6845 Spiritual Spells from Spell Casters

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6845 Spiritual Spells from Spell Casters

Included in this list of 6845 Spiritual Spells
  1. Doors to the Mind
  2. Dry Bones Game
  3. THe Hosting Game
  4. The Bath Game
  5. The Elevator to Another World
  6. Hyakumonagatari Kaidankai
  7. Sabbat Game
  8. The Shoe-Box Telephone
  9. Staircase Ritual
  10. Kokkuri-San

#1 - 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.

This game is also sometimes referred to as “Doors to the Mind,” although it shouldn’t be confused with the creepypasta “Gateway of the Mind.” According to redditor u/brickell, it’s not nearly as dangerous as many of these sorts of rituals tend to be; it’s still best to proceed with caution, though. After all, you never know what might be lurking in the corners of your own head.
You may need:

  • 1 principal.
  • 1 partner.
  • A quiet room.
  • A few candles.
  • Matches or a lighter.
  • An alarm clock.
  • A pillow (optional).
  • A recording device (optional).
  • Share   
         
    You may need:

  • 1 principal.
  • 1 partner.
  • A quiet room.
  • A few candles.
  • Matches or a lighter.
  • An alarm clock.
  • A pillow (optional).
  • A recording device (optional).
  • Share   
         
    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
    Added to on Mar 26, 2015
    Part of the Spell Casters Library.



    #2 - Dry Bones Game

    In this ritual you summon a demon and play hide and seek with it. if you win, you can ask for any object, (something realistic) if he finds you... You can end up loosing your sanity, life or in a rare case, SOUL.
    You may need:

  • Pack of matches
  • bathroom with a mirror
  • Share   
         
    You may need:

  • Pack of matches
  • bathroom with a mirror
  • Share   
         
    1. To prepare, close all doors in your house firmly. Make SURE that they are secure. Close all pantries, cupboards, and cabinets, too. Basically, anything that can open. This one is crucial. Turn off all of your lights, even your computer screens and phones.

    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 won’t visit again. He cannot harm you unless you play this game again.
    3. You should only play this game once.


    ABOUT THE AUTHOR
    Added to on Mar 26, 2015
    Last edited on May 21, 2020
    Part of the Spell Casters Library.



    #3 - THe Hosting Game

    Parties are fun — as long as you don’t have uninvited guests. “The Hosting Game” also goes by the name “Don’t Look Back” for reasons that will become apparent as you read onward. Oh, and it's not mine.
    You may need:

  • A small, dark, empty room in your home (your “hosting room”). Ideally this room should have no windows; if, however, you do not have such a room available to you, a room with windows may be used provided that said windows may be completely covered up. No outside light should be visible from inside the room.
  • A writing implement and paper.
  • A clock, watch, or other analog timekeeping device. Do NOT use a cell phone, digital watch, or other digital device.
  • 3 matches.
  • 1 principal.
  • Share   
         
    You may need:

  • A small, dark, empty room in your home (your “hosting room”). Ideally this room should have no windows; if, however, you do not have such a room available to you, a room with windows may be used provided that said windows may be completely covered up. No outside light should be visible from inside the room.
  • A writing implement and paper.
  • A clock, watch, or other analog timekeeping device. Do NOT use a cell phone, digital watch, or other digital device.
  • 3 matches.
  • 1 principal.
  • Share   
         
