7 and  9

the alchemistry of ambrose

 the shadow fain

Acomi su des baro guardi sum nox ton de

Necron/Death mage or occulist magnum

   

   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 "dancing death ritual"  came to be altered into "Necrology" 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 (cf. http://www.sacred-texts.com/bos/bos195.htm). This latter association, however, is clearly tainted by the overwhelming dominance of Christian thought at the time. 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 finds themself capable of once again delving into the secrets of death and of illness. 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, or Entropic Force. 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 working with these energies has 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 decrepidation of organic entities. A common mistake made 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 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 method, not effect, 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 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. The minor backlash the Necromancer receive 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 or 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 minorly. 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 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. The Necromantic Undead is a creation of the caster's own mind. Such a creature is the product of the Necromancer's intense concentration, and takes form from the image a Necromancer preordains. These undead or phantasmal servants are given form purely as the Necromancer shapes them, and possess no intelligence. As with any spell, the skill lies in the Necromancer's ability to manipulate these creatures to perform with some similtude of fluid movement. After they have served a purpose, concentration may be broken and the solid, semi-solid, or ethereal construct can vapourise. 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.

 

The Gifts one might aquire in learning , they have:

Death heart and eyes

the bones

blood and the raven

the sygil of acolite mage

tri-gam-tree

loki's book of night

the magnus of record

and the darkling angel

Trei tus molvm sai de nokem

Ceremonial Magic Users/Elemental User

   

   As long as magic itself, one of the most fundamental abilities of a magi/mage 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. Focusing 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.

 

The Gifts one might aquire in learning ,they have:

They only have the power , energy or knowing that they gain from ritual and some gain magi/mage skill

but still this depends on the elemental link

and the field...but they are many...

 

Sendi com tempra sho lu kabal

Wizard/Wizardress

     

   The arts of the Wizarding kind is/will be one that has always been buried in misconception, even from the first uses of the word in association with practitioners of magic. Etymologically, "Wizard" traces back to the meaning "Zard",  of Zar like being more or less. The art of Wizardry has always consisted of a rather tangible concept -- that of being connected to a sense of mastery by learning the properties of the universe around them -- which keeps even the seasoned magi/mage baffled. The far-seeing eye of the Wizard is something which has earned the wizard a great deal of respect over the ages as wise men, soothsayers, and ones to turn to in the time of need. Having an adept understanding of the workings of the world, the calculating mind of the Wizard is truly something to admire. Their skills focus on the use of other planes in such a calculated and perfect way as to interact with the workings of this plane as well, and to be able to use this knowledge to their benefit as necessary.
   The primary playground of the Wizard is the not so well-travelled, or well-known "12 Etheral/Astral planes". named herein " Thermo, Helio, Etheral, Sent, Divided, Astral,
Crono, Temperal, Lighted, Shadowed, Vibrational, Sheltered, which responds to the thought of the observer at times. The Wizard makes extensive use of the malleable properties of this plane and projects to it often as a means of gaining more information about a given situation if not aided. On the 12 astral planes not only can a real and current situation be duplicated, but it may be played out in advance to foresee the outcome if variables and does not change supposing that the initial projection of the wizard was accurate. Though this ability is novel and useful in its own right, it would be much easier to simply turn to divination if that were the end of it. In addition to the current scenario being projected onto the astral planes, new objects, variables, and modifications may be added at will to use the plane as somewhat of a testing ground in which the Wizard may discern the most expedient means to continue in the mortal realm at no expense to themself. This can be done on a very small scale as in, for example, tossing a rock in a pond and seeing where the ripples go, or on a larger scale such as what a shower of boulders into an ocean might do. The example is obviously silly, but the point remains -- any scenario may be tested using the projective power of a Wizard both physical and mental. This special knowledge allows the practitioner to always be in the right place at the right time and be prepared for anything they might have foreseen. The art of the Wizard then, in this facet, is to refine emulation of the real world and the new variables (if any) introduced. This plane is useful for more than reality simulations, however. The fact that movement on the astral plane churns at the speed of thought itself, and the other point that the mortal world is visible from the   Astral plane makes it a splendid tool for remote viewing. While foreseeing the mechanics of the mortal world and observing it in either its current state or its plethora of potential forms, the wizard is also given an opportunity few are afforded -- encounters with astral entities. The astral plane is not uninhabited if one looks closely enough. Encounters of all sorts with creatures of varying types are common enough on the astral plane. Among other things there are other humans out there, but report of demons, and moreso angels, are commonplace. The why and how is left for the practitioner to discover, if they wish, but the fact remains that it is a definite advantage to be able to communicate with beings which have more knowledge and skill than oneself. It should be noted that, as with any entity on any plane, the truth of its information and discerning precisely what interests the entity has in revealing information is sketchy at best. Using plain sense, intuition, and deduction, a great deal of misinformation may be cast aside and the chaff may be separated from the wheat. Also with these entities, as with real life in the mortal plane, some may be hostile and some may be friendly. Being cautious in all cases is ever-important until one understands precisely whether the entity can be called friend or foe. In case of trouble, there is a distinct advantage: simply dropping back into the physical plane until trouble subsides. Though the astral plane does indeed affect the physical realm, it is rarely a powerful effect. Taking refuge on this level of existence is always a possibility in the beginning stages of experimentation while one is still unfamiliar with working on such a level.
   Having the knowledge of the astral entities (of varying degrees of validity by sygil), the ability to work out the results of any given scenario (depending on the Wizard's skill), the only thing left is execution of change on the mortal world. This is also be done from an otherworldly vantage. Instead of sudden and blatant changes, minor modifications may be made to the mortal world which in the end make drastic change on the outcome of an event. The wizard so totally may master their environment through their foresight and ability to effect changes from the other realms that it seems like no effort at all to make huge changes without making a scene. The subtle perfection of making minor changes on the pristine astral plane allows for a grace not found in other arts. By influencing events one way or another, be it few or many, in different strengths and combinations, even enormous change can be effected. The precise mystic coordination of the Wizard, combined with their foreknowledge and pivotal tinkerings allows for the most genuinely subtle method of molding the world if required. In a plane where reality is shaped by thought, the wizard can gain Mastery. The ability to bring these changes down onto the physical realm enables for vast and varied abilities limited only by imagination and skill. The ability to cause these changes is perfected into an occultic science through Wizards, and in time their profound familiarity with the nature of interplanar changes allows for a respectable repertoire of abilities and gifts. The eloquent beauty of appearing to do little but change much has earned Wizards kind honour and respect throughout the ages, and rightfully so. Best of luck to those who embark down this path, as the rewards are virtually limitless so are the perils.... lol

