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Book of spells [Volume #1]

By hollyemberbvbarmy

2M 26.1K 14.7K

Ever wanted a spell book of all kinds of wonderful spells? Yes? well, here ya go! a spellbook just for you! b... More

Introduction to The Book of Spells
Content/Spell List
Reverse Spell: Chapter Three
Clear as Night: Chapter Four
Dream Spell: Chapter Five
A BRAND NEW VAMPIRE SPELL: Chapter Six
Angelic Protection Spell: Chapter Seven
Animal Guardian Dream: Chapter Eight
Abundance Spell: Chapter Nine
Fire and blood: Chapter Ten
Peace For Squabbling Siblings: Chapter Eleven
A Simple Truth Spell: Chapter Twelve
Chant To Get Mermaid Powers: Chapter Thirteen
Mermaid spell: Chapter Fourteen
Shapeshifting spell: Chapter Fifteen
New Wings Spell: Chapter Sixteen
Wishful thinking: Chapter Seventeen
Night vision: Chapter Eighteen
To Relive a book you just read: Chapter Nineteen
Overnight Wish Spell: Chapter Twenty
Were-wolf spell: Chapter Twenty-One
Become A Werewolf: Chapter Twenty-Two
Power Spell: Chapter Twenty-Three
An Easy Wish spell: Chapter Twenty-Four
Thought Spell: Chapter Twenty-Five
Become a Neko: Chapter Twenty-Six
Get Someone To Call: Chapter Twenty-Seven
Smart Spell: Chapter Twenty-Eight
Werecat Spell: Chapter Twenty-Nine
A Mermaid Spell: Chapter Thirty
Mermaid Powers: Chapter Thirty-One
Talking To Animals: Chapter Thirty-Two
Sing Beautifully Spell: Chapter Thirty-Three
Book Dream: Chapter Thirty-Four
Writing Your Own Spells - GUIDE SPELL: Chapter Thirty-Five
¶¶ÒõÉçÇø Neat With Pencil: Chapter Thirty-Six
Turn Into Any Animal That Aren't Extinct: Chapter Thirty-Seven
Television Magick: Chapter Thirty-Eight
To get powers: Chapter Thirty-Nine
Become a witch: Chapter Forty
Shapeshifting Spell: Chapter Forty-One
Automatic Writing Spell: Chapter Forty-Two
¶¶ÒõÉçÇør's Block Chant: Chapter Forty-Three
Spirit Animal Spell: Chapter Forty-Four
Perfect Teeth: Chapter Forty-Five
To Gain A Mermaid Tail: Chapter Forty-Six
Alertness Spell: Chapter Forty-Seven
Become More Agile: Chapter Forty-Eight
Eye of the future: Chapter Forty-Nine
Dream Reader: Chapter Fifty
Circle Casting Tips: Chapter Fifty-One
To Summon a Fairy: Chapter Fifty-Two
Ease Pain: Chapter Fifty-Three
Connect Thoughts: Chapter Fifty-Four
Invite Aphrodite: Chapter Fifty-Five
Dragon Energy Stone: Chapter Fifty-Six
Reference: Moon Phases: Chapter Fifty-Seven
Magical Properties of Wood for Wands: Chapter Fifty-Eight
Do they Love me?: Chapter Fifty-Nine
Reading a Cats Thoughts: Chapter Sixty
Make Someone Trip: Chapter Sixty-One
Longer Hair Chant: Chapter Sixty-Two
Baby Dragon From Egg: Chapter Sixty-Three
Invisibility Powder: Chapter Sixty-Four
Meet a Fictional Character: Chapter Sixty-Five
Freeze Time: Chapter Sixty-Six
Make It Rain: Chapter Sixty-Seven
Love Potion: Chapter Sixty-Eight
Spell Request Here [Closed]
Astral Realm Creation: Chapter Seventy
Shapeshifting Spell: Chapter Seventy-One
Get Rid Of A Bully: Chapter Seventy-Two
To See The Future: Chapter Seventy-Three
Anti-Depression Spells: Chapter Seventy-Four
A little boost for those pesky cleaning chores: Chapter Seventy-Five
Make a person see reason: Chapter Seventy-Six
Time Spell: Chapter Seventy-Seven
Mermaid Spell: Chapter Seventy-Eight
Growth Spell: Chapter Seventy-Nine
Real Vampire Spell: Chapter Eighty
Love Chant: Chapter Eighty-One
Wishing Spell: Chapter Eighty-Two
Animal Communication Spell: Eve Oil - Chapter Eighty-Three
Attract Your Crush: Chapter Eighty-Four
The Heart of the Matter: Chapter Eighty-Five
Unicorn Creation: Chapter Eighty-Six
Mermaid Spell: Chapter Eighty-Seven
Kiss Me: Chapter Eighty-Eight
Teleport Objects: Chapter Eighty-Nine
Dragon Spell: Chapter Ninety
Locator Spell: Chapter Ninety-One
A Spell To Become A Werewolf!: Chapter Ninety-Two
To Make Me Fly: Chapter Ninety-Three
Pair of Wings: Ninety-Four
Companion Wolf From Puppy: Chapter Ninety-Five
Meet Someone Famous: Chapter Ninety-Six
Bring Characters To Life: Chapter Ninety-Seven
A Song For A Valentine: Chapter Ninety-Eight
One Night Wish Spell: Chapter Ninety-Nine
How To Make A Wand: Chapter One Hundred!
Spell To Become A Witch: Chapter One Hundred and One
Draw Amazing Spell: One Hundred and Two
How To Use Your Wand: Chapter One Hundred and Three
Good Luck Necklace: Chapter One Hundred and Five
(Some of) My favourite comments so far
Home Cleansing Spell: Chapter One Hundred and Seven
Turnip Break Up Spell: Chapter One Hundred and Eight
Werewolf Spell (Tested): Chapter One Hundred and Nine
Confidence Chant: Chapter One Hundred and Ten
Clairvoyance: Chapter One Hundred and Eleven
Read a Character Out of a Book: Chapter One Hundred and Twelve