    The Invitation: 1.Begin at night. Keep your timekeeping device and the matches on your person at all times. 2.Turn of all possible sources of noise in your home. This includes telephones, televisions, computers, alarms, etc. Be thorough. If your hosting room requires it, draw the curtains or otherwise block the windows so that no light can be seen from inside the room. 3.Enter your hosting room and turn on the light. If the room contains no lamps or overhead lights, use a flashlight, lantern, lit candle, or other portable light source. Candles, although correct in terms of atmosphere, may pose a fire hazard, so proceed with caution. 4.Place your writing implement and piece of paper in your hosting room. 5.Leaving the light source on, exit your hosting room. Go to the furthest point in your home from the room and call, “I’ll be ready soon!” Move from room to room of your home, repeating this phrase in every room, moving closer to your hosting room with each call. 6.When you arrive back at your hosting room, use the writing implement to write the following message on the piece of paper: “You are invited! A gathering, hosted by [Your Name]. Takes place from [the current time] to [an hour from the current time]. Bring your friends!” 7.Place the piece of paper in the middle of the hosting room. 8.Stand in the doorway of the hosting room facing into the room and call, “I’m ready! Come on in!” The Gathering: 1.Turn off the light and turn around. The open door to the hosting room should be at your back; you should be facing the darkness of your home. Take out your three matches. 2.After a few moments of silence, begin counting out loud, starting at one and ending at 10. Do not look back. 3.When you reach the count of 10, strike the first match.If the first match lights on the first strike: ◾Hold it as it burns and greet your guests by saying, “I’m so glad to see you! Thank you for coming!” Hold the match until it burns down as low as you can bear. If the match does not light on the first strike: ◾Drop it and immediately proceed to the next step. 4.Do not look back. Strike the second match. ◾If the second match lights on the first strike:Hold it as it burns and greet more of your guests by saying, “I’m so glad to see you! Thank you for coming!” Hold the match until it burns down as low as you can bear.If the second match does not light on the first strike:Drop it and immediately proceed to the next step. ◾Do not look back. Strike the third match. 5.Do not look back. Strike the third match. If the third match lights on the first strike: ◾Say, “Now everyone is here!” and count from one to 10 once more. If you have done this correctly, you will be able to hear and/or feel whispering, rustling, or a quiet “thank you” behind you. ◾Do not look back. ◾When your timekeeping device indicates the gathering’s finishing time, say out loud, “Thank you for coming. Goodbye.” ◾Walk to the nearest light source and turn it on. The gathering is over and your guests have gone. If the third match does not light on the first strike: ◾You have uninvited guests. Do NOT look back. Do NOT turn around. Do NOT pause to close the door. Run as quickly as you can to the nearest light source and turn it on. Additional Notes: This game is best played alone. Your guests may not feel welcome if they feel there is already a crowd present. Once the gathering has begun, do NOT, at any point, turn around or look behind you. Concerning Uninvited Guests: Although turning on the nearest light source will end the gathering, do NOT assume that your guests have gone. It is recommended that you perform a purifying or cleansing ritual — as well as that you avoid dark rooms in your home from then on.


    ABOUT THE AUTHOR
    Added to on Mar 26, 2015
    Part of the Spell Casters Library.



    #4 - The Bath Game

    Introduction: This game originated in Japan and involves summoning a ghost that will follow you all day trying to catch you. The object of the game is to avoid being caught.
    You may need:

  • Concentration
  • Bath
  • Share   
         
    You may need:

  • Concentration
  • Bath
  • Share   
         

    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 mind’s 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. Don’t 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 night’s 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 won’t work. Instead, glance over your right shoulder to catch a glimpse of her. She’ll get closer and closer as the day goes on. Don’t let her catch you! If she’s 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 (here’s lookin’ at you, Freddy).




    To sum up some of the basic ground rules:

    -Do NOT open your eyes when the ghost first appears.

    -Don’t let her trip you while you get out of the bath!

    -Don’t 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, don’t play this game. Screwing around with ghosts and spirits isn’t 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 it’s crazy easy to seriously injury and/or kill yourself even without a murderous ghost trying to trip you. If you don’t end the game properly, the ghost will more than likely continue to follow you for the rest of your life..


    ABOUT THE AUTHOR
    Added to on Mar 26, 2015
    Part of the Spell Casters Library.



