Thursday, June 10, 2010

Abracadabra - What the heck does it mean?


Also spelled abrakadabra and abrahadabra, it is a word that has many ties to the ancient occult.

While the actual origin of the word is unknown, some believe that is was derived from the initials of the Hebraic words Ab, Ben, and ruach a Cadesch which translates as "Father, Son, and Holy Ghost." Others believe that it was the name of the supreme deity of the Assyrians.

Ephraim Goodman, the world-renowned linguist, declares that the term comes from the Aramaic phrase, Avra Kedavra which translates into "I shall create - as that which i say"

The first written record of the word comes from the third-century physician, Quintus Severus Sammonicus. He was a Gnostic physician to Roman Emperor, Septimius Severus and used the word to treat tertian fever, asthma, and agues.

When written, it is usually seen as:


The above configuration is used in banishing.


The above configuration is used in invoking.

It is used by conjurers to invoke or banish certain spirits.

It is widely believe that certain evils, including demons would diminsh in the same mannor as the configuration until if finally vanishes.

As a means of protection, the banishing configuration was written on a small piece of parchment and was worn, hanging from the neck on linen thread as an amulet. In the same aspect, this configuration was found on abraxas stones which were also worn as amulets.

Now days, the term is mostly associated with stage magicians when performing.

20 ghostly facts

1. Spirits that haunt, want your attention.

2. Spirits have absolutely no sense of time.

3. Spirits do not always realize that they are dead. To them, its like they are stuck in an awful nightmare.

4. Spirits can communicate with us in various ways. In dreams, through subliminal thoughts, automatic writing, via the use of a pendulum, and intution. Other, more scientific ways are through white noise and evp.

5. Spirits are sometimes mischevious and always curious.

6. Spirits have a profound sense of smell! They are often attracted to certain scents.

7. Spirits are more active at night. Some people think that this is due to less electronic disturbance and that they are able to produce more energy when not having to compete with varous electric and electronic devices.
In the same sense, you are more likely to experience ghostly disturbances when your house is quiet.

8. Spirits can and often do, manifest. Orbs, streaks of light, mists, dark shadows, shadows within shadows, and blurs within the air are the most common. Full-body appritions are always possible, but are not likely.

9. Most ghostly disturbances are actually residue or risidual haunings. Events that play themselves out over and over again, often without the spirit having any control over it whatsoever.

10. Gostly activity is often more prevalent around children and young adults due to the amount of energy they give off. The higher your personal energy, the more spirits are able to absorb.

11. Spirits often retain memories and emotions of their physical life. And most certainly the memories and emotions associated with the time right before their death.

12. Not all ghosts are "trapped." Some choose to stay within the earthly realm.

13. Spirits retain their personalities.

14. Animals and children are more likely to "see" a ghost.

15. Even the spirits of animals can "haunt."

16. Spirits can often be helpful.

17. Spirits can often be protective of the families they "haunt."

18. Ghosts may actually exist in a state of confusion and not have a clue as to what happened to them, why they are here, why you cannot see or hear them, etc.

19. When spirits are bored, they often cause trouble or become mischevious.

20. Certain locations are vortexes or portals where ghosts/spirits can transport themselves from one realm or place to another.

Graveyard Dirt

Most people have no idea that there are different types of graveyard dirt and that really, the intention of your spellwork should dictate where your dirt comes from.

The following is a generalized list of the different types of dirt and what its good for.

Abused : Dirt from the grave of a person who was physically or emotionally abused can be useful in giving strength and will to remove either yourself or someone from an abusive situation.

Adolescent (from ages 11 to 19) : This dirt is known to cause and promote inattentiveness and irrisponsible behavior.
In particular, dirt from the graves of those who are ages 17 to 19, make a good additives in spells where you want to promote interest in another person, romantic involvement, romantic gestures, promote sexual attraction, increase lust, and increase sexual appetities.
There is nothing like budding sexuality to bring about all things sexual and romantic.

Cheaters : Dirt from the grave of a cheater works well for bringing about love triangles and promoting urges to cheat.

Child (from ages 2 - 10) : This type of dirt is a wonderful aid when the appearance of child-like innocence is necessary. It also works well for aid in developing new friendships.
Gathering dirt from a poor childs grave for use in spellwork will also aid in acquiring basic necessities (a home, food, etc).

Doctor or Nurse : This dirt can be used either to promote healing or cause illness, depending upon the intent of your casting.

Elderly : This dirt is particularlly useful in situations where wisdom, knowledge, and know-how is necessary.

