A spell for when you are losing hope and you want things to get better.
What you need
Something to play music on This song (x) A white candle This sigil (x) Two pieces of paper A pen
What to do
Start playing the song and make sure to put it on repeat.
Sit somewhere where the sun can touch your face, preferably outside
Stretch out your arms as if you were trying to touch the sun. Take some deep breaths, imagining yourself breathing in the suns energy.
Carve the sigil in your candle, lighting it when you’ve completed it.
On the first piece of paper write down what is no longer serving you and what habits you want to get rid of.
Carefully burn it in the flame of the candle, taking a deep breath. As you exhale imagine all that energy that is on the piece of paper leaving your body and being burnt in the candle along with the paper.
Next write down what you want to enter your life in place of these things that are no longer serving you.
Fold the paper and drip some of the wax onto it. Carve the same sigil that was on the candle in the wax.
Keep the piece of paper somewhere where you will not lose it.
In about a months time come back and read what you wanted to enter your life and reflect on what has changed. Keep it as a reminder that things do get better.
Masterpost for the complete series of poems so far, designed to aid learning for beginning witches. Most are theory, and a one or two are conceptual. The reason for this masterpost is that they’re all poorly tagged
Imagine a soulmate au where whenever your soulmate listens to music, you can hear it too and the only way you can find them is when the music they’re listening to gets louder the closer you are to them.
Imagine a soulmate au where you can taste the things that they are eating or drinking and the only way you can find them is to find the places that serve that same kind of food or drink they’re eating/drinking.
Imagine a soulmate au where the heart in your chest is your soulmate’s and you can feel whatever they’re currently feeling and the only way you can find them is when it stops beating. Kind of like taking the “When I first met you, I swear I could feel my heart stop beating” literally.
Imagine a soulmate au where your level of talent at a hobby determines on how close you are to your soulmate.
Imagine a soulmate au where your dreams are a mixture of your soulmate’s past and present memories and the only way you know that you’ve met them is when you see yourself.
Imagine a soulmate au where everyone is given a book at birth with no pages in it and the only way the pages begin to magically appear is when they are finally born. Each chapter is linked to your soulmate’s age and the pages within that chapter represent a day of their life with a small collection of things that they have said throughout the day. The only way you will know that you’ve met your soulmate is when the pages stop appearing and the last thing that was said on the last page is actually the first word or sentence that they said to you.
Imagine a soulmate au where you’re given a necklace that changes to the colors of what they’re currently feeling and the temperature is linked to how close you are to them. For example, nothing being very far away, cold being closer, and warm being they’re right in front of you. But, whenever they take the necklace off of them, the connection is lost and you won’t know what they’re feeling or if you’ve even met each other.
Just a collection of ideas I thought of while I was in the shower :)
Anyone who knows me will tell you that I am a stickler for energy work. In my personal experience, energy work is the single most important thing that a witch can practice. It brings so much to the table, both in practical everyday matters and in witchy stuff! Here is my complete masterpost of all of the posts from my energy work series:
“[Voldemort] can punish them. Couple of kids more or less, what’s the difference?”
“Only the difference between truth and lies, courage and cowardice,” said Professor McGonagall, who had turned very pale. “A difference, in short, which you and your sister seem unable to appreciate. But let me make one thing very clear. You are not going to pass off your many ineptitudes on the students of Hogwarts. I shall not permit it.”
People like to talk about Soulsborne protagonists and their superhuman stubbornness, but I think we also have to mention their nigh-suicidal levels of curiosity. Off the top of my head:
Dark Souls - When the Chosen Undead finds a nest belonging to an enormous crow, they decide to curl up like an egg. Luckily, this convinces the crow to transfer them to its other nest.
Dark Souls - The Chosen Undead finds an enormous magic painting, and obviously has to poke it. When they do, a magical vortex begins to pull them into the painting. Despite having several seconds to react, they don’t take their hand away.
Dark Souls - When the Chosen Undead finds what they know full well is the grave of the legendary Artorias the Abysswalker, they can’t help but put their grubby hands on it, which pisses of its ancient and powerful guardian.
Dark Souls - When the Chosen Undead loses their good friend to a cave dwelling parasite, they remove the still living parasite from his corpse and wear it like a hat, since it works as a convenient source of light, evidently assuming that it won’t also infect them.