To Grant Power: Chapter One Hundred and Thirteen
Levitation Powers: Chapter One Hundred and Fourteen
Choose What You Dream: Chapter One Hundred and Fifteen
Think About You Spell: Chapter One Hundred and Sixteen
Shapeshifting Spell: Chapter One hundred and Seventeen
Mirror Glamour Spell: One Hundred and Eighteen
Scry Calling: One Hundred and Nineteen
For Study and Concentration: Chapter One Hundred and Twenty
Confidence Chant: Chapter One Hundred and Twenty-One
(Control Your) Anger: Chapter One Hundred and Twenty-Two
Vampire Summoning Spell: Chapter One Hundred and Twenty-Three
Rose Petal Healing: Chapter One Hundred and Twenty-Four
Cure An Illness: One Hundred and Twenty-Five
Burn Away Habits: Chapter One Hundred and Twenty-Six
GenderSwitch: Chapter One Hundred and Twenty-Seven
Magical Writing: Chapter One Hundred and Twenty-Eight
Super Speed: Chapter One Hundred and Twenty-Nine
Easier Learning (Study Help)
To Create Opportunity: Chapter One Hundred and Thirty-One
No Pain: Chapter One Hundred and Thirty-Two
Anti-Depressant Spell: Chapter One Hundred and Thirty-Three
Keep Your Partner Faithful: Chapter One Hundred and Thirty-Four
Summon Guardian Angel: Chapter One Hundred and Thirty-Five
Request Page 2 [Closed]
Shameless Promotion
Spell For Truth: Chapter One Hundred and Thirty-eight
Vampire Spell: Chapter One Hundred and Thirty-Nine
A Spell To Get Wings: Chapter One Hundred and Forty
Rain Chant: Chapter One Hundred and Forty-One
Banish An Enemy: Chapter One Hundred and Forty-Two
Faster Wound Healing: Chapter One Hundred and Forty-Three
ADHD Potion: Chapter One Hundred and Forty-Four
A Guide To Simple Palm Reading: Chapter One Hundred and Forty-Five
Angel/Demon Hybrid: One Hundred and Forty-SIx
Signs and Symptoms of a Love Spell: Chapter One Hundred and Forty-Seven
Gender Swap: Chapter One Hundred and Forty-Eight
"My BabySitters A Vampire" Vampire Spell: Chapter One Hundred and Forty-Nine
Ice and Snow Powers: Chapter One Hundred and Fifty
A Simple Luck Potion: Chapter One Hundred and Fifty-One
Make Me Taller: Chapter One Hundred and Fifty-Two
A Spell to Bring Forth Money: Chapter One Hundred and Fifty-Three
Miss Me?
Body Swap: Chapter One Hundred and Fifty-Five
Wolf Spell: Chapter One Hundred and Fifty-Six
Become Immortal: Chapter One Hundred and Fifty-Seven
Soul Mate Summoning: Chapter One Hundred and Fifty-Eight
Banish ill Health: Chapter One Hundred and Fifty-Nine
Fairy God Parents Spell: Chapter One Hundred and SIxty
Succubus Formal Invitation: Chapter One Hundred and Sixty-One
Elemental Powers: Chapter One Hundred and Sixty-Three
spell Against Stress: Chapter One Hundred and Sixty-Four
Create The Man of Your Dreams: Chapter One Hundred and Sixty-Five
Create A Storm: Chapter One Hundred and Sixty-Six
Create An Angelic Servant: Chapter One Hundred and Sixty-Seven
Dream of The Book Character: Chapter One Hundred and Sixty-Eight
Spell Requests [Closed] (And brainstorming!)
Go To Another World: Chapter One Hundred and Seventy
CREATIVITY CHANT: Chapter One Hundred and Seventy-One
Smart Spell: Chapter One Hundred and Seventy-Two
Summon Your Own Elemental Wolf; Chapter One Hundred and Seventy-Three
Meet A Fictional Character: Chapter One Hundred and Seventy-Four
Sirens' Seduction: Chapter One Hundred and Seventy-Five
Casting A Dragon's Eye Circle: Chapter One Hundred and Seventy-Six
Summon A Personal Dragon Guardian: Chapter One Hundred and Seventy-Seven
Q&A: [CLOSED]
Summon A Vampire: Chapter One Hundred and Seventy-Nine
Promotion: How To Train Your Dragon [Volume #1]
Siren Charm Spell: Chapter One Hundred and Eighty-One
Get Telekinesis: Chapter One Hundred and Eighty-Two
Elemental Control: Chapter One Hundred and Eighty-Three
A Simple Mind Reading Spell: Chapter One Hundred and Eighty-Four
Writing Your Own Spell: Chapter One Hundred and Eighty-Five
a Simple Money Spell: Chapter One Hundred and Eighty-Six
Call your Guardian Spirit Spell: Chapter One Hundred and Eighty-Seven
Flying (No Wings): Chapter One Hundred and Eighty-Eight
Become A Shadow Hunter: Chapter One Hundred and Eighty-Nine
Be Able To Draw: Chapter One Hundred and Ninety
Change Someone's Mind: Chapter One Hundred and Ninety-One
Magic Senses: Chapter One Hundred and Ninety-Two
Run Fast: Chapter One Hundred and Ninety-Three
Attract Everyone: Chapter One Hundred and Ninety-Four
A Feelings Spell: Chapter One Hundred and Ninety-Five
Eye Colour Change Spell: Chapter One hundred and Ninety-Six
Abundant Pantry Spell: Chapter One Hundred and Ninety - Eight
Thank You, and Good Night!
Additional Stuff
Second Book and Vote outcome
Book of Spells [Volume #1] [Special Edition]

