Spells
This spellbook is a collection of spells and magical workings. While the origins and the stories of the discoveries of many of these spells are far too numerous to tell, you the reader have a unique opportunity to reap the rewards of those adventures and hours of study. Within this work you will find spells that enable the magic user to accomplish feats unimagined, but also the much simpler spells not commonly thought of. That is the purpose of this book, to open the mind of the reader to the endless possibilities of blood magick, regardless of tradition or creed. This is the teaching of the fundamentals of spellcraft by example. What is done with the magic, be it of good or evil, is up to the reader.
Each spell is listed by an appropriately descriptive name and possible situations in which they could be used. The two realms in which these spells are meant to function are the astral and the physical. The astral realm is the general term for realms beyond the ken of physical reality. Places such as the spiritworld, dreamscapes, or ethereal cyberspace. The physical realm is the world of facts and science, the world in which action and reaction are somewhat predictable. An advantage of predictable outcomes at the disadvantage of less spectacular magical results.
After the realm of affects has been defined the method and effects of the spell are clearly defined. Most descriptions will refer to various patterns. These patterns are basic elements of reality that are utilized, conjured, and altered in order to shape and focus spells. These patterns are such things as matter patterns, life patterns, and elemental patterns to name a few. They are felt and manipulated by the user’s magical senses and magical will respectively. The magical senses are the extraordinary senses of magic user’s that allow them to become intimately aware of their environment as well as objects and entities within that environment. The magical will is the internal force of change wielded by the magic user to take control of or manipulate magical energy and accomplish the magical feat. While ritual and material components are not vital to any spell, they greatly increase the potency of the spell and the focus of the magic user, and so are useful elements in any spell.
While this book is exhaustive not every possible spell is listed here, there are an infinite number at your fingertips. Let this simply be a stepping-stone into a larger world.
Basic Spells: One simple method of making any magick a part of the blood magick system is to spill your blood or that of another prior to the casting. Thinking of blood as a magical ingredient for any spell greatly increases the versatility of the ways in which it can serve you. Smear it on blades, draw runes with it, anoint oneself or others during a ritual. The possibilities are endless because the blood itself forges an instant and near unbreakable bond between target and caster, a magical circuit through which the spell can flow. What follows are a few spells designed to provide a glimpse into the world of blood sorcery, they are examples only and by no means the totality of the system.
Insight: The sorcerer is able to take a biomatter sample from any living or once living being, and glean information about its source. The sorcerer focuses his will upon the sample, using the bonds of blood to form a magical circuit. While in this state of intense scrutiny the sorcerer, depending upon the potency of his magick, can learn anything from what sort of being the sample came from, its gender, emotions, strengths, weaknesses, just to name a few.
(Components) The more pre-Insight knowledge the sorcerer has of the target the better. Most blood sorcerers will find that merely holding the sample will allow them to do their work, some may need to use meditations, scientific instruments, or perhaps even actual consumption of the sample in order to gain Insight.
Biofeedback: This is a meditative exercise in which the sorcerer is able to achieve total awareness and control of her bodily functions. By visualizing the consciousness as flowing through the body alongside one’s own blood, this total awareness can be achieved. Damaged areas can be investigated, diseases fought, nutrients redistributed, organs repaired, the possibilities are limited only by the knowledge and ability of the sorceress herself.
(Components) While most sorcerers are able to achieve at least a basic state of biofeedback with only meditation some may find it useful to concentrate on the inner blood flow as a focal point.
The Walls Have Eyes: This spell instills a basic awareness within the home of the caster. Walls, mirrors, tables, hangings, and all manner of baubles and household clutter can be made to observe the goings on within the home. The sorcerer can then use his power to retrieve the observations of these items. Walls could speak of intruders, chairs may tell who last sat upon them, mirrors show who last looked through them. Depending upon the potency of the sorcerer and types of information sought the items may show images, impressions, emotions, or magical vibrations.
(Components) The caster simply needs to carefully spread one drop of blood discreetly upon each item he wishes to bestow the powers of observation. Then, when he chooses to investigate the object’s findings, the sorcerer will call upon the bonds of blood to form a connection with the object to witness its observations.
Scry: This is a divination spell that allows the caster to pour over the threads of fate directly tied to him. By focusing the will upon the medium the sorcerer is able to pick up on immanent events, pertinent feelings, and impressions of the ripples in reality caused by future events coming his way.
(Components) Simply fill a basin with water, spill the caster’s own blood into the vessel. Seek the divination in the swirls and clouds made by the diluting blood.
Consume: This spell allows the caster to steal away the life energies of anyone that the caster comes in flesh-to-flesh contact with. The caster creates a physical sympathetic component for the connection via the bond of blood. Through the circuit the caster drains away the energy within the target, taking it into himself, making him temporarily more powerful or filling him should he be low on energy.
(Components) The most effective ritual component is a thorn, hollow needle, or some other symbolically penetrating object soaked in blood that is carried concealed upon the caster’s person. The amount of power taken, rate of drain, and the target’s awareness of the drain are all dependent upon the power and skill of the caster.
Forging a Link: This spell allows the sorcerer or sorcerers to share the magical energy reserves of another person or group of people. The caster soaks a number of small stones in blood. The number of stones depends upon how many people are taking part in the power sharing. The blood is most effective if it comes from the participants, though blood from another source is still sufficiently potent to work. Each person taking part in the power network places a soaked stone underneath their tongue. As long as they hold the stone they and those also possessing stones can draw freely upon the power of everyone in the network.