Dark Souls - The Chosen Undead finds an open sarcophagus in a haunted crypt full of necromancers. Naturally, they decide to take a nap in it. When skeletons carry the sarcophagus deeper underground to the chamber where the God of the Dead resides, the Chosen Undead decides to join his cult and gets a cool sword.
Bloodborne - The Good Hunter touches a beast skull resting on the altar in Yharnam’s Grand Cathedral, which causes them to have a flashback of it’s previous owners memories. Later, in a warped nightmare version of the Grand Cathedral, they find the warped nightmare version of the same skull, and touch it AGAIN. Luckily it’s just the hidden trigger for an elevator, but still.
Bloodborne - In a research hall where the patients have enormous bloated sacs of fluid for heads, the Good Hunter finds a severed still-wriggling head sac. Naturally, they decide to wear it like a hat.
Bloodborne - The Good Hunter goes to loot the corpse of a woman sitting in a chair along in a big room. Unfortunately, she’s still alive, and grabs them, then chastises them ‘a corpse should be left well alone’ and kicks their ass with dual flaming swords. They continue to loot corpses after this incident.
Bloodborne - The Good Hunter finds three pieces of the umbilical cords belonging to ELDER GODS, so naturally, they decide to EAT THEM. As it turns out, this is arguably a good idea, but the Good Hunter has no way of knowing this.
Bloodborne - The Good Hunter finds a note on a door that says ‘don’t come in, hunters not wanted here’ naturally, they go in anyway. A man on a tower threatens them and tells them to leave. They keep exploring. He tells them to leave, and goes so far as to obliterate them with a mounted automatic weapon. For no reason except curiosity, they keep exploring anyway. While hiding from machine gun fire.
Bloodborne - when the Good Hunter finds a corpse frozen in a strange position with it’s arms out, they decide that corpse must know how to communicate with eldritch beings. This insane troll logic happens to be correct.
Dark Souls 3 - In a graveyard, The Ashen One finds an enormous armored man with a coiled sword through him, naturally, they pull it out, which causes him to come alive and attack. Later, when they travel through a shadowy version of the exact same graveyard, they find a shadowy version of the same sword stuck through a shadowy version of the same armored man. They pull it out. Despite all odds, the shadowy armored man comes alive and attacks again.
Dark Souls 3 - In the deepest chamber of the Catacombs of Carthus, there is no sarcophagus or undead king or anything. There’s just a skull goblet on a pedestal. Naturally, the Ashen One pokes it, causing black haze to seep out and flood the room. After a short delay they are warped into The Abyss and attacked by an enormous skeleton.
Dark Souls 3 - In Archdragon Peak, there’s a big lever with several warning signs carved into the floor that say ‘warning: do not pull this lever’. Obviously, the Ashen One pulls the lever, causing a magical thunderstorm and drawing the ire of the Nameless King.
Here are one hundred adventure seeds you can use to
generate ideas for your adventures and campaigns.
A ancient and evil balor sorcerer imprisons old friends of the
player characters, holding them hostage in return for a
A band of several death slaadi rogues and sorcerers
begins to waylay all planar travelers who chance
through their recently claimed turf on the Astral Plane.
A ranger hero recognized around the world begins to
organize a group of explorers for reasons unknown…
A bardic college develops a style of music that charms
and dominates any that listen to it too long.
A beholder cluster, made up of many beholders driven mad, begins to war with lesser beholder communities,
apparently all seeking a beholder artifact.
A prominent deity grows sick and will die if the cause of
its divine ill is not discovered.
A beloved prophecy long accepted as true fails to
occur because of the characters’ meddling, and the
world turns against them…
A blinding, yellow haze seeps down from the sky,
covering the world…
A celestial tree hundreds of miles long reaches its
roots down and begins to grow on the world’s
surface. Creatures from other worlds live in the
heights of the tree.
A child is born who prophecy indicates will one day
ascend to godhood.
A black disease blights the forest, killing all vegetation
as it continues to expand without limit at an ever-accelerating
A clan of psionic militants breaks away from the
kingdom — literally. A huge chunk of land hundreds of
acres wide floats up and away (taking with it many
terrified non-psionic people).
A conjunction of parallel planes somehow energizes a
lowly peasant to the power of a greater deity — but only
until the conjunction ends.
A cross-time catastrophe has cut off the Material Plane
from all others.
A dragon kills the ruler of the largest nation and takes
over, calling itself the Dragon King.
