7150 Spiritual Spells from Spell Casters
- Banish Worries and Fears Candle Spell
- The Charm Of Making
- The Hooded Man
- Doors to the Mind
- Dry Bones Game
- THe Hosting Game
- The Bath Game
- The Elevator to Another World
- Hyakumonagatari Kaidankai
- Sabbat Game
#2701 - Banish Worries and Fears Candle Spell
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#2702 - The Charm Of Making
Say a few times in the language you prefer:
In old Irish: Anàl nathrach, orth' bhàis bethad, do chél dénmha.
In modern Irish: Anàil nathrach, ortha bhàis is beatha, do chéal déanaimh.
PHONETIC: Anal nathrah, uthas bethud, do-ol di-enve.
In English: Serpent's breath, charm of death and life, thy omen of making.
Note: Don't want stupid or bad things from the Dragon. Be good with Him. I have His approval to add this Charm to the spellbook.
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#2703 - The Hooded Man
In this ritual you go to another world in a taxi cab. It's not very dangerous, but better to be careful.
This ritual should NOT be attempted in a state of agitation, nervousness, or fear.
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Last edited on Apr 18, 2024
Part of the Spell Casters Library.
#2704 - Doors to the Mind
Although The Doors of Your Mind has been reposted in a number of places, I'm pretty sure it first appeared on the r/ThreeKings subreddit roughly two years ago. Shortly after The Three Kings game itself took r/NoSleep on by storm, a spin-off sub devoted solely to recipes and experiences for similar games was created. It played host to a huge flurry of activities right after its creation; since then, it's slowed down somewhat, with new posts being fewer and arriving further between. It's still an interesting place to visit, though, so check it out if you haven't already.
The Prelude:
1.Begin whenever you feel most relaxed.
2.Find a quiet room, dim the lights, and set up your candles. Use the matches or lighter to light the candles, being mindful of fire hazards as you do so. If you would like to record your experience, set up your chosen device and begin recording.
3.Set the alarm clock to go off one hour from the time you begin.
4.Have your partner sit on the floor; you yourself should lie down with your head in your partner's lap, facing up. You may use your pillow if you like. Close your eyes.
5.Have your partner begin rubbing your temples in slow, circular motions. The tempo should be steady, and the overall feeling relaxing. Keep your eyes closed.
6.Your partner will function as your guide for this next portion. Have them speak the following words to you: 'You are at one end of a very long corridor. There are numerous doors on both sides of this corridor, spanning the entire length. I want you to explore these doors and the rooms behind them. Describe to me what you can see, hear, touch, and feel with great detail.'
The Exploration:
1.At this point, you should find yourself in the corridor. Traverse it, exploring the doors that line it and the rooms kept behind the doors; as you go, describe each and every thing you encounter. There are no rules as to how best to explore the corridor and its rooms.
You may, however, find the following tips helpful:
- Pay as much attention to yourself as to your surroundings. What are you wearing? What's in your pockets? Do you have anything meaningful about your person? Whatever you find, it might be useful.
- Take a good look (and feel, and so on) of each door before you open it. What color is it? What size and shape is it? What does the handle look like? Is the handle an unusual temperature? These details and more might provide hints about what waits behind the door itself.
- You do not have to open every door. Trust your instincts: If you feel it would be unwise to enter one, don't open it. The Return: 1.When the alarm goes off, your partner should guide you back to the real world. The exact words spoken to do so are up to your partner, but in all cases, the corridor should recede and any doors that have been opened should be closed by the end.
2.Once you have returned, blow out the candles and turn off the recording device (if using). You may listen to your recording at your leisure; or, you may choose never to listen to it. It's entirely up to you.
Additional Notes:
- This game may be played as many times as you desire. After you have played it enough times, you may no longer require the alarm clock; your partner should be able to determine when you are ready to make your way back.
- If you enter a room filled with clocks, do not touch any of the clocks and leave the room immediately.
- If you encounter an old woman, do not speak to her and leave the room immediately.
- If you encounter a man in a suit, particularly one who inspires feelings of unease or dread, describe him immediately to your partner. Your partner should then end the session, regardless as to whether the alarm has gone off. If your partner is unable to end the session, do not speak to him and leave the room immediately.
- Some doors may be locked, blocked, or otherwise barred. Check your person to see if you have a key; if you don't, however, do not worry, you may simply not be ready to deal with whatever is behind it yet. Leave the door closed and move on.
- It is not unheard of personages encountered in specific rooms to lock you inside. One player recounted an instance in which his partner, in this case, his sister, was required to shake him violently in order to pull him back into reality.
A Word of Advice:
Tread carefully. Your mind is not always your friend.
