28 Life Spells from Divine Spirits
- Truth Will Out
- Hex of guilt
- Tell the Truth
- Yemaya Unblocking
- Old Gelic Blessing
- Wish to Diana
- Wish
- Laws of Magic
- Money gaining spell
- Elemental desire
#1 - Truth Will Out
Cast your circle and ground yourself first! Place the candles on both sides of the scales.
Now if you have fresh bluebells or lavender, put them in a glass or vase next to the scales. If you have dried or lemon peels crush them and sprinkle it around the scales. Light the both candles, make a ring of sea salt around the whole thing to secure the spell. Watch the candles burn and observe the scales working its magick.
Try to relax and imagine the situation when the truth is out. When you feel relaxed and confident enough, chant the following: "Twisted truth and heavy lies, be undone. The truth will rise. Wake the Gods to work the scales. Brake the lies. The truth unveils".
Close your circle and leave the candles burning until they burn off.
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#2 - Hex of guilt
Lay the doll in the jar/bottle (if yu used the picture put it under the doll!).
Write ''Guilt'' on the stone with bat's blood ink...that represents the burden of guilt on their heart.
Light the candle and cover the doll and the stone in hot wax.
While you are dripping the wax on it, chant the following untill the doll is covered in wax:
Turtured mind,
Chest unlocked,
you know it well,
the secret's out
and so's this spell!
restless spirit,
guilt's the cause,
you'll strongly feel it!
will eat you up,
when you come clean,
this hex will drop!
Whrap the doll (when the wax has hardened) in a black cloth and burry it near a crossroad.
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#3 - Tell the Truth
Pour the Thyme into the herb dish and say:
"Purification I do conjure
So that thoughts be spoke,
No be pondered"
Light the candle and say:
"Passion so red,
Set to the fire,
Let the truth be said,
As is my desire"
Drop red wax onto the herbs and say:
"Mists of thyme,
Fire of red,
Send the truth to my head"
Now go to your front door and release the herbs to the wind. You shall let thyme fly and receive the truth.
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#4 - Yemaya Unblocking
Go to the beach and dig a small hole in the sand. Light the white and blue candles as you make your petition. Enter the water and greet Yemaya in her guise as a mermaid or a beautiful woman rising up from the sea. Offer her seven white roses. Immerse yourself completely in the water, then walk back out without looking behind you.
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#5 - Old Gelic Blessing
Lit the candle , and place the bellonging or papaer underneath or next ot it . Say the blessing:
"May the road rise up to meet you.
May the wind be always at your back.
May the sun shine warm upon your face;
the rains fall soft upon your fields and until we meet again,
may God hold you in the palm of His hand."
If the person is present just say the spell.
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#6 - Wish to Diana
Wish Spell to Diana
You may use this only three times in between the new moons.
While gazing at the moon, repeat the following:
"Moon, moon, beautiful moon, brighter than any star,
Goddess of light and love, Diana if it might be,
pray bring fortune unto me".
A sign that the spell worked would be coins doubling in the purse or pocket, or seeing a hare before dawn. Note: The spell won't work if done with evil intent.
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#7 - Wish
On a waxing moon night write your wish in red ink ( preferably dragons blood but a nice pen shall work just fine ) on a parchment or new piece of paper . Fold it three times and place it inside mojo bag with lavender flowers, and a small quartz or turquoise crystal. Go to a lavender bush carrying your bag, and whisper: "Not out of greed or any ill will, but I need now for my wish to fulfill. Angels and benevolent spirits, hear my plea. Make my wish come true, so mote it be".
Hide the beg inside the lavender bush . After your wish comes true , take back the bag , burn the paper and scatter it with the lavender flowers from the bag.
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#8 - Laws of Magic
The Laws of Magic are not legislative laws, but, like those of physics or musical harmony, are actually fairly practical observations that have been accumulated over thousands of years. These laws describe the way magic seems to behave.