    #5 - The Elevator to Another World

    Introduction:This is a ritual from Korea. By performing this ritual you are supposed to get to "a different world." According to people that have successfully completed the game, it looks the same as the town/ building that you are from, but all the lights are off and you can only see a red cross in the distance. There are no other living things there except yourself. Some say electronics like phones, cameras, etc. don't work, while some say they do. Also, some say that getting back to the real world is harder for some reason.
    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.
    You may need:

  • 10+ story building.
  • Only you.
  • Share   
         
    You may need:

  • 10+ story building.
  • Only you.
  • Share   
         
    You must be in a 10+ story building and in the elevator alone. If someone is in the elevator with you, it won't work.
    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.


    ABOUT THE AUTHOR
    Added to on Mar 26, 2015
    Part of the Spell Casters Library.



    #6 - Hyakumonagatari Kaidankai

    Unlike many of the games we’ve covered thus far, the Japanese ritual Hyakumonagatari Kaidankai (more accurately translated as “The Gathering of 100 Supernatural Tales) has deep roots. Its earliest recorded mention dates back to 1660; it’s believed initially to have been a test of courage for samurai, although it has filtered down through society over the centuries, evolving into the version that’s played today in the process. Note that the ritual opens a window into the spirit world (which may or may not be the Shadowside)… but does not specify how to close the window once it has been opened.
    You may need:

  • 100 candles.
  • Matches or a lighter.
  • A dark room.
  • At least one story teller, or as many as hundred.
  • Share   
         
    You may need:

  • 100 candles.
  • Matches or a lighter.
  • A dark room.
  • At least one story teller, or as many as hundred.
  • Share   
         
    The Prelude:
    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 it’s anyone’s 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.


    ABOUT THE AUTHOR
    Added to on Mar 26, 2015
    Part of the Spell Casters Library.



    #7 - Sabbat Game

    •Credit: OP unknown, but found a page on Wiki.
    •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.
    You may need:

  • A weapon of some kind.
  • The lasabrjotur symbol
  • Belief
  • Share   
         
    You may need:

  • A weapon of some kind.
  • The lasabrjotur symbol
  • Belief
  • Share   
         
    •Isolate yourself in total darkness and silence for 24 hours. You may only drink water during this time. You may not speak or laugh. •At exactly midnight walk to a church and circle it counterclockwise three times. •Lay the Lasabrjotur symbol on the church lock and say, ‘all trolls reach into the lock; Devil reach in so that it may break.’ •Blow forcefully into the lock. •The walk has started. •Your goal is to get to a cemetary and foresee the future without being killed by draugr along the way. •You may encounter the following entities during the Year Walk: ◦Skogsra: Seductive women who will guide you to the woods, where they will kill you. ◦Backahasten: A type of supernatural animal who will entice you to ride it in order to reach the cemetary more quickly. Instead it will take you to a body of water where you will be drowned. ◦Mylingen: The draugr of unbaptized babies who will accompany you to the cemetery. They will force you to bury them and then take you beneath the earth to keep them company. ◦Nattravnen: Night Ravens are nocturnal ravens with holes in their wings. If one sees the night sky through these holes, illness and death will quickly follow. ◦Kyrkogrimen: Church Grims inhabit parishes and guard them from desecration. These will be the first entity encountered by any walker. It may disguise itself as a priest. ◦The Wise Man: If you perform the Year Walk each year for seven years in a row then you may encounter an armed man on a horse. He will carry a wand which is decorated with magical runes. You may be able to grab the runkavle, ending the ritual. If you are able to obtain the wand then you can perform divination at will from then on and should gain secret knowledge. •Brief interpretations of some of the various things you may see are offered below: ◦If you see spirits emerging from graves then plague and disease are coming. ◦If you see elves carrying wheat, or mice pulling a cart of hay then a good harvest is coming. ◦If you see people chopping things, or armed men in the streets then it means war is coming. Safety first Wandering around in the dark while looking like you’re up for a bit of trespassing is not always a good thing. Risk level High.


    ABOUT THE AUTHOR
    Added to on Mar 25, 2015
    Part of the Spell Casters Library.



