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The Magic Wand Represents the Wandabsolute Will of the Magician
The Magic Wand represents the Wandabsolute will of the magician. This potent magical agic tool can be used for almost any energy-directing purpose, The M tinos which includes healing, the charging of other magical implements, and y Konstan the evocation of benevolent spirits (malevolent entities should be called with B the magic sword, which is explained below). Over the years, several occult orders and magical traditions have each developed specific magic wands for use in their rituals. The Golden Dawn, for example, had a different wand for every officer of the temple (Chief Adept's Wand, Praemonstrator's Wand, etc.), a wand for invoking the element of Fire (described above), and a Lotus Wand that was useful for many types of rituals. As a solitary ceremonial magician, however, you only need to concern yourself with the already explained Fire weapon and one other type of wand, the Magic Wand, which is used for directing energy and willpower. This Magic Wand does not have any particular elemental or astrological correspondences associated with it, therefore it is free of markings, unlike the Golden Dawn Elemental Weapons. The Magic Wand is a universal instrument, and can be used within the context of any magical current or tradition. When charging and consecrating your other magical weapons, this is the instrument you will use to help you direct energy and Divine Light into them. The type of material selected for a Magic Wand's construction is very important. Over the centuries, several different woods have been used and the ones recommended here are used almost universally. -
Author Book(S) Own Read Anderson, Poul the Broken Sword (1954)
Author Book(s) Own Read Anderson, Poul The Broken Sword (1954) The High Crusade (1960) Three Hearts and Three Lions (1953) Bellairs, John The Face in the Frost (1969) Brackett, Leigh * Sea-Kings of Mars and Otherworldly Stories Brown, Fredric * From these Ashes: The Complete Short SF of Fredric Brown Burroughs, Edgar Rice Mars series: A Princess of Mars (1912) The Gods of Mars (1914) The Warlord of Mars (1918) Thuvia, Maid of Mars (1920) The Chessmen of Mars (1922) The Master Mind of Mars (1928) A Fighting Man of Mars (1931) Swords of Mars (1936) Synthetic Men of Mars (1940) Llana of Gathol (1948) John Carter of Mars (1964) Pellucidar series: At the Earth’s Core (1914) Pellucidar (1923) Tanar of Pellucidar (1928) Tarzan at the Earth’s Core (1929) Back to the Stone Age (1937) Land of Terror (1944) Savage Pellucidar (1963) Venus series: Pirates of Venus (1934) Lost on Venus (1935) Carson of Venus (1939) Escape on Venus (1946) The Wizard of Venus (1970) Carter, Lin World’s End series: The Warrior of World’s End (1974) The Enchantress of World’s End (1975) The Immortal of World’s End (1976) The Barbarian of World’s End (1977) The Pirate of World’s End (1978) Giant of World’s End (1969) de Camp, L. Sprague Fallible Fiend (1973) Lest Darkness Fall (1939) de Camp, L. Sprague & Pratt, Fletcher Carnelian Cube (1948) Harold Shea series: The Roaring Trumpet (1940) The Mathematics of Magic (1940) The Castle of Iron (1941) The Wall of Serpents (1953) The Green Magician (1954) Derleth, August * The Trail of Cthulhu (1962) Dunsany, Lord * The King of -
4Th Edition System Reference Document
4th Edition System Reference Document Last Updated: February 27, 2009 DUNGEONS & DRAGONS® 4TH Edition System Reference Document Last Updated: February 25, 2009 System Reference Document ©2009 Wizards of the Coast page 1 of 84 Usage Guidelines These Usage Guidelines are presented to help you use this template in a Licensed Product, nor may you define these 4E System Reference Document (SRD) and the 4E References it References. You may, however, print a kobold wyrmpriest contains, as well as to help you in using the DUNGEONS & lich that you create and that is relevant to your Licensed DRAGONS® (D&D) Core Rulebooks to create your own Product. Similarly, when you create an NPC, you may apply Licensed Product. Despite appearing in this SRD, these the NPC Magic Threshold (D&D 4E Dungeon Master’s Guide, Usage Guidelines are not 4E References, and they may not be page 187) rule to that NPC. You might also print the specific reprinted or otherwise reproduced. For these guidelines, the attack bonus and damage for an NPC’s paladin power, even Core Rulebooks are defined as the D&D 4th Edition (4E) though you cannot reprint the power text from the D&D 4E PLAYER’S HAND BOOK® (PH), PLAYER’S HAND BOOK® 2 (PH2), Player’s Handbook. ® ® DUNGEON MASTER’S GUIDE (DMG), MONSTER MANUAL Citation (MM), MONSTER MANUAL® 2 (MM2), and ADVENTURER’S You may, as needed, cite the source of a 4E Reference for VAULT™ (AV). Your use of the SRD is subject to your ease of player use. When you do so, you may cite the Core continued compliance with the 4E Game System License Rulebook the 4E Reference comes from by title alone. -