The LAW OF KNOWLEDGE
This is probably the most widely used law, and probably encompasses all the others in some way. The basis of this law is that understanding brings control. The more that is known about a subject, the easier it is to exercise control over it. Knowledge is power.
The LAW OF SELF-KNOWLEDGE
An obvious derivative of the LAW OF KNOWLEDGE, this law carries additional connotations, as a mage who does not have knowledge of himself does not have knowledge (and therefore control) of his own magic. This law is one of the reasons "evil" mages are very rareÂa dedication to "evil for evil's sake" is usually due to a lack of introspection and awareness of oneself. It is difficult to do harm to others when you understand fully what that kind of harm would do to you. Know thyself.
The LAW OF CAUSE AND EFFECT
A simple scientific understandingÂif exactly the same actions are done under exactly the same conditions, they will be associated with exactly the same results. Magicians have at least as much belief in cause and effect as modern physicists do, they just realize that a good ritual, like a good theatrical performance or a good bread recipe, isn't always predictable. In truth, a spell involves so many variables, that controlling or even understanding them all is impossible. The key to magical success is learning which variables are the most important, and how to keep them constant. Control over the variables is icing on the cake.
The LAW OF SYNCHRONICITY
Two or more events happening at the same time are likely to have more in common than the merely temporal. Very few events ever happen in isolation from other events. There is no such thing as a mere coincidence.
The LAW OF ASSOCIATION
If any two pattern have elements in common, the patterns interact "through" those common elements, and control of one pattern facilitates control of the other(s) depending (among other factors) upon the number of common elements involved. This is a very important law, up there with the LAW OF KNOWLEDGE.
The LAW OF SIMILARITY
Having an accurate physical or mental representation of something facilitates control over it. This one is fairly obvious in its usageÂhaving a model, picture, or other representation of your target (like a voodoo doll) gives you power to effect the target. Look alikes are alike.
The LAW OF CONTAGION
Objects or beings in physical contact with each other continue to interact after separation. Everyone you have ever touched has a magical link with you, though it is probably pretty weak unless the contact was intense and/or prolonged or repeated frequently. Magical power is contagious. Naturally, having a part of someone's body (nails, hair, spit, etc.) gives the best contagion link.
The LAW OF NAMES
Knowing the complete and true name of an object, being, or process gives one complete control over it. This works because a name is a definition (yes, even "Harold", "Marie", "Kunte", and "Jasmine" were at one time) as well as a contagion link, and an association (if you call something the same name over and over, that name becomes associated with the thing). This also works, because knowing the complete and true name of something or someone means that you have achieved a complete understanding of its or their nature. This is why, in most pre-industrial cultures, people are given "secret names", as well as "public names", and why the sharing of a secret name is such an act of trustÂbecause the secret name is considered to be very close to, if not identical with, the person's true name.
The LAW OF WORDS OF POWER
There exist certain words that are able to alter the internal and external realities of those uttering them, and the power may rest in the very sounds of the words as much as their meanings. Many of such words are names, though the meanings may have been lost or forgotten. Very many magical tools require words to be inscribed upon them and/or said over them during their construction and/or use.
The LAW OF PERSONIFICATION
Any phenomenon may be considered to be alive and to have a personalityÂthat is, to "be" an entity or being. Anything can be a person. Most weather mages personify the winds and the clouds, for example, and thus find focusing their magic on the atmosphere much easier to do.
The LAW OF INVOCATION
It is possible to establish internal communication with entities from either inside or outside oneself, said entities seeming to be inside of oneself during the communication process.
The LAW OF EVOCATION
It is possible to establish external communication with entities from either inside or outside oneself, said entities seeming to be outside oneself during the communication process.
The LAW OF IDENTIFICATION
It is possible through maximum association between elements of oneself and those of another being to actually become that being, to the point of sharing its knowledge and wielding its power. This is the law that controls most lengthy or permanent possession phenomena.
