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7121 Spiritual Spells from Spell Casters

Covens Spell Casters  ► Spell Casters's Spellbooks  ► 7121 Spiritual Spells
7121 Spiritual Spells from Spell Casters

Included in this list of 7121 Spiritual Spells
  1. Kill Anger
  2. Banish Worries and Fears Candle Spell
  3. The Charm Of Making
  4. The Hooded Man
  5. Doors to the Mind
  6. Dry Bones Game
  7. THe Hosting Game
  8. The Bath Game
  9. The Elevator to Another World
  10. Hyakumonagatari Kaidankai

#2671 - Kill Anger

Kills all old anger/hate that you have.
If you have a lot of negitave energy, you may need more than one magickal item.
You may need:

  • imagination
  • magical item to ''steal fire''- like quartz, but it's not necessary.
  • Share   
         
    You may need:

  • imagination
  • magical item to ''steal fire''- like quartz, but it's not necessary.
  • Share   
         
    First- you have to visualize the negative energy in your head. (I did a demon, but you can do any creature.)
    Second- you need the magick item. Then you have to grip it with a lot of strength- don't worry if you're (disgusting-ish) sweating, know that you're doing good! Third- you need to imagine that there is a black hole within the crystal and is sucking away the demon/energy.
    Fourth-This isn't necessary, but you can 'mentally' laugh at the demon falling away!
    -----------------
    Blessed be )0( Yay!
    Also mail me for if it works, or if you have questions!


    ABOUT THE AUTHOR
    Added to on Mar 28, 2015
    Part of the Spell Casters Library.



    #2672 - Banish Worries and Fears Candle Spell

    A spell to help lift negative thoughts from your mind and body, allowing yourself to let go of negative thoughts, worries, and fears.
    You may need:

  • 1 Black Candle
  • Tool to inscribe into Candle such as a small pin or knife.
  • Visualization
  • Meditation
  • Share   
         
    You may need:

  • 1 Black Candle
  • Tool to inscribe into Candle such as a small pin or knife.
  • Visualization
  • Meditation
  • Share   
         
    Take your black candle, it can be any size. The bigger the candle the more you can write onto it. Take something like a small pin or a knife to inscribe into the candle what you wish to get rid of, an example being 'Worried I will lose my love' or 'fear of failing my test', just anything on your mind that worries you. As you're inscribing imagine this thought or fear being pulled out from your mind and being put into the candle. Once you have your candle filled of the thought(s) you wish to get rid of. Sit with the candle and think of all the things you inscribed into it being leg go from your mind. Take as much time as you need to feel free of the thoughts. Once you're done, light the candle and allow it to burn down completely. After the candle has finished burning, if there's any left over wax or wick from the candle, you can discard it and throw it away off your property in which you will never come in contact with it again, but this is optional.


    ABOUT THE AUTHOR
    Added to on Mar 28, 2015
    Part of the Spell Casters Library.



    #2673 - The Charm Of Making

    Summon the Dragon with The Charm Of Making
    You may need:

  • Voice
  • Share   
         
    You may need:

  • Voice
  • Share   
         

    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.



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



    #2674 - The Hooded Man

    The Hooded Man Ritual appeared on the NoSleep subreddit in November of 2014. According to its submitter, nickybutler123, it has surfaced on other sites in the past; I’ve been unable to locate these other sites, however, so it’s possible that this claim is meant to deepen a newer story’s sense of history.
    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.
    You may need:

  • Two black cords or ropes measuring half a meter in length each.
  • A telephone. If you have access to an old-fashioned rotary phone, it is suggested you use it, as it will provide the greatest effect. A modern touch-tone phone will also work, although it is recommended that it be of a corded variety. Cordless or cellular phones may present some difficulties and are not recommended.
  • Matches or a lighter.
  • A watch.
  • Salt.
  • One principal.
  • Share   
         
    You may need:

  • Two black cords or ropes measuring half a meter in length each.
  • A telephone. If you have access to an old-fashioned rotary phone, it is suggested you use it, as it will provide the greatest effect. A modern touch-tone phone will also work, although it is recommended that it be of a corded variety. Cordless or cellular phones may present some difficulties and are not recommended.
  • Matches or a lighter.
  • A watch.
  • Salt.
  • One principal.
  • Share   
         