 

The Gifts one might aquire in learning  they have:

Books of the Golden wisdom

the 13 sygils

the gateway of the stones and stars

the lessons of wizardryl

dragon and blade of the non

staff of the magiester of the non

soul partner spells

Sygil de imortum (Master Wizard info only)

(grand grimore/tome of all)

 

  Merlin the magician, the mystical, magical wizard of wizards, only calls those who have the eyes to see and the ears to hear. Here in the Wizard's Wonderland there is only one ruler, YOU, and one rule. You drew this to you by the Royal Rule of Reflection.

   You are reawakening to the wise wizard and master magician you are, that we all are and sometimes forget. You are coming to remember that magic is your natural state, the rule rather than the exception to the rule.

   Magicians and wizards play with molding, sculpting, shaping, and directing energy on purpose. It is not for the squeamish. It takes great courage to know you are creator, to be a purposeful and more fully awakened conscious creator!

   You have in your hands, at your very finger tips, electomagnetic energy and the ability to create, shape or mold that energy into any reality you desire. It is in fact the very same energy that creates and flows through the entire infinite cosmos. That is the meaning behind the picture on the cover of Merlin's Message.

   Upon your birth you came with an incredible force or energy Source. While you are here sometimes you forget how powerful you are, and that is what the Wizard's Wonderland is all about. We want to remind people to use their power that they already have and are using, to create even more magical lives.

   Wizards are aware of their enormous power and make great use of their power by using it intentionally, deliberately, and on purpose. Mystical magicians know the energy they flow...takes them right to where they want to go. Often, what happens is that people who aren't aware that they are a wizard, flow their energy to where they don't want to go, and that is what creates anything less than a magical life.

   If I were to tell you that you can live the life of your dreams, would you say: "It's a come-on line", "There's gotta be a gimmick or catch", "It's a scam!", "Nothing comes to you without hard work", "Yeah right!", "Are you out of your mind?", or "It is too good to be true" and give a million other reasons why you could not believe this to be true?

   It is true! Perhaps you have been asking like I did, what is the purpose of this life experience? Why do I have things I don't want, or don't have the things I want?