Watching Outside While Under a Carpet Cloak of Invisibility
Watching outside while under a carpet cloak of invisibility Jin-Zhu Zhao, De-Lin Wang, Ru-Wen Peng*, and Mu Wang National Laboratory of Solid State Microstructures and Department of Physics, Nanjing University, Nanjing 210093, China Abstract We demonstrate in this letter a unique approach for watching outside while hiding in a carpet cloaking based on transformation optics. Unlike conventional carpet cloaking, which screens all the incident electromagnetic waves, we break the cloak and allow incident light get into the carpet. Hence outside information is detected inside the cloak. To recover the invisible cloaking, complementary techniques are applied in the broken space. Consequently, a hiding-inside-and-watching-outside (HIWO) carpet cloak is sewed, which works as a perfectly invisible cloaking and allows surveillance of the outside at the same time. Our work provides a strategy for ideal cloak with “hiding” and “watching” functions simultaneously. PACS numbers: 42.79.-e, 41.20.Jb, 42.25.Bs Keywords: Optical cloaking; Transformation optics * To whom correspondence should be addressed. Electronic address: [email protected] 1 Invisible cloak has been conceived by mankind for a long time. Very recently this imagination has turned to be possible. Pendry et al. [1] proposed a scheme to design a cloaking of objects from electromagnetic fields by using transformation optics [2]. Leonhardt [3] developed optical conformal mapping for an invisibility device. Inspired by the theoretical strategies, metamaterial microwave cloaking has been experimentally realized for the first time [4]. However, some problems remain challenging, such as singular parameter and narrow-band limit of the cloak [1]. In order to solve parameter singularity of the cloak, carpet cloaking has been proposed to give all objects the appearance of a flat conducting sheet [5], which has been experimentally achieved at microwave [6] and optical [7] frequencies, respectively. -
The Renaissance Around Us by Eric Mcluhan We Are Presently in The
The Renaissance Around Us By Eric McLuhan We are presently in the grip of the largest and grandest renaissance that the world has ever seen. This should come as no surprise. When we use the phrase, "the Renaissance," we generally mean the renaissance of the fifteenth and sixteenth centuries. Actually The Renaissance was invented in the nineteenth century. Until then, people didn't think in those terms: we had no word for it. Apparently, it took two and a half centuries for people to recover from that cultural convulsion sufficiently to discover a need for the word. "Renaissance" debuts in English in 1845, coinciding with the invention of the telegraph, the technology which precipitated the first stage of the renaissance which now envelops us. Coincidentally, the same date saw the invention-a kind of renaissance-of dinosaurs. The word "dinosaur" too enters the language (1841) at the time of the telegraph. Everyone knew about those piles of old bones that littered the US landscape. In the nineteenth century, Americans even shipped railway cars full of them to Europe; Americans themselves, by and large, ignored them. So why should it take over two centuries to notice the 16 th -century tidal wave of rebirth and renewal? Any environmental action automatically overwhelms and paralyzes the sensibilities: its cataclysmic size and power and sheer obviousness-these form a cloak of invisibility. That it took two or more centuries to recover from The Renaissance enough to notice it testifies to its scope and power. And the renaissance gathering momentum during the 20 th century is so much more grand and potent as to make that last renaissance seem puny by comparison. -
The King of the Witches: the World of Alex Sanders
This torrent represents a w o rk of LOVE All texts so far gathered, as 'well as all future gatherings aim at e xposing interested students to occ u lt infonnation. Future re leases w ill include submissions fro m users like YOU. For some of us, the time has come to mobilize. If yo u h ave an interest in assisting in this process - w e all h ave strengths to b rin g to the tab le - please email occult.digital.mobilizationiGgmail.com Complacency serves the old gods, By the same author .itcbt~ The Grasshopper Boy i{iug of tbt : Zoo Without Bars The World of Alex Sanders JUNE JOHNS With photographs by JACK SMITH PETER DAVIES LONDON © 1969 byJuneJohns <toutents First published .1969 page Glossary viii Introduction I Chapters I. The Young Initiate 10 2. A Magic Childhood IS 3. The Haunted Hill 23 4. Call Down the Spirits 3° 5. Bewitched 36 6. The Devil to Pay 45 illustrations © 1969 byJack Smith 7. Time ofAtonement 53 8. In. Search ofAngels 64 9. The Unwelcome Apprentice 72 10. Relic of the Past 80 II. Witch Wedding 88 12. King ofthe Witches 96 13. Toil and Trouble l°S 14. Betrayal in the Coven II4 An Interview withAlex Sanders 120 Appendices A. The Book of Shadows 13° B. The Witches' Calendar 142 C. Initiation Ceremonies 145 D. The Magic ofMatter 152 Made and printed in Great Britain by Morrison and Gibb Limited; London and Edinburgh 3JIlustrations The illustrations appear between pages 56-57 and 72-73. Alex Sanders with his crystal Maxine blesses her athame Tarot cards The witches' circle . -