Executed : The older the dirt, the better in this case. Dirt from the grave of someone who has been executed can be extremely powerful in matters of revenge and causing harm.

Gambler : If you know, for a fact, that the gambler was good, then this dirt can be used to increase luck, better odds, and heighten intuition.
If you are unsure of whether or not the gambler was lucky or not, the dirt can be used to promote someone into taking unnecessary risks.

Infant : Dirt from an infants grave can be useful in spells of fertility, to ensure that someone becomes totally dependant upon you, or when you need to appear indispensible. Also because a baby's vision is somewhat blurry, this dirt can be useful when you need someone to cast a "blind-eye" to something that you're doing

Lawyer / Judge : This dirt should be used to assist in winning court cases, settlements, etc. It is also helpful when injustice is an issue or when you're rights are being voilated.

Mentally Disturbed / Insane : To cause insanity, mental instability, etc.
WARNING: When collecting this dirt, do remember that you're dealing with the spirit of someone who was obviously mentally disturbed.

Murderer / Killer : The older the dirt, the better in this case. Dirt from the grave of someone who has taken human life can be extremely powerful in matters of revenge and causing harm.
WARNING: Do be aware that incorporating this type of dirt into your magickal practices can even cause DEATH!

Murdered : This dirt is very useful in matters of injustice or wrong-doing.

Pet : Dirt from the grave of a personal pet can be useful in matters of the heart, loyalty issues, and protection.

Practitioner of Magick : Literally, dirt from the grave of a practitioner can be used for anything.

Nun / Priest / Pastor : Used in situations where spiritual guidence and spiritual protection are needed. Also used on occasion to convey the appearance of goodness and innocence to the outside world.

Solidier : Used for bravery, strength, quick thinking, and getting someone to obey or follow orders, rules, etc.
Its important to use common sense here. Try to choose a soldier that you think (or know) believed in the kind of cause that you're trying to obtain.

Also, dirt from the graves German soldiers from Hitlers era make great additives for anything occult related as Hitler was into all things occult.

Caring for your Jewelry Vessels

This has been a subject of debate for a long time in the para/meta community.

Things you can use:
Jewelry polishing clothes
Dish soap and water
Baking soda and water

Things you cannot use:
Harsh chemicals of any kind

Entities do not mind water in the least. A dab of dish soap or baking soda on a wet tooth bush will work wonders.

However, not only can harsh chemicals like bleach, chlorine, ajax, Lysol, and Mr Clean damage the metal and stones of your vessels, the entities do not like it.

Using harsh chemicals will not cause them to leave you permanently, but they will prevent the entity from returning to their vessel until the chemical traces are completely gone!

For some chemicals, this is simply a few days, but for other, more caustic chemicals, this time frame can be months!

Chemicals leave behind a film and this film can prevent your entity from communicating, bonding, and even understanding their human companion. It basically creates a barrier between yourself and them.

If something happens to your vessel, for example, the stone falls out.

If you cannot repair it yourself, don't be afraid to take it to a jeweler.

Make sure you let your companion know that they will be going through the hands of new people in order to repair their vessel. Tell them that its ok that they vacate their vessel until the repair is finished and/or back into your hands.

Following the repair, the most important step is to make sure that they go through a thorough cleansing and recharge so that all of the "foreign" energy signatures are erased from their vessel.

They form a bond with you through your own personal energy and having other long term energy signatures involved can create confusion.

You can also have your vessel resized if need be, using the same steps as above. BUT, do make sure that a resizing is ok with your entity prior to doing so.

Most entities aid in picking out their vessels after the summoning process. They become attached to their vessels, sometimes extremely so. There are some that will simply not allow it.

Entities are intelligent creatures. They realize that sometimes "shit happens" and that they need to adapt so dont be afraid to communicate with them and get their opinion on what they will and will not allow concerning vessels.

Remember, the vessel belongs to you AND them so decisions must be made together.

Portal Boxes - What are they?

We often get asked about the history of portal boxes so I thought Id create a little blog about how they came to be.

Back in the time of King Solomon, the only people allowed to have magick of any kind were those in positions of power. Members of the Royal families, Businessmen, Prophets, etc.

Anyone else caught with magick of any kind were either imprisoned or killed.

Conjurers, Seers, Psychics, Magicians, etc were categorized into levels of sorts. Those with great ability and great power were chosen and/or forced to work under the command of royal families.

Others were given permission to work for the commoners as long as they paid a percentage of what they earned to the King.