   Well, for starters, when you say you don't have something you are sending a signal that says to the Universe that you don't have it, and what you say is so very powerfully true, and it comes true even though it may not be your truth. I am not talking philosophy here, friends. I am talking about simple physics. What goes up must come down, and what goes out must come back.

   You see … what you see in your mind creates feelings, and those feelings send an emotional frequency signal; that signal goes out through you, and magnetically pulls to you things that match your signal … because of the most powerful Law in the Universe—the Law of Attraction.

  What you put out through the thoughts you think echoes and reverberates back to the sender, much like a radio signal!

   Your mind is literally a transmitting and receiving mechanism. You can only receive the frequency that you are tuned into by Law of Attraction. When you are tuned into a thought, you emit a signal or frequency, and that is what you receive as experience—just like a radio signal.

   Remember, it all starts within as a broadcasting signal sent out from within you, and then returns to you, the sender.

   When we don't like a song on the radio we change the station without even thinking about it twice, but when it comes to our thoughts we often leave them right where they are, even though they are not sweet music to our ears. Why do we do that? Simply because we have done it so many times before, that we automatically tap into those thoughts without even knowing it. That is why we don't receive what we want -- because it defies the Laws of Physics to receive anything other than where we set the dial.

   You can want a certain station for an eternity, but you simply can't receive it until you tune into it. It is crazy-making to do otherwise. You do not receive things so that you can feel good, you have to feel good so that you can receive things.

   It doesn't happen the other way around, although most people want things to come to them so they can be happier.

   In order for things to come to you that "make" you feel happy, you must first find the feeling of happiness, by imagining that you already have those things. This is why we get so frustrated in life, completely understandably!

   With a little practice you can tune into thoughts that are sweet music to your ears, and begin to see a world of wonder and magic unfold!

   What I am proposing to you is to change or switch the station that is broadcasting in your mind if it does not make you feel fine. When you do this, you will begin to see more of your dreams and desires come true.

   "Life is a creative and co-creative adventure. Let us play"!

Your Very Existence Depends on the
Existence of Law of Attraction

   The order of the Universe is to expand and include, and it is currently expanding at such a rate of speed that it may appear to be in chaos. In order for you to be physical, the order of the physical Universe says that there must be a law that keeps things in order. If there were not this law of attraction—there would be utter and complete chaos. The Universe as we know it would collapse into itself, if it could not do what it is designed to do, expand and include, naturally producing MORE. Infinity is about more. There can be no less, lack or limitation by law of attraction. It only seems that way when someone adds MORE (through their energy flow) to what seems to be lacking, missing or in limitation.

The order of the Universe and the law of attraction says that you, as an aspect of this infinite, give the orders and attract the deliveries, like them or not. What goes up must come down, and what goes out must come back, so you can stay here in the physical. These are the laws of physics, that of gravity and attraction. They are everywhere and in all things. If something goes up, or out, it has to come down or back, because if things did not come down or back, there would be nothing left, including you. So you see these laws have to be so that you can be. They have to exist for your very existence.

   Thoughts produce invisible waves of emotions that send vibrational frequency tones as they produce energy in motion, much like the ocean. The waves automatically wash in and out, as does the tide. All things have a pattern of returning to the same likeness. Take for example the seasons: Spring flows into Summer and Fall into Winter, and then back to Spring again. The sun rises and sets. The moon has its cycle. There is a natural order, rhythm and flow that runs through all of life—as what goes around comes around.

   The law of attraction undeniably, consistently, irrefutably shows us its existence in all that exists. You cannot, nor would you want to, try to change the seasons or make the sun to do anything other than it does. You could no more go out into the ocean and manipulate this powerful source, than you can manipulate the power source you were born with to do anything other than what it naturally does … attract MORE!

   These laws or universal principles demonstrate the physical properties that govern or regulate the Universe. These laws allow you to be able to operate or function here in the physical. The law of attraction makes no demands upon you and has no conditions. It operates on demand without conditions. It demands that those who use it, and that means everyone here in physicality, be supplied with what they send out as emotional requests. The law automatically draws to you that which you are saying you are, because that is what it is designed to do. It lovingly, without conditions, gives you all things. It kindly allows you to do what you came here to do, create! That brings about conditions and things that are both desirable and undesirable, depending on the output of your automatic energetic flow.

   It is how one surfs these waves that brings them what they get in life. This very powerful law says that there must be MORE of what creators naturally do—create through their energy flow. They do that by what goes out from them, which is then automatically drawn back to them—through this very energy flow.

