1230 Trick Spells from Spell Casters
- How to Start Using Teleknesis
- How to Tell if They're Lying
- Avian/Wing Prayer
- Time Gap
- Wonderland Spell
- Summon Wind to Fly
- Mind Control
- The Hooded Man
- Doors to the Mind
- The Elevator to Another World
#441 - How to Start Using Teleknesis
2: Pick up the pen. Examine it and focus on it until you feel like it it is a part of you.
3: Make Psi balls. To make a psi ball, all you need to do is put your hands together. Press them on each other. Now, keep your eyes open! Imagine that energy is flowing from your core to your hands. Now gather that energy into a ball, and slowly seperate your hands until it is like the energy is in between, and you are holding it, or making it hover. Concentrate on taking energy from the sun, the wind, the earth, anything around you. Focus until you fell like it's real. Psi balls can be used to manipulate objects around you. Try throwing it at something tall, like a lamp or tree, and see what happens. Usually nothing will happen unless you practice for a while.
4: Now that you've mastered Psi balls, make one and use it on the pen as a shield. Imagine making a tunnel from your mind and sight straight to the pen. Block everything else out. Take energy from the sun, the wind, the earth (just like psi balls) and transfer it to the pen. Make it clear where you want the pen to move. Up, down, left right. Make sure you are concentrating and focusing. Practice amy take a while, even years, but most people have more mental capacity than that. Don't Overwork yourself. Stop if you feel mentally or physically tired.
5: Meditation: Sit or lie down in a comfotable pose. Think of emotions, things that happened, or just drift off and don't think. This will help with your mental wellbeing and contribut to your telekinesis.
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#442 - How to Tell if They're Lying
When you are in the situation of not knowing whether to believe someone or not, look at their auras by focusing on this person. Focus on them. Imagine crackling energy building up around them.
Pay attention to this energy. What color do you see in it? If their aura is blue, white, purple, or light red, they are most likely telling the truth or just very happy. If it is black, dark red, or dark green, they are half and half. They may be uncertain themselves if you see these colors. If it is light green, yellow, brown, or orange, they're probably lying to you.
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Last edited on Aug 19, 2017
Part of the Spell Casters Library.
#443 - Avian/Wing Prayer
When one of our alters was alive, he was an avian. Thanks to the rest of us prying it out of him, here is how he got said wings: Hold the feather and envision having your wings, flying with them, soaring, ect.
"I want to fly and reach the sky,
Fly so high my feathers die,
Wings of ____ and pearly down,
To carry my weight up from the ground.
For if I wish and force this may,
Wings will I grow today
So must/mote it be"
According to him, make sure you say it at least say it once every day, so you keep the energy alive. They should start growing after your next meal. If you use a power charm, be sure to keep it on you at all times except when you need to shower or anything that could damage it.
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Last edited on Feb 20, 2023
Part of the Spell Casters Library.
#444 - Time Gap
Place 12 candles like you would numbers on the watch that represent hours. Light them and sit in the middle. Put a little bit of dirt (earth) in every flame, but dont kill the flame. Turn the arrows in the pocket watch as many times as you like and then leave them pointing at exact hour or minute you want to go back to. Make sure then hours and arrows on the watch are in a line with the candles.
Place the watch in the center and draw time runes next to every candle. Close your eyes and focus your energy and memory on the moment you want to go back to. Dont stay too long... Once you are done use water to take out the candle flame and wipe off the runes before you get up and leave the circle. Good luck.
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Last edited on Aug 13, 2017
Part of the Spell Casters Library.
#445 - Wonderland Spell
2). Draw each on a separate sheet of paper( loose leaf or notebook), and color each in.
3). With every sheet include a:
Name
Drawing
Description
4). Write a story including you, the people, places, and thing you found, how you got to Wonderland, what you did, and how you got home.
5). Roll up the story and character sheets and bound it with string or a rubber band.
6). Keep this scroll under your pillow and chant for one night:
In a world of my own, I can be most anyone...
Instead of being lonely, I talk to _______.
There is/are one_______ every year, but there is/are 354 _______ a year.
I can call this place home... In a world of my own, where I can be most anyone.
When I'm in Wonderland, seconds in the real world are hours in wonderland.
Anything brought out of Wonderland will look like it came from this world, and visa versa.
I CANNOT DIE IN WONDERLAND NOR WILL I OR ANYONE OR ANYTHING BE HURT OR INJURED. NO ONE IN WONDERLAND WILL ATTEMT TO HURT ANYBODY. What I write in my story is not relevant, I may do any activity written in my story in any order and i can stay as long as I want, any time. How I get there and leave is the only thing that happens exactly as I write it. Everyone/thing speaks english. Nothing in Wonderland exists unless I write about it. I may add people places and things at any time. My Wonderland does not collide with anyone else's. Nobody may enter my Wonderland unless I willingly bring them to my domain.
7). Add any other details to the chant that you think are important.
8). This spell works best if you try to dream about your trip, or make your entrance/exit realistic
* This Is The First Spell I've Posted So Thank You So Much For Reading I Wish You Luck And Good Intensions!*
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Last edited on Mar 26, 2018
Part of the Spell Casters Library.
#446 - Summon Wind to Fly
You take your wand and hold it high, you take some magic, and say:
"Wind, I summon thee! Take me high, into the sky, please let me fly!"
If it does not work try it again, and it might not work if you are a beginner.
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Last edited on Jul 20, 2019
Part of the Spell Casters Library.
#447 - Mind Control
Look at the picture of the person that you want to control and say this "your mind is mine and I am your master and lord".
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Last edited on Aug 12, 2017
Part of the Spell Casters Library.
#448 - 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.
#449 - 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.
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Last edited on Jan 21, 2023
Part of the Spell Casters Library.
#450 - 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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