A flaw in a true resurrection spell leaves one player character
undead by night and alive by day.
A floating city arrives from across the sea, apparently
fleeing the depredations of the Warlord, a barbarian of an epic caliber.
A flock of angelic avengers and celestials is ravaging across the continent.
A meeting is called by a storm giant blackguard.
Powerful giants from around the world (and
other worlds) begin to congregate. Though no one knows the meaning of this calling…
A glorious gemstone in which the first light of creation
still lingers is purportedly languishing in an ancient,
A great chase ensues through endless parallel dimensions
as wizard researchers follow the faint trail of the
long-vanished elder elves.
A group of gargoyle paragons claims the Cathedral of
Pelor as its own new home.
A hero of renown (a quasi-deity, really) is to be wed to
an elven prince, but the prince’s royal family claims the
prince is under a spell.
A hole is gouged in the veil separating life and death.
As the tide of life pours out into the void, all creatures
everywhere begin to die as they accumulate negative
levels. The hole must be mended.
A red dragon and two of its siblings emerge from a
red-lit cavern in the earth.
A lesser deity declares the PCs as its mortal enemies,
enjoining all its worshipers and allies to find and slay
A longstanding illusion is pierced, revealing that the
king is nowhere to be found, and that all dictates of
the kingdom have been actually flowing from the
A new deity decides to leave the Outer Planes to set up
its palace on the face of the Material Plane. Once it
arrives, it demands worshipers and servitors.
A mad chronomancer with a mastery of time, has determined how to destroy the past (and
therefore the present). Unless it can be stopped, time
itself will unravel.
A planar conjunction will soon come to pass, allowing
the legions of hell (or worse) direct access to a
selected part of the Material Plane for 24 hours. It
can’t be stopped, but some famous characters may attempt to
defend key cities or strongholds from the onslaught.
A player character’s heart is stolen and replaced with a
magical gem or a strange alchemical creation. Who
knows how long the replacement will last?
A powerful wizards’ guild enters all-out war with the
dominant religious order of the world.
A quasi-deity wants an escort as it ventures into the
Abyss to release a companion quasi-deity from bondage.
A rogue moon threatens to crash down upon the
world, ending all life.
A sentient spell-virus is raging out of control among
spellcasters. All who fall victim to it become part of one
unified mind controlled by a malign intelligence.
A species of “fish” introduced from another plane has
provided good eating and relief from famine over the
last year. Now, thousands (possibly millions?) of the fish-like
creatures begin a sudden growth spurt, transforming en
masse into terribly powerful and bloodthirsty predators.
A splinter community of humans evolves into a
sub-race sporting strange and variant powers.
A syndicate of assassins dramatically expands its
membership by introducing a mind-control potion
into a city’s water supply.
A team of nightmares draws a chariot driven by a
powerful fighter into the city.
A titan seeks those brave enough to release it from its
age-long bondage; its rescuers may face the wrath of
A vampire scion from another plane begins to conquer
world after world with the help of a reforged artifact of
legend, Midnight’s Heart.
A volcano erupts. In the aftermath, a portal to the City
of Brass on the Elemental Plane of Fire remains open
A well-known wizards’ guild’s magical dumping ground
of failed experiments and stale spell components
A wizard attempting to summon a powerful devil slips
up and somehow summons an abomination instead:
an infernal lord of the hells.
A wizard claims to have developed an epic spell ritual
that, if cast, will slay a deity.
All magic items crafted from a particular city begin to
bestow negative effects on their owners with each use.
All who fall asleep on a selected world cannot be awakened
and eventually die in their sleep. Exhaustion is beginning to take a hold on even the greatest heroes of its realm…
An adventuring party stumbles upon the tomb prison
of an long dead half-god and releases it.
An anti-magic plague is released by an unknown agency,
causing sickness and eventually death to any who
prepare or cast arcane spells.
An artifact belonging to one of the characters must be
destroyed, lest some great catastrophe, which has
secretly been gathering, come to pass.
An artifact capable of forever dominating all red dragons everywhere
An enclave of gnomes customizes an iron colossus
into a walking war platform.
A group of NPCs known for good deeds suddenly
embarks on a death spree, murdering merchants and
A group of NPCs decides to destroy the PC adventurers,
for reasons that are initially obscure.
A sentient, free roaming, self-casting disintegrate spell
breaks loose from a wizard’s laboratory.