   The wild flower remains the flower that blooms again and again. It returns to its natural self. The garden variety, if given the nurturing, does the same. Nurturing Source energy flow, gives and sustains all life force. Whatever remains within your cellular code, nurtured by you, blooms again. You literally sustain the life of all things you do and don't want to have in your life. If you want something else to bloom, you must go back to your natural non-resistant energy flow. It is the one you were born with, that you might have forgotten, because of all the distractions of being here in the physical.

   You simply cannot function outside of this law of attraction. It is what gives you MORE of what you want to remove, take away or subtract from your experience. When humans do not allow themselves to function in their natural state, it causes dis-ease, despair, disappointment, discomfort, confusion, conflict, frustration and fear.

   The law is unemotional. It does not matter to this law that is constantly, continuously in effect, what you do that causes it to show itself to you. The law merely brings you the self you are saying you are … through these waves of energy produced by thoughts. Your life or the life you breathe into anything could not be, if it were not for the law of attraction.

   Law of attraction is the force of the power source that allows you to be as you choose to be. It only gives you back what you give yourself, consciously awake to its force of energy or not. It forces you with the power source that courses through you, to take a look at the powerful source of energy you are, by what you attract to you!

   You are not some weak one with no powers, even when you may feel powerless. You are so powerful you can choose to think you are weak and have no power, but you do. It is so powerful, this law, that it can demonstrate to you ways for you to believe that you are weak, if you believe you are.

   If you choose to argue in any way, by giving reasons or excuses for why you are experiencing any lack or limitation, you will find that you get to keep what those experiences are, by law of attraction. You get to be right about everything that goes out from you. There is no getting around that you are powerful and loved, no matter what you do, and the law of attraction proves that to you.

Operating From 3rd, 4th and 5th Density Realities

Many of you, if you are reading this, have moved from the 3rd density reality, and are now operating in the fourth, all while moving and thrusting forward into the fifth density reality.

Those who play here in the Wizard's Wonderland are operating in the fourth density reality, coming from third density. In the third you are not fully aware that you are creator. This is where you easily find feelings of guilt, blame, shame, fear, frustration, and all the negative feelings that keep people stuck in third density reality.

They feel things outside of them are causing what comes to them, that surely things must be happening to them that have nothing to do with them. They will stay there until they ask and desire to know why life is like it is, which is so often filled with those things they do not want.

When you begin to take self-responsibility, knowing that you are creator, you have moved into fourth density. If you are reading this, that means you are either peeking into the fourth, or you have already arrived.

Even if you do not always operate in the fourth, shifting back to the third at times, which is normal considering your conditions and circumstances... you are nonetheless aware of that, when you remember what you are doing through your feelings. You are still primarily operating in the fourth, through your awareness of what you are doing, even if you find yourself operating in third density.

The fact that you have found yourself there, means that you have stepped across the threshold of enlightenment. Now you automatically begin to live in the fourth density reality more of the time.

You are aware that you have moved from your fourth density reality by the way that you feel, and you can then feel your way back to fourth density. The more you do that, the easier it is for you to stay in the fourth density reality. Thus the easier it is for you to bring those things you desire to experience, into your experience. This is when creating gets fun!

In doing this ... the return to your forth density, it not only allows your dreams to come true, it assists others in allowing more of who they are to come true as well. Why? Because you as the ONE from the ONE, have just added to the thought mass that allows others, including you, to more easily tap into or access those fourth density thoughts. As you lift into the faster frequency densities, you lift the whole of All That Is in existence! You are now making a huge difference in both your personal and planetary worlds.

The 5th density reality, that of the unconditional loving allowance kind (not to be confused with the old definition of putting up with people or things ... that are not the way you want them to be), is the fastest frequency that you can operate in while being physically incarnate. Friends, the faster the frequency, the faster the fruition or manifestation.

In the fifth density reality you walk in the light, because you have included and allowed the darkness to be part of the whole of who you are. You have integrated and balanced both the masculine and feminine, the negative and positive, the active and receptive, and so on ... into becoming more of a whole functioning being that allows wholly who you are to be. This is your natural magical state of being. You are aware that you are light in crystalline form. And in that form, you are illuminated in radiance and resonance, and you can then form anything into being. This is trans-form-ation at its finest.

Operating in fifth density is where you allow the vibrancy of the speed of love, (unconditional in its nature), which is faster than the speed of light, to become a reality. This is where metaphysical wizards and master mystical magicians love to play.