The LAW OF PERSONAL UNIVERSES
Every sentient being lives in and quite possibly creates a unique universe which can never be 100% identical to that lived in by another. So called "reality" is in fact a matter of consensus opinions. This law is nowhere near as obvious as the other laws in its applications, but if you can figure some out, you can use it.
The LAW OF INFINITE UNIVERSES
The total number of universes into which all possible combination of existing phenomena could be organized is infinite. Anything is possible, though some things are more probable than others. You might consider this to refer to the "alternate probability worlds" of science fiction, but it also has a much wider application.
The LAW OF PRAGMATISM
If a pattern of belief or behavior enables a being to survive and to accomplish chosen goals, then that belief or behavior is "true" or "real" or "sensible". If it works, it's true. Another rather obscure law, but it does have some very useful applications.
The LAW OF TRUE FALSEHOODS
It is possible for a concept or act to violate the truth patterns of a given personal universe and still be "true", provided that it "works" in a specific situation. If it's a paradox, it's still probably true. This law is basically useless, except to justify use of the above three laws without screwing things up in your version of the real world.
The LAW OF SYNTHESIS
The synthesis of two or more "opposing" patterns of data will produce a new pattern that will be truer than either of the first two were. That is, it will be applicable to more levels of reality, and this new pattern may not be a compromise, but may be something rather new indeed.
The LAW OF POLARITY
Any pattern of data can be split into (at least) two "opposing" characteristics, and each will contain the essence of the other within itself.
The LAW OF OPPOSITES
A sub-law of POLARITY. The "opposite" of a pattern contains information about that pattern, by providing information on what the pattern is not. Thus, control over a pattern's opposite (or close to it's opposite) facilitates control over the pattern itself. (Note that this one I alone take the blame for, as it is my own extension of POLARITY and SIMILARITY)
The LAW OF DYNAMIC BALANCE
To survive, let alone to become powerful, one must keep every aspect of one's universe in a state of dynamic balance with every other aspect. Extremism is dangerous, as the extreme being becomes so associated with the extreme aspect, that they lose the ability to avoid that aspect at all. This is another reason "evil" mages are rare, as continuous association with pain or death will cause a mage pain or death, ending the mage's ability to continue actively with "evil". This is also why "good" mages, especially healers, tend to live a long time.
The LAW OF PERVERSITY
Sometimes known as Murphy's Law. If anything can go wrong, it will, and in the most annoying manner possible. Magical associations sometimes operate in the reverse of what was desired, and meaningful coincidences are just as likely to be unpleasant as pleasant. Even if nothing can go wrong, some element of the universe may change so that things will go wrong anyway. Whether we like it or not, the gods (or fates, or what have you) do have a sense of humor. Emotionally healthy mages have less problems with this law than others do, as the mage's own subconscious mind is probably a major perpetrator of this law.
The LAW OF UNITY
Every phenomena in existence is linked directly or indirectly to every other one, past, present, or future. Perceived separations between phenomena are based on incomplete sensing and/or understanding.
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#9 - Money gaining spell
Fill the cauldron half-full of water and drop a silver coin into it. Position the cauldron so that the light of the Moon shines into the water. Gently sweep your hands just above the surface, symbolically gathering the Moon's silver.
While doing this, say:
Repeat three times. When finished, pour the water upon the Earth. This is best done during the Full Moon.
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#10 - Elemental desire
(If using the optional cast your circle and have these candles at the 4 cardinal points, light them as you cast your circle and blow them out when you go to close the circle)
Say with meaning:
"Winds blow, water rush, fire burn and earth crush
I call the elements to help aid me
Winds blow change
water wash away all fallacy
fire burn and fuel my desire
and earth crush all obstacles that may hinder my progress
Elements of nature
aide me now and help me gain that which I desire
____(state what you desire/need)____
Help gain this for I am in need, bless me with your eternal power
and thank you elements for helping me in my dark hour,
so mote it be and so be it."
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