ABOUT THE AUTHOR
Last edited on Jan 21, 2023
Part of the Spell Casters Library.
#2705 - Dry Bones Game
2. Wait until 12:01 AM. Not a minute later (or earlier) to begin the ritual
3.. Go to your bathroom, and look in the mirror. Close your eyes and make sure everything is completely silent. If you hear anything, get out of the house Immediately. That means he is already here. Think of something that you want. This will be your prize if you win. Ideally realistically achievable.
4. Light a match and wait until it burns out on its own (Do not blow it out. It will anger him). If the match lasts at least 15 seconds, you are ready to begin.
5. Lie on the ground and say the following words: ''I am aware of your presence, and I welcome you into my home. Come now''
6. Go into the largest room of your house, and wait.
7. How long this takes will vary. For some, it will take hours, and for some, minutes. You need to be patient.
8. When he is ready, you will hear a faint moaning sound. If you hear anything else, abort the game get the hell out of the house.
9. This is where the fun begins. He will try to find you, and you must hide. Remain absolutely quiet, and don't make any quick movements,(and PRAY for him not find you) as it could give away your location. Think of it as hardcore hide and seek.
10. You must remain hidden until 3:00 AM. At this time, it is safe to come out. Go, again to the largest room in your house, and say the following: ''Thank you for playing, but you must leave now. You are no longer welcome''. There should be a moaning noise in acknowledgement and the game will be over. If you do not hear a noise of some kind then you should repeat that he is no longer welcome and the game is over. This can sometimes take a few repetitions.
11.The next morning when you wake up, your prize will be outside the door to your house.
Congratulations! You won.
Important Things to Remember
1. Your wish should not bring harm to anyone. There is a grave price for making this sort of deal with him and he may decide the game was not enough to honor it.
2. Note that just because you have asked him to leave, it doesn't mean he wont visit again. He cannot harm you unless you play this game again.
3. You should only play this game once.
ABOUT THE AUTHOR
Last edited on May 21, 2020
Part of the Spell Casters Library.
#2706 - THe Hosting Game
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#2707 - The Bath Game
1. Before you go to bed for the night, get naked and go into the bathroom.
2. Fill the tub with water and turn off the lights. (All of them)
3. Sit in the middle of the tub facing the faucet or taps.
4. Close your eyes and wash your hair while repeating the words Daruma-san fell down. Daruma-san fell down. over and over.
5. As you wash your hair you should see in your minds eye the image of a Japanese woman standing in a bathtub. She slips and falls on a rusty tap which impales her through the eye and kills her.
6. Continue repeating Daruma-san fell down. Daruma-san fell down. until you have finished washing your hair. It is very important that you keep your eyes closed. You may hear or feel movement in the water behind you but it is very important that you keep your eyes closed. Dont peek! You've just summoned a ghost of your very own. The ghostly figure of a woman will rise out of the water behind you. You will feel her presence as she stares at you, her head just behind your right shoulder. Her hair is black and tangled. Her clothes are tattered and rotting. She has only one eye. Her left eye is wide open and bloodshot. Her right eye is missing, leaving just a bloody, hollow eye socket.
7. When you feel the presence of the ghost, ask aloud Why did you fall in the bath?
8. Still keeping your eyes tightly shut, stand up and get out of the bath. Be careful while doing this as your eyes are closed and wet tile/whatnot is not the easiest thing to maneuver on, oh and the ghost may try to trip and kill you. Immediately leave the bathroom and shut the door.
It is now safe to open your eyes. Leave the bath water overnight and enjoy a nights sleep because tomorrow as soon as you wake up, the game begins.
9. The ghost is now following you, trying to look at her directly wont work. Instead, glance over your right shoulder to catch a glimpse of her. Shell get closer and closer as the day goes on. Dont let her catch you! If shes getting too close, shout Tomare! (Stop!) and run away as quickly as possible. This will put some distance between you and she.
10. In order to end the game, you must catch a glimpse of her and shout Kitta! (loosely translates as I cut you loose!) then hold your hand out in front of you and swing it downward in a cutting motion like a karate chop. End the game before midnight or the one-eyed woman will follow you into your dreams to follow and more than likely kill you (heres lookin at you, Freddy).
To sum up some of the basic ground rules:
-Do NOT open your eyes when the ghost first appears.
-Dont let her trip you while you get out of the bath!
-Dont re-enter the bathroom after you leave (or let your friends/family/roommates open it up).
-Do not drain the bathtub until morning.
-Do not, do not, DO NOT let her catch up to you!
