Showing posts with label How to cast stronger spells. Show all posts
Showing posts with label How to cast stronger spells. Show all posts

Tuesday, December 22, 2009

How to Cast Stronger Magic Spells Voodoo Style

Voodoo magic often uses simulacra magic, or the magic of using objects with a "likeness" to something in the outer world, to create an effect in the outer world.

For instance, one magical practitioner took revenge on another by "keying" a figurine to that person, and then shipping the figurine around the world on a slow ship. Needless to say, the victim of the voodoo magic spell was nauseous and dizzy for about a month (the length of the voyage). This is an example of an effective voodoo style magic spell.

How to Cast Stronger Voodoo Spells
In the case of simulacra magic, as in the use of voodoo dolls, many magical practitioners fail achieve strong results. Then they think that voodoo magic doesn't work. Not so. However, there are reasons that simulacra magic does not work as well as it should. Normally, there are three reasons that simulacra magic doesn't produce as strong a result as it should.

1. The Voodoo Object Is Not Similar Enough to the Real Thing
As the name implies, simulacra magic means that the object used in the spell should be as "similar" as possible to the object of the spell. If, for instance, you are going to use a simulacrum in a map spell, to move a naughty neighbor out of your area, then your best bet is to choose a "voodoo doll" that is as similar to your neighbor in looks and personality as possible. If your neighbor is tall, gaunt, and hunched, then look for a figurine that is tall, gaunt, and hunched over. A short fat figurine won't work, nor will a ballerina figurine. It always amazes me how many people pick any old figurine to use for a voodoo spell. If you want to cast stronger voodoo spells, be very specific about the object used as the simulacrum.

2. The Material of the Voodoo Doll or Object Won't Hold a Key
"Keying" is the magical process by which you connect the object of a simulacra spell to the object it represents in the real world. For instance, in the case of the map spell, keying is the process by which you connect the figurine to your naughty neighbor. Assuming that you have chosen a figurine that closely matches your neighbor in looks and personality, you next must be sure that the figurine is made of a material that will hold the "key," or connection to the real world person.

Materials such as wood, metal, glass, and ceramic work well. Plastic, rubber, and modern composites tend not to hold a key. If you want to cast stronger voodoo spells, make sure your voodoo doll or object is made of the right materials. For most simple voodoo magic spells, you can key a figurine just by holding it in your dominant hand and flowing energy into the object as you think about the person. Once the object feels warm and tingly, it is keyed. Just be careful: once keyed, whatever you do to the object you do to the person and you are karmically responsible! Read about Rules of the Road on our website for more information about the universal laws that govern magical practice.

3. The Voodoo Doll or Object Was Not Cleansed
Cleansing a simulacrum is very important prior to use in spellwork, especially if the object is not new. Objects pick up vibrations and energy when they are handled, so you want to cleanse these from the object before using it in your spell. A basic four-element cleansing with a firebowl and chalice usually does the trick (learn how to do basic cleansing with out Firebowl and Chalice ebooks). Once an object is cleansed, it's ready for use in spellwork, and you avoid any "side bands" that might have been generated from previous handling of the object.

Simulacra or voodoo magic is a powerful form of magic. If you are not getting the intended results from your voodoo magic spells, check these three points to see if your spell is leaking energy. If so, as demonstrated in the three points above, remedying the situation isn't difficult. As Reverend George Dew of the Church of Seven Arrows always used to say:

"Take your time, think it through, and do it right!"

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Tuesday, July 14, 2009

How to Cast Stronger Magic Spells - Part I

I get asked all the time by magical practitioners how they can cast stronger magic spells. Is there a secret ingredient that makes one spell stronger than another? Is there some secret to choosing the right spell for the right occasion? Or is it something else altogether?

The question of casting stronger spells can be a tough one to answer because, like other disciplines in life, casting spells is a cross between science and art. There isn't one single answer that is going to make the difference for every magician or every spell. But if you want to cast stronger spells, what you can do is walk through every step of the process and see how you can improve each step. This article covers the first step in casting a spell: defining what you want. We also call this step Directors and Limiters.

What Do You Want Your Spell to Do?
I know that there are a lot of magical practitioners out there who use pre-written spells authored by someone else. This is perfectly acceptable, especially if the spell doesn't have a huge scope. For instance, we frequently teach people how to use the Sun Candle for basic mood-lifting spells or how to use the Bathtub Litany for reducing stress. Using pre-written spells for this purpose is convenient and effective.

But if you want a spell to do something more than relieve stress or fluff your aura, you might want to create one from scratch. Launching a spell that you've created yourself, for your own purposes, is kind of like the difference between eating homemade biscuits and store-bought biscuits. There's a world of difference in the quality.

If you choose to create your own spell, then the first step is to define what you want your spell to do (and not do). These are the Directors and Limiters for your spell. If you want to cast stronger magic spells, then it's important to be very clear when you write your Directors and Limiters.

Be Clear About Your Directors and Limiters
How can you be clear in writing your Directors and Limiters for your spell? I've come to rely on a few principles when I write mine:

1. Take Your Time
Don't get in a hurry when you write your Directors and Limiters. According to the magic principles I was taught by Reverend George Dew, when it comes to doing magic, "Take your time, think it through, and do it right." Your Directors and Limiters form the foundation of your spell. Get those wrong and the whole spell will go awry. A lot of people launch spells because they "need" something to happen right away, which causes them to hurry when creating their spell. Don't do that. Resist the temptation.

2. Create Freely
If you're going to go to the trouble to write a spell and launch it, make sure your spell has a wide scope. It can take a lot of work to launch a homemade spell, so make sure your spell is really going to do something for you. When I consider what I want my spell to do, I sometimes take flights of fancy. I ask myself, "If time and money were no object, what would I really want?" This question unfetters my mind and allows me to think big. I may later have to downsize some of these flights of fancy so as not to overburden my spell, but starting with a strong vision is crucial. After all, if your spell isn't big enough to excite you, why bother?

3. Consider Worst-Case Scenarios
As always, when writing spells you need Directors (what you want your spell to do) as well as Limiters (what you don't want your spell to do). When it comes to writing Limiters, consider the worst-case scenarios and limit them with your Limiters. For instance, you don't want your spell to cause anyone to die. You probably don't want the spell to result in loss of property or income for yourself or your family or your dog, etc. You don't want your spell to cause you do to anything illegal. Be sure to write your Limiters to include these scenarios. One magical practitioner wrote a "get a job" spell and forgot to exclude jobs that required illegal activity. The spell brought her the most fantastic job with great pay and fabulous working hours. The only catch was that she ended up working for the mob. Bummer!

Clarity Leads to Stronger Spells
I hope these principles help you reach clarity as you write your Directors and Limiters for your spell. Taking your time in this step can mean the difference between a splendid outcome and a total flop. Casting stronger spells is all about being more methodical, consistent, and careful in your approach to creating spells. Being clear in defining the do's and don'ts for your spell is a great place to start.

Did You Know?

Did you know that magic spells actually begin to work the moment you begin creating Directors and Limiters? Spells are nothing more than formalized intentions, and writing Directors and Limiters is nothing more than setting your intentions on paper. Want to know more? Learn all about spells -- designing them, writing them, casting them -- and much more in our comprehensive Basic Magic Course.

Learn More About the Basic Magic Course

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