Those that refused, were imprisoned or killed.

As I’m sure you realize, these royal families were hungry for power. They wanted all of it that they could get. They believed that magick controlled the universe and that the more magick they possessed, the more they could influence and the more powerful they would be.

Even though the Royal families had these conjurers, seers, and magicians, they still felt as if they should have these phenomenal otherworldly abilities themselves. They were Royalty after all, why were they not blessed with these same gifts?

The magicians tried to teach the Royal families how to do the conjuring themselves but the natural ability was just not there. They did not have the knowledge or the energy to do what it takes to bring an entity forth.

One of the biggest obstacles, if you want to call it that, was fasting. The members of the Royal families that wanted the ability of conjuring didn’t feel that they should have to fast in order to bring entities forth. A King, go without eating? Unheard of!

SO…a group of Royal Magicians got together and began a task that would take a lifetime. Over a span of 60 years, this group worked on creating a portable portal that could be opened and closed at will. By the time the box was perfected, many of the original group had passed away. But the remainder of the group continued until their goal was completed.

The first portal box that was ever created was a box made from solid gold. It was heavy and truly, a gargantuan artifact to carry around. Rumor has it, this box is unknowingly, in the hands of the museum of natural history.

Over the years, the portal boxes were perfected even more. Magicians discovered that they could be created out of wood, which was much lighter and easier to carry, as well as easier to conceal. Then sometime during the 1960s, a conjurer who had been studying portal boxes his entire life, discovered that he had created what we now refer to as a binding box…a portal box that automatically puts bindings in place.

That same conjurer also discovered that the mantras to open the portal could be simplified down to 3 or 4 lines and be just as effective as the drawn out rituals that the ancient practitioners created.

Portal boxes were often gifted to or created for spirit dealers who’s age began to affect their ability to conjure. Now days, although they are still rare, they are more commonly seen in the hands of spirit dealers who spend most of their time traveling.

Remember, you get what you pay for. Portal boxes are expensive and take several months to create.

Most range in the $2500 to $5000 mark for white entity portal boxes. The dark entity portal boxes can range anywhere from $3500 to $10000 depending upon their size. Duality boxes, that bring forth both white and dark entities are usually around $4000 to $15000, also depending upon their size.

When contemplating a purchase, you want to look for a larger box, especially if you have plans of becoming a dealer yourself. The larger boxes create larger portals. The ring sized boxes are ok, but wont bring through everything. For the more powerful entities, you will want the larger, jewelry sized boxes.

Understanding Djinn

Djinn are magical beings. Whereas most mortals were formed by the Creator from earth mixed with other elements, Djinn were formed from smoke and fire. In the distant past, the different tribes of Djinn had a lot of interaction with mortals.

The world of the Djinn is an independent and separate world with its own distinct nature and features that are hidden from the world of humans. Djinn and humans have things in common, such as the ability to understand and choose between good and evil. The ability to bear children and have spouses. They can be royalty or a celebrity just as easily as a common Djinn.

They are known by many names: Djinn, Djinni, Jinnie, Jinn, Genie, Afreets, and Jinniyah just to name a few.

There are six major tribes of Djinn. They are: Jinn, Jann, Marid, Shaitan, Ifrit, and the Ghul.

Long before our time, the great Jinn sheikh Al Yazid had a vision of a giant scythe splitting a great Djinni in half. In order to survive, Al Yazid told the Djinn tribes that they must all choose to side with mortals, or against them. The elders of both the Jinn and the Jann chose to aid the side of mortals. However, the Shaitan, Ifrit and the Ghul were all corrupted by the demonic powers and chose to fight against moral interests. The elders of the Marid tribe were very proud creatures and allowed each individual to choose for themselves which they would side with.

Since that time, however, the race of Djinn has evolved.

There were members of each tribe that disagreed with the decisions made by the elders. Members of the Shaitan, Ifrit, and Ghul decided that humans were not as bad as they once thought and therefore, formed sub-tribes befriending humans along the way.

There were those in the Jinn, Jann and Marid tribes that also disagreed, left and formed sub-tribes vowing to go against humans whenever possible.

Tribe no longer dictates whether a Djinn is good or evil.

Djinn are creatures of free will, just as you or I. ALL of the Djinn offered here have always been benevolent and have chosen to lead a life of dignity and respect.

However, the one thing that has not changed is the immense power these beings behold.

Having a Djinn companion is very little, if at all, like the movies portray.

The one part of the fairytale that is true is that these powerful beings were once held prisoner in lamps. Over the many years, this too has changed.