    #8 - The Shoe-Box Telephone

    CAUTION: This is a magical ritual that calls upon the dead to communicate. This is for information purposes only. Should you choose to attempt this ritual, be warned that this is not a game and any results, both good and bad, may be long lasting, disturbing and possibly dangerous.
    Ritual is not mine.
    You may need:

  • Your phone booth: a closet will do.
  • Your handset: a paper cup.
  • Your telephone box: the titular shoe-box.
  • Your telephone wire: just a regular string (the sewing kind). About 2 to 4 feet should be enough. You’ll need a needle too.
  • Scissors.
  • Some strong object to power the telephone box with; it must have a personal connection to whomever you’re trying to talk to. This is very important.
  • A single sheet of paper, a pen, and some sort of flat surface to write on.
  • Share   
         
    You may need:

  • Your phone booth: a closet will do.
  • Your handset: a paper cup.
  • Your telephone box: the titular shoe-box.
  • Your telephone wire: just a regular string (the sewing kind). About 2 to 4 feet should be enough. You’ll need a needle too.
  • Scissors.
  • Some strong object to power the telephone box with; it must have a personal connection to whomever you’re trying to talk to. This is very important.
  • A single sheet of paper, a pen, and some sort of flat surface to write on.
  • Share   
         
    The outbound call:
    Step 1: Wait for the end of your day, right before bed time. For now it’s just you and the night, just you and your thoughts, alone in your room. Don’t turn off the lights but do turn off your cellphone, your TV, your stereo, radio, computer, etc. You want zero distractions, and absolutely no interruptions. You want quiet. Then just wait for the “right time”. What’s the “right time”? It’s… one of those things that are hard to describe but you’ll just know it when you see it. You’ll just know. It may build up gradually, but when it’s finally there it’ll hit you, zero doubt. Only at this point may you begin writing your letter. If this threshold of certainty never comes within an hour, just go to sleep and try again the next night. If you’ve been trying for three or four nights already and the moment just never comes, then it may simply be that you’re not ready for this. That’s okay. Try a different person, or give yourself a break for a few nights. What you don’t want to do is write your letter while in doubt. That’d be a wrong number.

    Step 2: Now write your letter. When you do begin writing don’t erase nor correct any mistakes you make (this includes scrawling words over; don’t). Don’t start over either. You only have a single sheet of paper and your first draft is your final draft. Explain to this person why they should give you a ring. Be honest. Let it all out. It’s not always easy. Don’t over think it, just write. This is why you had to wait for the right time. It’ll all make sense. Again, doubt = wrong number. Never dial a wrong number; it’s best to abort the whole thing.

    Step 3: When you’re done tie one end of the string to the power object, and using a needle, insert the other end through the center of the bottom of your paper cup. Remove the needle, tie a little knot, and now you have a cute little paper telephone like you probably once made while you were a child. Don’t prepare this ahead of time before your letter. Write the letter first, THEN do the paper cup.

    Step 4: Read your letter aloud, into the paper cup. Read it sincerely as if the person at the other end could hear you, including all the mistakes you didn't correct. Just read them. This is your outbound call.

    Step 5: Place the object and letter in the shoe-box, and place the shoe-box on the floor of your phone booth, your closet. Then close the box but don’t seal it -just let the lid rest there gently, with the string still coming out from under and going to your paper cup. Leave the paper cup standing on top of the box. Leave the scissors on the floor next to the box.
    You’re done. Now all that’s left to do is to wait for the ring.

    The inbound call:
    Step 1: The ring will come in a dream, either that night, or some night shortly after. You will dream of the person trying to call you, and you will wake up from that dream, usually in the middle of the night, and you will know it’s time to take the call.