This is where magic becomes the rule rather than the exception. This is where miracles become the ordinary, rather than the extraordinary. This density is the nonresistant state, where you allow the flow that takes you to anywhere you want to go, easily and effortlessly.

Magic is our natural state, and it comes naturally when we are resonating or vibrating in the state of unconditional love, that of 5th density, where we have mastered the craft of creator.

Magical manifesting the mystical magician way, the way of the metaphysical wizard, is what the Creating Camelot Club and Merlin's Message is all about. The Creating Camelot Club was designed to keep us aligned with living in the unconditional love flow. Care to join us in the fun?

Love in the brightest illuminating light

The Symbolism of Dreams

( Extract from the book - "Heka - The Practices of Ancient Egyptian Ritual & Magic by David Rankine - for more information on this book click here)

Dreams were an important part of life to the ancient Egyptians. Dreams conveyed the sleeper into the realms of the gods. Indeed some texts refer to the sleeping dreamer being immersed in the primal waters of Nun, equating the time asleep with the primeval time before creation.

The analysis of dreams was a highly developed art in Egypt. There were books of thousands of dreams and their interpretations held at some of the temples for dream analysis. The most important of these is credited to Hor of Sebennytos.

Listed below are examples of dreams and the interpretations placed upon them:

Capturing female slave = Good = Gaining satisfaction from something.
Climbing on a mast = Good = Being suspended aloft by your god.
Copulating with a pig = Bad = Being deprived of your possessions.
Drinking blood = Good = Putting an end to your enemies.
Drinking own urine = Good = Eating your son's possessions.
Drinking wine = Good = Living in righteousness.
Eating excrement = Good = Eating your possessions in your house.
Killing an ox = Good = The removal of enemies from your presence.
Picking dates = Good = Finding provisions given by your god.
Seeing a large cat = Good = A large harvest is coming.
Seeing face as leopard = Good = Gaining authority over your townfolk.
Uncovering backside = Bad = You will become an orphan.
Writing on a palette = Good = Establishment of your office.

Particular items and stones each had their own interpretation, e.g. pearl meant "Pharaoh will make good fortune for the dreamer", an object made of galena meant "life will be pleasant after great misfortune", and an alabaster object implied sexual infidelity with a married person. If an object was broken in the dream, it meant that hostility was being directed at the dreamer from a source, which could be determined by other details in the dream.

One of the techniques of interpretation was by looking at similar sounding words. So a dream of a harp (bnt) could mean that something evil (bint) was happening, or a dream of a donkey (az) might imply promotion (saz).

Some temples were famous as centres of dream incubation. Here a person could spend the night in a special building, possibly aided by the use of visionary incenses. The dreams could then be aimed at communication with the gods or with deceased relatives to gain insight into the future or discover the root of a problem.

The following techniques for dream visions are from British Museum Papyrus No. 122.

To obtain a vision from Bes - make a drawing of Besa, on your left hand, and envelope your hand in a strip of black cloth that has been consecrated to Isis and lie down to sleep without speaking a word, even in answer to a question. Wind the remainder of the cloth round your neck.

The ink with which you write must be composed of the blood of a cow, the blood of a white dove, fresh frankincense, myrrh, black writing-ink, cinnabar, mulberry juice, rain-water, and the juice of wormwood and vetch.

With this write your petition before the setting sun, [and say],
"Send the truthful seer out of the holy shrine, I beseech thee, Lampsuer, Sumarta, Baribas, Dardalam, Iorlex: O Lord send the sacred deity Anuth , Anuth, Salbana, Chambré, Breïth, now, now, quickly, quickly. Come in this very night."

To procure dreams: Take a clean linen bag and write upon it the names given below. Fold it up and make it into a lamp-wick, and set it alight, pouring pure oil over it. The word to be written is this: Armiuth, Lailamchoüch, Arsenophrephren, Phtha, Archentechtha. Then in the evening, when you are going to bed, which you must do without touching food [or, pure from all defilement], do thus. Approach the lamp and repeat seven times the formula given below: then extinguish it and lie down to sleep.

The formula is this:
"Sachmu epaëma Ligotereënch: the Aeon, the Thunderer, Thou that hast swallowed the snake and dost exhaust the moon, and dost raise up the orb of the sun in his season, Chthetho is thy name; I require, O lords of the gods, Seth, Chreps, give me the information that I desire."