A legendary paladin leads a crusade to hell.
An inter-dimensional caravan must float on the River
Styx through the dangers of several lower planes.
Spirits begin to manifest from machines as complicated
as simple steam-powered wheels — is it a warning
from the gods of the forge to desist?
Angry druids raise the beasts, animals, and dire
animals of the wild, intent on beginning a new world
order in which nature comes first.
As the world ages, frequent earthquakes threaten to
plunge the major nations under the sea.
Blue-skinned merchants begin to sell enormously popular
items composed of dreamstuff — “mined from the
very dreams of a deity,” claim the merchants.
Deeper than the Underdark, the world is discovered
to be hollow. Hanging in that vast opening is an
unknown, uncharted inner world of strangeness.
Dwarf miners follow a vein of adamantine to a hinged
valve sealed with divine magic of an age older than any
of the current deities.
A group of seemingly amateur rogues steal the magical scepter of the
Evil opportunists slay the Guardian of the Flame of
Destiny, hoping to remold the Law of Reality to their
Ghosts of every sort begin to rise again, and they won’t
recognize their own undead state.
Mind flayers successfully gain control of a surface
nation, plunging the region into permanent darkness.
Jade pyramids of prodigious size rise from the earth.
Sounds unlike any heard before echo faintly from
within their stony cores.
Construct-like creatures of insane complexity called
“machines” move across the land, preparing the way
for a larger invasion of automated entities.
Magic begins to fail, supposedly because it is being
“used up” faster than it naturally regenerates.
Mercenary half-dragons who ride chromatic dragons as
steeds sell their swords (and spells) to an evil empire.
Newborns begin to be born without souls.
Off-plane raiders begin to steal people away for use as
slaves and food.
Once every ten years a small cave provides access into
a magical, underground world where all living beings
give off colorful light, ruled by mysterious fey lords
with mysterious agendas.
One of the player characters learns about his or her
real mother or father — in fact, that parent was a
demon, and that demon has come calling.
Planetars and solars bring heaven’s war to the Material
Plane, slaying any and all they deem evil or immoral.
Chromatic dragons decide that their “species” is the
only true draconic race, and they begin a campaign of
genocide against all other dragon types.
Several well-known cities and all their inhabitants
suddenly disappear without a trace. More could follow…
Someone is breaking the Seven Seals that maintain the
integrity of the multiverse…
The ancient Great Library has secret vaults where the
Words Once Spoken are supposedly inscribed in the
Book of Sleep. To speak them again would remake the
The Clock that Rules the Universe is under attack by
insane gnome alchemists, who are raiding it for parts.
The End Times threaten to begin.
The gods of Law put all humanoid races on trial for
The Lord High Priest of Pelor denounces her deity and
The most feared and reviled weapon of legend, an artifact
sword that drains life energy with a touch, is lost
by its owner.
The Mother of Spiders emerges from her Cocoon of a Million Years
to find a mate for her next spawning.
A vast necropolis undergoes a mystical transformation.
Now, each coffin, sarcophagus, and mausoleum leads
to separate cemetery dimensions and realms of death.
The PCs’ stronghold mysteriously gains new extra-dimensional
halls and rooms of unknown origin,
content, and extent.
The populace decides that they want one of the PCs as
their new ruler, which doesn’t please the current ruler.
The secret texts of a prominent religion, recently
discovered, call into question the church’s real goal, its
actual origin, and the agenda of its god.
The souls of a good queen and her family are drawn
into the Abyss by an unknown demonic agency.
The spirits of the dead begin to possess the bodies of
the living at an ever-accelerating rate.
The sun is infested with moon-sized parasites, and
may soon fail like so many other stars have fallen to
this celestial infestation.
The winter, which was overly cold, lasts too long — the goddess of winter, Auril, is suspected to be the cause…
The woods begin to grow without bound, invading
field, plain, and city.
The yuan-ti attempt to awaken the Slumbering Serpent,
a little-known abomination born of their own race and
a god of serpents.
Twenty percent of all astral travelers begin to disappear
in mid-trip. Mid-travel diversion spells are suspected.
Two parallel planes move too close to each other, and
denizens and objects of one constantly slip onto the
other, and vice versa.
Unless stopped, an ancient demi-lich will inject itself
onto the Negative Energy Plane, where it can possess
any undead anywhere in the multiverse.