    The Prelude: 1.Prior to beginning, perform a cleansing ritual in the location in which you plan to perform the Hooded Man Ritual. Burning a sage smudge stick and spreading salt or ash before the front door are recommended; for more detailed instructions, see here. 2.Shut all the doors, close all the windows, and draw all the curtains. 3.Turn off the lights, as well as all electronic devices. Set the two black cords, as well as the matches or lighter, near the phone. 4.Empty your pockets of any power or protection items, but keep the watch on your person. Calling the Cab: 1.Begin at night. 2.Sit down before the telephone and count to the number 13. Then, leaving the phone on the hook, dial the following number: 20496888. 3.Tie one black cord securely to the telephone’s handset. Lift the handset by holding the cord only; then dial the following number: 25515823. 4.Count to 13 and set the handset down, but do not hang it back on the cradle. Speak the following words into the receiver: “Hello? I need a cab.” 5.Untie the first black cord from the handset and replace it with the second one, making sure to secure it tightly. Burn the first cord immediately if possible; if it is not possible to do it immediately, burn it as soon as you have completed the ritual. 6.Open the curtains and look out. If you have completed steps one through five correctly, you will see a black taxi cab parked outside. Exit the building, locking the door behind you, and climb into the cab’s empty back seat. 7.Lock the cab door and go to sleep. During the Ride: 1.When you awaken, use your watch to check the time. 2.If your watch reads anytime other than 3:30am: Exit the cab and reenter your home within two minutes. Proceed to “The Ending – Step 1.” 3.If your watch reads 3:30am: Go back to sleep. 4.When you awaken for the second time, you will find the cab to be driving on a highway with a man wearing a hood at the wheel. Do NOT do any of the following: ◾Panic. ◾Attempt to get out of the cab while it is moving. ◾Speak to any other passengers the cab may pick up. 5.When you are ready to end your ride, lean close to the hooded man’s ear and say the following words, slowly and deliberately: “I have reached my destination.” You will fall asleep one last time; when you awaken, you will have returned to your starting location. The Ending: 1.Once you have returned to your starting location, seat yourself before the telephone once more and dial the following number: 200082. 2.Use the black cord to lift the handset, set it down, and recite the following words into the receiver: “Thank you for the ride.” 3.Untie the black cord from the handset. Burn it; then bury the ashes of both it and the first cord in the ground. Scatter salt over the top of the burial site. 4.Perform a cleansing ritual. Additional Notes: Sage, salt, or other items of protection may be used during the cleansing rituals performed before and after the Hooded Man Ritual itself; however, these items should NOT be carried with you while you are performing the Hooded Man Ritual. Should you feel threatened, followed, stalked, or otherwise unsafe at any point during the ritual, do NOT proceed. If you have not yet gotten in the back of the cab, do not enter it; if you have, perform step five of “During the Ride.” Panicking, attempting to exit the moving vehicle, or speaking to other passengers may result in dire or fatal consequences. Do NOT, under ANY circumstances, perform those actions. Concerning the Length of the Cab Ride: You may allow the cab ride to continue on as long as you desire; however, it should be noted that the longer the ride, the more difficult it is to emerge from the landscapes through which the cab passes. Should you wish to return to the same world you left, it is recommended that you do not allow the cab ride to go on for undue amounts of time. It is unknown what happens when the cab stops. If you are feeling adventurous, you may attempt to find out… …But don’t count on being able to return home again once you get there.


    ABOUT THE AUTHOR
    Added to on Mar 26, 2015
    Last edited on Apr 18, 2024
    Part of the Spell Casters Library.



    #2675 - Doors to the Mind

    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   
         

    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
    Added to on Mar 26, 2015
    Last edited on Jan 21, 2023
    Part of the Spell Casters Library.



    #2676 - 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.



    #2677 - 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.



    #2678 - 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.



    #2679 - 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.



    #2680 - 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.


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    Added to on Mar 26, 2015
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    7121 Spiritual Spells from Spell Casters