Way back when, the ONLY people allowed to have Djinn in their possession were the rich and powerful. If a commoner was suspected to have a Djinn vessel, a literal army was sent out to kill the beholder and capture the vessel.

After years of brutal murders, conjurers got smart, they began turning everyday pieces of jewelry into vessels for Djinn. It was easier to carry, easier to hide, and easier to deny that a simple stone housed such a powerful entity.

It is possible for an exceptional individual to bind a Djinn to an object or focus. However, this is both extremely difficult and very dangerous. Its extremely difficult to tell if the Djinn is good or evil until after they have already been summoned.

The binding itself is accomplished with a very complex SECRET magical ceremony. The potential for error is huge, and the cost of making a mistake tragic. The few Djinn conjurers left in the world today, have been taught through generational teachings. And very few of these families will teach an outsider the skill because it takes YEARS to master.

Once the Djinn is bound, it may either be active or dormant. An active Djinn will perform acts for the master of the object.

A dormant Djinn simply adds to the enchantment of the object in some substantial way.

Everyone’s experience is different.

Some Djinn will communicate with their human companions through various thought forms…In dreams, visions, strong feelings, intuition, etc. Some people may actually hear whispers or find themselves knowing things without knowing how they know them. As you grow more comfortable with the various communication methods, so will they.

Some people may get to see their Djinn in human form. But this is a rare occurrence and should not automatically be expected. Most likely, you will see them in dreams, as misty manifestations, orbs, streaks of light, or even haze. Remember, they are invisible to humans and will only make themselves known when they are ready…for some, this time is never.

You will however, have tangible evidence that they are present. A Djinn’s presence does not often go unnoticed and one can sense when they are around.

How your wishes come true, depends on the circumstances.

You may feel compelled to purchase a certain lottery ticket from a certain place at a certain time.

You may meet your soul mate in the oddest situation.

You might feel an overwhelming feeling to stop at a casino.

You might find a $100 bill blowing in the wind or lying on the street.

You might yourself being more creative with business ideas.

You may even win a car in a drawing.

You might find that all of a sudden you have a new magical gift (ability to tell the future, read minds, cast more powerful spells etc)

There are so many ways a Djinn can manifest your dreams, making them a reality. But keep in mind, if you think that these things are going to happen with no work on your part, then you are mistaken.

You might have to spend a few of your hard earned dollars before you hit that big jackpot. Don’t expect to win a drawing without signing up.

Having a Djinn is not a novelty. They enjoy companionship and conversation. Although not human, they deserve respect.

Treat them well and you shall reap the rewards.

Blending with your new magickal

Many people believe that upon obtaining a magickal that mysterious and wonderful things should happen immediately. They expect the magick to come into play just like out of the many fantastic fantasy movies we see coming out as of late.

This is not the true way of genuine magickals.

Upon casting and binding magicks to an amulet supernatural energy as well as the imprint of the caster is left behind. Thus being said, when a magickal comes into contact with it's new keeper a bonding of the two seperate sets of energies must occur in order to utilize the magicks laid upon the amulet.

This bonding can take anywhere from three days, to two weeks, or even a full year. It all depends on many variables. Some potential variables are included below:

The number of spells present

The receptiveness of the new keeper

The amount of time the amulet was in transit

The dormant charging days of some rare hard to find amulets

The list of variables could go on forever.

A good rule of thumb about our magickals is that two weeks after it's arrival, your magickal will be acclimated to it's surroundings. Due to the powerful nature of these items, you will want to begin the bonding process immediately.

If you feel faint, light headed, dizzy, or edgy, even irritable while you have the piece on, take it off immediately. Rather than wear it non-stop for the two week period, wear it an hour or so a day, then tuck it back in it's pouch or a charging box for the next session.

Know yourself, and your sensitivities. Go with the amount of time that feels comfortable to you. You are still bonding with the amulet and it is nothing to be worried over or ashamed of if you cannot wear the amulet full time at first. We cast our amulets at the strongest possible potency at the correct time of day, moon phase, as well as planetary alignment when applicable. They are meant to be powerful and well made, so you may notice sensitivity when you are in contact with a True magickal.

We try to list the attributes of each amulet in full. This helps in the bonding process. It gives you, the new keeper, an active role in working with the magickal during bonding.

You can bring more attributes of the spells into play after the two week bonding period simply by sitting quietly and meditating on the attributes that you wish to utilize.

Remember, have fun, keep an open mind, and be prepared for magickal opportunity to unfold.