When a friend or a respected associate is resurrected,
the soul returned to the body has different memories
from the original. Whence does this soul come?
It’s natural for tarot cards to accumulate & harbor energy, since that is the primary force they operate through; it can “clog” or “restrain” them, making them rather unproductive, though it doesn’t damage them. They simply need to rest and be refreshed every now & then, just like the reader does.
I suggest trying all of them out & sticking to the ones that work for you.
Shuffling Simply shuffle the deck with the intention of cleansing it, in whatever way that’s most comfortable for you & for as long as you feel you need to.
Sorting Sort the cards – arrange them in order of the 22 Major Arcana and 4 suits of the 56 Minor Arcana. Allow the deck to “rest” in proper sequence for a while. You could also simply sort the cards so that all are upright & none reversed.
Knocking Tap the deck against something, or tap it with your hands / another object.
Sunlight (This method is better for projective/masculine decks.) Place the deck in sunlight and leave it there until you feel that all the unwanted energy has been burned, faded, blinded, or driven out.
Moonlight (This method is better for receptive/feminine decks.) Place the deck in moonlight and leave it there until you feel that all the unwanted energy has been drained, coaxed, flushed, or guided out.
Salt Place the deck in a sealed, air-tight plastic bag and bury it in organic salt. Let the salt soak up the excess energy for a few days, or until you feel it’s done.
Crystals Place a crystal that corresponds to your intention upon the deck, or somewhere near it. You could also form a crystal grid around it.
Smoke Pass the deck through the smoke of incense or burning plants that correspond to your intention (most people would use dried sage or rosemary).
Pendulums Swing a pendulum of your choice clockwise in circular motions above or on the surface around the deck with your intention in mind until you feel that all the unwanted energy has been drawn out & expelled.
Sound Play any instrument with your intention in mind, or place the deck near a speaker and play music that corresponds to your intention.
*You can also cleanse each card individually rather than the whole deck at once, if you prefer. It takes longer but it’s more thorough & “intimate”
After cleansing your deck, store it in a special box/bag/cloth and/or with a quartz crystal to protect and generally upkeep its clean state.
Simple tip: cleanse your deck every time you use it. This is the easiest way to maintain a healthy deck, & the ritual of it can improve your general relationship with the cards as well as your connection with them in the moment.
Other good opportunities to cleanse your deck: - It’s brand-new / inherited / borrowed / secondhand - Another person has come into contact with it (especially if it was without your permission – the deck will let you know if it’s been meddled with) - It has come into direct contact with a surface or object you didn’t want it to (this mainly applies to the tarot readers who take extra precautions to preserve the energetic integrity of their deck – such as only laying the cards on a designated cloth/mat/board, not allowing others to touch them, etc) - It has come into direct contact with another deck - It hasn’t been used for a long period of time - It’s been accidentally scattered/messed up/physically damaged - Many different readings have been performed with it - An extensive/intense reading has been performed with it
Symptoms of a deck that needs to be cleansed: - An irregularly large amount of cards drawn in a reading are reversed - An irregularly large amount of cards are falling or popping out of the deck while you shuffle & handle it in general / the deck won’t stay together - The readings are becoming unclear, or you’re having an unnecessarily difficult time interpreting & discerning their meaning; you’re getting mixed messages, the cards aren’t cohesive, and so on. If you feel like you’re not gaining anything out of the readings you do with a deck, you need to cleanse it. - You get the sense that you need to cleanse the deck. This could manifest in many different ways; perhaps you feel bored of the deck or distant from it, or perhaps its “personality” changes, or perhaps you simply feel off about it. Common “off” feelings are slowness or lethargy, disengagement, bitterness, exhaustion, a sense of a contrary or combative disposition, misplaced irony, dullness or hollowness, strain, stress, aggravation, confusion, or alienation, and may come from either you or the deck itself when you interact with it. - You can’t bring yourself to focus on the readings you do with it; neither you nor the deck can maintain your concentration / awareness / full presence. - You consistently lose and misplace the deck or you can’t find it when you want to use it – or other people have moved it, even just once. If you don’t give it a spot and it tends to wander around your house, that may translate into your cards. Cleanse them and pick a permanent/regular place to keep them. - The deck loses its “magic” and begins to feel like plain paper to you - Using the deck consistently drains, frustrates, upsets, or annoys you / using it no longer brings you whatever beneficial quality it usually does.