    Step 2: DO NOT turn on the light. DO NOT say a word. Just get up from the bed and go to your phone booth. Is the box still closed, with the paper cup standing on top? Good, get in the closet, sit down, and slide the door closed ( a closed booth is particularly important in case the ring comes after sunrise, because you’ll need the darkness). If you find the box open, or if you find the paper cup knocked over, abort the mission and snap off the string. Do not take that headset anywhere near your ear. Use the scissors if you can’t snap the thread with your own hands.

    Step 3: Otherwise just sit on the floor there and press the paper cup to your ear and cover your other ear with your other hand to help you listen. It may take a while. You may not speak. Don’t move too much. Do not touch the box.

    Some people report an increase in call quality after tugging on the string ever so gently.This is fine but just be careful NOT TO OPEN THE BOX by doing so. Remember they’re calling collect, and if it goes through, that shoe box must remain closed for at least a few months. Again, you may not speak, not even if you are asked questions, not even if you’re ordered to. You already said your piece at the outbound call. For the inbound one just listen. Avoid noise. When you’re done (or if you want to hang up at any time), simply hold the box lid closed with one hand, and pull on the headset with the other hand until the string snaps off. In case of emergency, use the scissors. Keep the closed shoe box somewhere safe for a few months. Dispose of that paper cup later too. Burning is fine, just don’t put it to your ear again.

    What if after three or four nights the ring never comes? Maybe they have nothing to say to you. That’s okay. Try another person. Don’t do this too often.

    Disclaimer: This may help you get closure, but it could also make things worse.


    ABOUT THE AUTHOR
    Added to on Mar 25, 2015
    Part of the Spell Casters Library.



    #9 - Staircase Ritual

    I’m not totally sure where The Staircase Ritual originated; it’s credited on most creepypasta repositories to someone going by the name “CousinSpookyNoodles,” but the site on which it was found is never specified. In any event, though, this one is long and involved, so it’s best not to undertake it unless you can devote at least two days to it — including an uninterrupted 13-hour stretch for the second half. It’s not quite an exorcism, but if you’ve got something weird going on in your home, it’ll help contain it by banishing it to the first floor. It also places a series of obstacles either slowing down or stopping whatever might be plaguing you from making its way from the first floor to the second. You’ll have to face it eventually, though, so be prepared for a fight.

    As always, play at your own risk.
    You may need:

  • 1 staircase with no fewer than 11 steps, but no more than 16 (excluding landings). A staircase with 12 or 13 steps is ideal.
  • 1 small, portable, battery-operated fan.
  • 1 glass of water.
  • 1 handful of dirt.
  • 1 candle.
  • Matches or a lighter.
  • As old a picture of the land on which your home currently stands as you can find.
  • 1 picture of your home as it is today.
  • 1 pair of six-sided dice. 2 timekeeping devices. Analog is preferable, but digital will work in a pinch.
  • 1 food offering. It must be an animal or animal byproduct.
  • 1 mirror.
  • 1 handful of ash.
  • 2 to 3 dust bunnies.
  • 1 small living creature. An insect is ideal.
  • 1 fingernail, lock of hair, or other token plucked from your own body. It is not recommended that blood be used.
  • Salt.
  • 1 sharp object, preferably made of silver.
  • 1 principal
  • Share   
         
    You may need:

  • 1 staircase with no fewer than 11 steps, but no more than 16 (excluding landings). A staircase with 12 or 13 steps is ideal.
  • 1 small, portable, battery-operated fan.
  • 1 glass of water.
  • 1 handful of dirt.
  • 1 candle.
  • Matches or a lighter.
  • As old a picture of the land on which your home currently stands as you can find.
  • 1 picture of your home as it is today.
  • 1 pair of six-sided dice. 2 timekeeping devices. Analog is preferable, but digital will work in a pinch.
  • 1 food offering. It must be an animal or animal byproduct.
  • 1 mirror.
  • 1 handful of ash.
  • 2 to 3 dust bunnies.
  • 1 small living creature. An insect is ideal.
  • 1 fingernail, lock of hair, or other token plucked from your own body. It is not recommended that blood be used.
  • Salt.
  • 1 sharp object, preferably made of silver.
  • 1 principal
  • Share   
         