Enchantments and How-To: Chapter One Hundred and Four

5.5K 38 1
By hollyemberbvbarmy

 ► ► ► ENCHANTMENTS AND HOW-TO


First off, I want you to know I claim no entitlement of master on the topic of enchantments, but I am highly knowledgable. That means I can't clear up any problem you run into, but I can help with what I can. Remember, since I can't tell you what a mistake can do, that means enchanting is rather risky if you do run into a mistake. Now that my premonition is labelled, let's begin.


An enchantment is an ability, a refined set of desirable status, or a recognition of significance placed on an item to increase its magick value and representation, worthy of deity forces and spiritual matters. And you must know what enchantment you are casting. There are 7 types. ?Blood (an enchantment that takes after you or uses variables directly from you or another), ?Elemental (a weak enchantment that uses the elements or its surroundings to improve its quality), ?Spiritual (an enchantment that calls for a spirit's help or doing), ?Energetic/Psi (an enchantment that generates it's own energy or draws energy from an external source such as the sun), Irrational (an enchantment that is undefined or not finished; in other words, a mistake),?Surplus (an enchantment with multiple outcomes. Not a mistake because determining results and requirements had been met indirectly), ?Kem?k?s (a traditional enchantment from Classical Greece denoted as an evil force that is either against or powered by the caster. I don't recommend this as I've never tried it) and?Sacred (an enchantment thought to be done or tampered by a deity or apparition appealingly).