(Components) Each stone should be small enough to be held firmly and comfortably under the tongue. This spell is quite effective should one sorcerer need to draw upon the power of many, or this can form incredible power solidarity within a group.
The Evil Eye: Known throughout time as on of the most powerful of curses. This spell is the fundamental sending from which all other curses find their root. It is the magical manifestation of hatred, malice, ill will, and the wish to cause harm upon another. The sorcerer summons up all such feelings, focusing the will so intently that the negative energy, the desire to curse, becomes manifest. The potency of the curse depends upon the sorcerer and the degree to which he wishes to harm his target. The degree of harm that can be manifested is limited by the power and skill of the sorcerer. The curse could be simply a stigma, where social interactions become difficult. Or it could be a curse of moderate severity, a minor sickness or lasting injury, the target becoming a social outcast. The most potent curses, those that only the most powerful of sorcerers can perform, can cause wasting diseases, permanently cripple, bestow life threatening bad luck, or even go so far as to put the target immediately into harm’s way.
(Components) For most minor to moderate curses hand gestures and harsh words suffice to deliver the curse through the circuit created by the bonds of blood. For more horrific curses the sorcerer may find that some ritual sacrifice of blood or sympathetic representation, like a statue or a doll ritually harmed, may be necessary to fully lay the curse.
Cleanse: This spell allows the caster to extract and dispose of all manner of detritus, both physical and magical. By focusing the will during an intense ritual cleaning, the sorcerer can divest herself of any enchantments laid upon her, astral parasites, negative energies, troublesome emotions, physical maladies, and mundane uncleanliness. The power of the caster determines the degree of cleanliness that one can reach, for there are many spells that do not dissipate so easily or parasites that let go without a fight.
(Components) The most effective manner of casting this spell is in the form of a ritual bath. Draw a bath of water while mixing in three drops of the caster’s own blood. This infuses the bath with the sorcerer’s power and desire to extract detritus of both physical and spiritual nature. The blood bath will also serve to trap the detritus once the caster leaves. Allowing the caster to safely investigate or dispose of unwanted spells, grime, or astral hanger’s on. The caster must remember however that such a deep cleaning will remove positive spells and symbiotes as well unless attention is spent pupon maintaining them throughout the ritual.
Accelerate Metabolism: This spell is designed to give the caster the power to accelerate the metabolism of one target, be it the caster himself or another target life form. The caster focuses upon the metabolic centers within the body and uses the will to artificially stimulate these areas. This spell increases the natural rate of metabolism in the body of the target. This increases the healing abilities of the body but also increases the need for food and sleep. This spell is useful for rapid recuperation or can be used in a passive aggressive offensive manner to “thin” opponents over time. This spell does not apply in the astral in most cases, as physiology is more fluid in that realm.
(Components) Knowledge of the physical body of the target’s species is a tremendous aid for the visualization of the metabolic centers. Usually a laying of hands upon the target works best. Though if the spell is being cast upon oneself then a piece of straw or incense lit at both ends and anointed with blood can aid the caster in visualizing the spell.
Spitting Blood: For this dramatic and potent spell the caster infuses a physical substance with corrosive energy patterns and hurls the substance at a target. The enchanted substance will behave differently depending upon what realm the spell was cast in. In the astral the substance works like a strong acid, eating away at any material that it touches. In the physical the substance, aside from shocking and surprising the target, will corrode through magical shields to damage the body’s energy fields and harm the spirit.
(Components) The most effective component is blood, though in a pinch water or spittle will suffice. Remember that the substance is merely the vehicle for the corrosive energy patterns, but a substance that is reminiscent of fluid works best.
Adventure’s Call: This divination spell allows the caster to put himself into a state of heightened awareness and attunement to potential adventures as he comes into contact with them. As most people walk through life they live it reactively, the only adventure that comes into their lives is when such things cross their paths. This spell is designed to give the caster sufficient awareness to notice potential adventures as he goes through his life. The caster will walk down the street and feel a pull towards a back alley. One could be walking in the wood and feel the urge to take a different path than planned. There are infinite possibilities and limitless adventures that people pass up everyday simply because they don’t notice them. By going into a meditative state the caster focuses his will upon his own perceptions and creates a magical energy field about himself that is sensitive to and amplifies the subtle irregular patterns in reality. These irregularities are the adventures in their potential forms. Magic users who often employ this spell are constantly involved in some sort of goings on, and seem to be on top of things as they happen.
(Components) This spell is a complex one, and the components are much more personalized. To create and maintain this energy field with mind and will alone is a difficult task, as such most magic users who use this spell utilize talismans or other fetishes, bonded to them through the connection of blood to maintain the energy field once it has been erected. Any sort of personally significant object that can be used as the focal point and source of the field will do.
Old Wounds: This spell allows the caster to cause further harm to a target who suffers from preexisting wounds or to reopen older healed wounds. By extending the senses into the target the caster can become aware of the life pattern of the target, as well as the irregularities in the pattern that represent the wounds. The caster then exerts his will upon the irregularities and imbues them with power, increasing their prominence within the pattern. This spell causes old wounds to reopen, small cuts to bleed profusely, and burns to turn out to be much more severe in addition to many other form of increased trauma. As with many spells, the intensity of the agitation depends directly upon the skill and power of the caster. Also, the effects will be much more spectacular in the astral, though the effects in the physical are no less potent.
(Components) Physically touching the target is the most helpful and effective component, though verbal components such as indications of the increasing pain are also effective. Sympathetic representations of the target, with the wounds visibly recreated, can provide an excellent ritual connection through which to strike.