    The Prelude:
    1.Begin in the afternoon. Make note of the precise time at which you commence.
    2.Stand at the bottom of the staircase. Speak aloud the words, “It is from here whenceforth I shall commence.”
    3.On the first step, place the small fan. Recite, “Here is the air that mortal breathes.”
    4.On the second step, place the glass of water. Recite, “Here is the water that mortal drinks.”
    5.On the third step, spread the handful of dirt, covering as much of the step as possible. Recite, “Here is the earth on which mortal stands.”
    6.On the fourth step, place the unlit candle, laying the matches or lighter next to it. Recite, “Here is the fire that burns mortal’s hands.”
    7.On the fifth step, place the old picture of your home. Recite, “Here is the time that has come to pass.”
    8.On the sixth step, place the current picture of your home and roll the dice beside it. Recite, “Here is the present and the die is cast.”
    9.On the seventh step, place one of your timekeeping devices. Recite, “Here comes the future, the time ticks by now.”
    10.On the eighth step, place your food offering. Recite, “Here is the offering for Devil’s mouth.”
    11.On the ninth step, place the mirror. Recite. “Here is my image, in God’s likeness I trust.” NOTE: This phrase must be repeated word for word and without hesitation, regardless as to the religion of the principal.
    12.On the tenth step, place the handful of ash and the dust bunnies. Recite, “Here is mortality, ashes and dust.”
    13.On the eleventh step, place your living creature. It must be alive, and it must not be able to escape. Recite, “Here is a life I present unto thee.”
    14.On the twelfth step, place the token from your body. Recite, “And here is the essence extracted from me.”
    15.On the final step or landing, draw a line of salt. Recite, “No further than here.”
    16.Leave your objects in place on the staircase overnight.

    Do NOT proceed if anything seems amiss the next day (see: Additional Notes). If all is well, however, proceed as follows:

    The Main Event:
    1.Evacuate all occupants of the house except the principal. Gather up your sharp object and your second timekeeping device. Keep these items with you at all times.
    2.Begin at the precise time you commenced the Prelude. Stand the bottom of the staircase. Plant your feet. Do not move.
    3.After an hour has passed, mount the first step and turn on the fan. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    4.After the second hour has passed, mount the second step. Drink the entire glass of water. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    5.After the third hour has passed, mount the third step, making sure both of your feet are in or on the dirt spread across it. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    6.After the fourth hour has passed, mount the fourth step. Take up the lighter or matches and light the candle. Make sure it does not go out. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    7.After the fifth hour has passed, mount the fifth step. Use the candle from the fourth step to burn the old picture of your home. Once the picture is unrecognizable or burned completely to ash, blow the candle out. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you. A.NOTE: It may be helpful to hold the candle during step 6 and carry it with you to step 7. At NO POINT should you turn around or look behind you.

    8.After the sixth hour has passed, mount the sixth step. Take up the current picture of your home and rip it as many times as indicated by the roll of the dice, but do not allow it to fall to pieces. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    9.After the seventh hour has passed, mount the seventh step. Turn the clock forward as many hours as indicated by the roll of the dice on the previous step. Do NOT turn the clock backwards. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    10.After the eighth hour has passed, mount the eighth step. Take a bite of the food offering and swallow it. Do NOT allow your face to betray any dislike or disgust. Show as much enjoyment as you can. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    11.After the ninth hour ends, mount the ninth step. Pick up the mirror and look into it, focusing on your own face. Do NOT look at anything other than your face, no matter what might try to catch your eye. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    12.After the tenth hour has passed, smash the mirror and mount the tenth step. Use your sharp object to bring forth a fresh drop of your blood. Allow the drop to fall on the pile of ashes and dust. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    13.After the eleventh hour has passed, mount the eleventh step. Kill the insect. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    14.After the twelfth hour has passed, mount the twelfth step. Take up the token plucked from your body and swallow it whole. Face the top of the staircase. Plant your feet. Do not move. Do not turn around or look behind you.
    15.After the thirteenth hour has passed, mount the final step. Keep your sharp object close.