CAUTION: Again, dont play this game. Screwing around with ghosts and spirits isnt for funzies, it can have some serious consequences. Summoning ghosts can result in you getting possessed or worse. Also, be really careful when getting out of the bath its crazy easy to seriously injury and/or kill yourself even without a murderous ghost trying to trip you. If you dont end the game properly, the ghost will more than likely continue to follow you for the rest of your life..
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#2708 - The Elevator to Another World
You get disorientated and forget the elevator you came on, or somehow the elevator seems to get further and further away as you walk towards it.
1. Get on the elevator on the 1st floor.
2. Press 4 and when you reach the 4th floor, don't get out and press 2.
3. When you reach 2nd floor, press 6.
4. When you reach 6th floor, press 2.
5. When you reach 2nd floor, press 10.
6. When you reach 10th floor, press 5.
7. When you reach the 5th floor, a girl will come in. That woman is not human. Don't talk or look at the girl. If you do, she'll take you away.
8. Press 1, and if the elevator instead starts going up to the 10th floor, then you have succeeded. You will have reached another world where there is no one except you.
9. If you get off at the 10th floor, the girl will ask, ''Where are you going?'' But don't answer.
How to return:
1. If the woman doesn't get on AND if you don't get off at the 10th floor.
2. If you don't get off at the 10th floor, then press 1. If it doesn't press, keep on pressing until it works.
To return after you get off:
1. You must use the same elevator to go back.
2. Do the 4-2-6-2-10-5 combo again.
3. After you reach the 5th floor, press 1.
4. As you're going up the 10th floor, press some other number to cancel.
5. After you reach the 1st floor, check your surroundings.
When you return to your house after you faint:
If you were to faint in the process and wake up to find yourself in your own house, there's a high chance that you'll be taken back to the world again.
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#2709 - Hyakumonagatari Kaidankai
1.Place 100 candles in the center of the designated room.
2.Close all curtains and turn off all lights. Now outside light should bleed into the room; absolute darkness must be achieved.
3.Wait until nightfall.
The Main Event:
1.Begin after sundown.
2.Gather all storyteller together and enter the room. Form a circle around the candles.
3.Light all 100 candles.
4.Take turns telling stories of the strange and unusual. The tales need not be real, although they may be; they also need not have happened to the teller, although, similarly, they may have.
5.At the conclusion of each story, the storyteller must blow out one candle.
The End:
1.When the final candle is blown out, prepare yourselves. The window will be open. And its anyones guess what might come through it.
Variations:
Several variations exists on the ritual. A selection may be found below.
1660 version:
NOTE: This variation was first recorded in the kaidan-shu Tonoigusa, written in 1660 by Ansei Ogita.
1.Begin at the New Moon.
2.Prepare three rooms. These rooms should be adjacent; they should also form an L shape when viewed from above. Rid each room of any weapons or dangerous objects. In the third room, place 100 andon lanterns made of blue paper and a table; also place a mirror on the table. Ensure all three rooms achieve complete darkness.
3.Gather together all storytellers and enter the first room. Storytellers should be dressed in blue and unarmed.
4.Take turns telling tales of the strange and unusual. At the conclusion of each story, the storyteller must travel, in darkness, from the first room to the third one. Upon reaching the third room, the storyteller must extinguish one andon and look at him or herself in the mirror. Only then may the storyteller return to the first room.
5.Storytellers may continue the ritual while the previous storyteller is traveling.
6.When the final andon is extinguished, true darkness will descend and spirits may be summoned.
Jumonogatari version (The Game of Ten Stories):
NOTE: This variation involves only one storyteller and ten stories. It need not occur in a darkened room, and it may be completed over the course of several days.
1.Light 10 candles.
2.Begin telling stories of the strange and unusual.
3.At the conclusion of each story, the storyteller must blow out one candle.
4.When the tenth candle has been extinguished, the storyteller will be given a glimpse into the netherworld and allowed an audience with whatever may dwell therein.
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#2710 - Sabbat Game
•This game may only be played on the following occasions: St Tomas’ Feast Day, Christmas Eve, Yule, the first full moon after Yule, St. Stephen’s Feast Day, Midsummer, Lucia Night, Twelfth Night, New Years Eve, Easter, Summer Solstice.
•According to Wiki, Årsgång (pronounced Oshgong) is ‘a Swedish pagan rite of the tradition of seidr that was later Christianized. Translating to ‘Year Walk,’ Årsgång is a complex divination ritual to forsee the future and discover mysteries.’ It can also be used to contact supernatural entities.
•This is designed to be a personal test and may ask more of you than you are willing to give. People have also reported that the glimpse of the future they were given was not worth the trouble.
As always this ritual doesn't belong to me.
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