Now that you know the 7 forms of enchantments, you should be getting a general idea of what ideally an enchantment does. It adds or improves to an object. Such as a gem. The important part of enchanting is what can be enchanting. Almost anything! But the crucial part is that what is to be enchanted must be special to you, and must be maintained in precision and order. And enchantment stores energy that receives commands each use. Those commands never leave. If an enchanted object is broken, it must be disposed of. Apparitions claim energy, whichever way they can. And energy can tamper or devise anything in its range. And the range is unpredictable. So If you decide to enchant, make sure it's for a good cause and will be maintained with order. It's recommended not to enchant large objects that can't be moved in case of danger.


The next part?cooperation. Enchantments are a spell itself. When you cast a spell to associate with an enchanted object, it's important to make sure the spell and enchantment won't duel over changes variables. Example: you enchant a gem to hold energy, but you cast a spell on it to make the gem release any energies It may have. The two magicks will conflict and result in a dead enchantment, which is almost always permanent considering most enchantments involve complex variables and pleased deities and apparitions. It's like fighting with fire of you cast a counteract spell with and enchantment, and unless you figure every variable beforehand, don't cast any spell! It's better to not associate any external magicks to enchantments. I can't stress that enough. 


It's also important to keep enchantments separate if their variables modified are diverse. It's handy to categorize enchantments into order and carry the ones needed in separate unenchanted leather pouches or bags.


No the fun and perhaps frustrating part is how to enchant an object. The very simple and first step is to know what you wish to modify in a significant object. Say, a diamond. What variable do you wish to improve? or devise, perhaps? Let's say I want the diamond to be black. That's very simple. You wish to modify its appearance and structure. Now you must categorize the enchantment. What type is it? Well. Since this is a general enchantment you wish, there are various ways to achieve a black diamond. Such as storing an evil spirit. So this could be a Sacred or Kem?k?s. But always remember to include Surplus. It could always come out right, but unexpected. And remember Irrational. What could cause it to be irrational? Maybe you have Satan himself stored into this diamond. What could go wrong? Satan is very powerful for a small diamond. It could break and release negative energy. So Kem?k's is out of categorization. Let's use a weaker enchantment for a weaker object. Elemental. It could be filled with modified dark soil-like energy from the Earth element. Or black fire from the sun? So it could be an Energetic. At this point, you could choose. We chose Energetic.


Now you must enchant it. To enchant an item, you must expose it to any type of relation to its enchantment and type of enchantment. We're doing energetic, so lay it out in the sound and allow it to absorb the sun's energy. You can add more variables such as surround the diamond with crystals. Or if were a blood enchantment, you could sprinkle your blood on it, or used blood-related objects to interact with the diamond.


The next part is what really differentiates spells and enchantments. You won't chant or cast a spell with words. You take the enchanted item with it's exposed variable passed on, and some embrace it and show it affection. All enchantments require your energy. No matter the type. Hug it. Kiss it. Light your favourite candle or incense and stare at it affectionately. Do what you wish! The enchantment is yours! Powered by you always! It's significant! Show it's significance. There is where the risky part is in action. It's storing your energy, so remember. Once your energy is absorbed, it's safe. Once released, anyone or anything can use it. Just like we do with the Elements. So be wary.


Now once again, it's best to keep track of your enchantments and DON'T lose them. And keep your energy's flow with the item. Kiss it every month. Or every week. It's up to you on how much you use it.


If you don't refill it, it's a dead enchantment. When people die, do they keep their breath in their lungs? No. What happens? They exhale. Permanently. Your energy is exhaled and can never enter again. And that risk again, your energy is a free-for-all!


Enchantments aren't disposable, really. Your energy goes somewhere. You can take this risk or you can avoid it by keeping your items safe.


I hope this proves useful to thee.







This article was contributed by Winterleaf

Added to [Spells Of Magic(.com)]


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