Treasures of Middle Earth
T M TREASURES OF MIDDLE-EARTH CONTENTS FOREWORD 5.0 CREATORS..............................................................................105 5.1 Eru and the Ainur.............................................................. 105 PART ONE 5.11 The Valar.....................................................................105 1.0 INTRODUCTION........................................................................ 2 5.12 The Maiar....................................................................106 2.0 USING TREASURES OF MIDDLE EARTH............................ 2 5.13 The Istari .....................................................................106 5.2 The Free Peoples ...............................................................107 3.0 GUIDELINES................................................................................ 3 5.21 Dwarves ...................................................................... 107 3.1 Abbreviations........................................................................ 3 5.22 Elves ............................................................................ 109 3.2 Definitions.............................................................................. 3 5.23 Ents .............................................................................. 111 3.3 Converting Statistics ............................................................ 4 5.24 Hobbits........................................................................ 111 3.31 Converting Hits and Bonuses...................................... 4 5.25 -
ADVENTURERS' GUIDE to ROLE PLAYING Oogft T and S\(Agic®VII C)Tte Stor1' an Uneasy Peace Has Fallen Upon Erathia
ADVENTURERS' GUIDE To ROLE PLAYING OOgft t and S\(agic®VII C)Tte Stor1' An uneasy peace has fallen upon Erathia. When the human king, icolas 6}1t is CJ3ook Gryphonheart, died, .great battles were fought as the elves, hinterland tribes The Adventurers' Guide To Role Playing is written to provide you with an and other factions all made their moves to take advantage of the ensuing 11 introduction to this game-covering the general sorts ot things one should turmoil (This is all resolved in Heroes of Might and Magic III). Things have know about computer role playing and the Migl1t and Magic system. The other settled for the moment, and hopefully for a long time. book, the Player Manual, has all the nitty gritty info about how tlrn interface o longer consumed with mnning a war, Lord Markham has turned lus works, statistical tables, and such. attentions to other pursuits. Among them has been the organizing of a great contest. Scant as it is on information, his invitation has nevertheless proven ~re )Pfa1'in9 in the CWorfd of ~\i9Ftt and ~\.a9ic VII an inesistible draw to a certain small, and slightly down on its luck, party of What is a role playing game? Well, consider this example: adventurers. Gathering their meager equil?ment, they board the sl1ip provided by Lord Markham and set sail to Emerald Island, the site of tlus contest. \ You are a swordsman in a world where magic works and medieval tecl=ology is state of the art. Your king has asked you to deliver a sealed message to his cousin, a baron who rules the mountain territories. -
The Old Kingdom
The Old Kingdom Does the jumper choose the path, or the path the jumper? Welcome to the world of the Old Kingdom. It is a troubled time: the government has collapsed, and anarchy reigns. What's worse, the Dead rise from their graves, both on their own and at the behest of necromancers. Charter Magic, the force that would bring order, is weaker now than it has ever been. And Kerrigor, one of the Greater Dead, has begun to set his schemes into motion. But there is still hope: by your actions, the land may yet be restored. Alternatively, you would rather stay in Ancelstierre to the south, a world of 20thcentury technology where charter and necromancy alike have no place. Or perhaps you would see this world slide even further into darkness, that you yourself might flourish. Regardless, you have 1000 choice points to start you off. You’ll have to survive here for 10 years, so spend them wisely. Backgrounds: Your age is 16 + 2d8. You may alter your age and gender for 100 cp. DropIn (Free): You enter the world as you are, with no added memories of the world. Charter Mage (50 cp): Long ago, order was imposed over chaos. Charter magic is the expression of that order, and you've grown up learning its structure. You may start at Wyverley College. Free Magic Sorcerer (50 cp): When charter magic first entered the world, free magic was driven back, reduced to necromancy alone. With the breaking of two of the Great Charter, and many lesser charter stones, it made its resurgence. -