    The Ending:
    1.Turn around.

    Good luck.

    Additional Notes:

    The instructions detailed here are designed for a home in which the occupants sleep on the second floor. If, however, you sleep on the first floor, simply reverse the instructions — that is, begin the ritual on the top step and work your way towards the bottom, rather than starting at the bottom and working your way to the top.

    If you do not have a staircase, you may still perform the ritual using a long hallway. In the case of a hallway, mark the division between each “step” at regular intervals with a line of salt. Not NOT perform this ritual in a room. Do NOT perform it outside. Do NOT perform it in any small, enclosed spaces.

    The Main Event does not necessarily have to be performed on the day immediately following the Prelude, but it’s recommended that it be performed as soon as possible. The more trips you or any other occupants of your home take up or down the staircase, the weaker the twelve obstacles in place will become; furthermore, depending on the strength of your unwelcome guest, they may not hold for more than a few nights to begin with.

    If, after the Prelude, you return to the staircase to find any of the objects disturbed, do NOT proceed. Similarly, if you wake during the night or have nightmares while you sleep, do NOT proceed. If anything out of the ordinary occurs between the time when you complete the Prelude and begin the Main Event, DO NOT PROCEED. Instead, perform the following:

    To Abort the Ritual:

    Place a ring of salt around each item on the staircase, around your bed, and around the bed of any other occupants in your home. Leave them overnight. In the morning, remove the objects from your home.

    Destroy them by any means necessary.


    ABOUT THE AUTHOR
    Added to on Mar 25, 2015
    Part of the Spell Casters Library.



    #10 - Kokkuri-San

    Said to be Japan's safer alternative to Ouija board. Kokkuri-san is pretty popular among students and have garnered public interests through real experiences and media. Despite being more of a divination ritual, this 'game' still calls for the help of minor spirits, it is still recommended no avoid playing or if it can't be helped, just be careful at all times.
    You may need:

  • Blanck piece of paper
  • A pen to write with
  • A coin
  • Belief
  • Share   
         
    You may need:

  • Blanck piece of paper
  • A pen to write with
  • A coin
  • Belief
  • Share   
         

    Take a blank sheet of paper and draw a "torii" (a traditional Japanese gate) at the top in red ink. Write "YES" and "NO" on its either side. Beneath this, write one row of numbers (from 0 to 9) and three rows of letters (from A to Z, but hiragana characters are usually used).

    Open a window or a door so that Kokkuri-san will be able to enter the room. The torii represents the gateway to a Shinto shrine archway and the spirit will enter and exit through it. Place a coin on the red torii. Each person should put their index finger on the coin.

    Call the spirit by saying, "Kokkuri-san, Kokkuri-san, if you're here, please move this coin." You can ask Kokkuri-san whatever questions you like. The spirit will spell out the answer by moving the coin.

    To end the game, you must ask Kokkuri-san to leave by saying, "Kokkuri-san, please return home." If it answers with Yes and gone back to rest on the archway, say a respectful thank-you.

    7When you are certain Kokkuri-san has left, you must destroy the paper by cutting it in forty eight pieces. Some sources say to destroy the the pen used too. Also, the players must spend the coin used within three days. Failure to do so brings bad luck or misfortune to the players.

    Other things to keep in mind:

    • Do not play this game alone.
    • If your health is not stable or you have a weak heart, don't play it.
    • Never take your finger off from the coin during the game.
    • You must not stop or be stopped in the middle of the game.


    ABOUT THE AUTHOR
    Added to on Mar 25, 2015
    Last edited on Aug 12, 2017
    Part of the Spell Casters Library.



    6845 Spiritual Spells from Spell Casters