Sane Magic Item Prices
Introduction • Consumables are items that are used some set Have you ever wondered how much an item truly costs? amount of times (usually once) and then are gone. Have you been wanting to find or craft an item but aren’t • Combat Items are items that primarily make the sure how it fits in to the grand scheme of things? Did you user better at killing things. Some also have other ever look at sovereign glue and say to yourself, “There is killing-unrelated effects, but these are not the no way that glue is worth 500,000 gp when Sentinal shield primary source of their utility. is worth 500gp”. Well you are in luck because this guide • Noncombat Items are items that primarily make is for you. the user better at solving problems in a killing- Brainstorming with the Giant In the Playground, /r/ unrelated manner. Some also make the user better DnDNext, and EnWorld forums, Saidoro has put together at killing things, but this is not the primary source a set of tables that break down the costs, reasons for the of their utility. costs, and DMG page to find the item. • Summoning Items are items that summon creatures to kill things or solve problems for you. • Gamechanging Items are items that can have major DM Preface effects on the way the players engage with the world Your world need not sell the magic items for the prices or that can resculpt the campaign world in some given below. Your world does not even need to sell the major way all on their own. -
Kabbalah, Magic & the Great Work of Self Transformation
KABBALAH, MAGIC AHD THE GREAT WORK Of SELf-TRAHSfORMATIOH A COMPL€T€ COURS€ LYAM THOMAS CHRISTOPHER Llewellyn Publications Woodbury, Minnesota Contents Acknowledgments Vl1 one Though Only a Few Will Rise 1 two The First Steps 15 three The Secret Lineage 35 four Neophyte 57 five That Darkly Splendid World 89 SIX The Mind Born of Matter 129 seven The Liquid Intelligence 175 eight Fuel for the Fire 227 ntne The Portal 267 ten The Work of the Adept 315 Appendix A: The Consecration ofthe Adeptus Wand 331 Appendix B: Suggested Forms ofExercise 345 Endnotes 353 Works Cited 359 Index 363 Acknowledgments The first challenge to appear before the new student of magic is the overwhehning amount of published material from which he must prepare a road map of self-initiation. Without guidance, this is usually impossible. Therefore, lowe my biggest thanks to Peter and Laura Yorke of Ra Horakhty Temple, who provided my first exposure to self-initiation techniques in the Golden Dawn. Their years of expe rience with the Golden Dawn material yielded a structure of carefully selected ex ercises, which their students still use today to bring about a gradual transformation. WIthout such well-prescribed use of the Golden Dawn's techniques, it would have been difficult to make progress in its grade system. The basic structure of the course in this book is built on a foundation of the Golden Dawn's elemental grade system as my teachers passed it on. In particular, it develops further their choice to use the color correspondences of the Four Worlds, a piece of the original Golden Dawn system that very few occultists have recognized as an ini tiatory tool. -
The Deathly Hallows
The Deathly Hallows Long ago, it is said, Death created the Deathly Hallows. The Elder Wand; The Resurrection Stone; and The Cloak of Invisibility, together, make the beholder a master of supernatural powers. It is important therefore that these legendary objects never fall into the wrong hands such as those of He Who Must Not Be Named. The Creation The legend of the Deathly Hallows can be found in The Tales of Beedle the Bard. The story goes that the Deathly Hallows were created by Death as both a prize and punishment for the three brothers: Antioch, Cadmus and Ignotus Peverell. They cheated him by using magic to cross a treacherous river which he had expected to be too dangerous for them survive in. The Elder Wand Fashioned by Death from an elder tree on the banks of the river crossed by the three brothers, the Elder Wand is the most powerful wand in existence. It was requested by the eldest brother, who was greedy for power, so he could be invincible. Arguably the most sought after Deathly hallow, it is said to be unbeatable in combat; it is unique and is the only one to exist. As a result, this powerful weapon has driven many wizards to callously murder its previous owner as the Elder Wands takes on each new master whenever it is ‘won’ from them. However, with this great power comes responsibility and trouble – would you really like to own the most powerful magical object in history when everyone around you would be anxious to get it from you in any way they can? The Resurrection Stone In the tale, Death plucks a stone from the river to give to the second brother and wards it the power to bring back the dead.