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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 -
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 -
Dragon Magazine #127
CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions. -
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. -
The Compleat Chainmail Combat System
USING CHAINMAIL TO RESOLVE OD&D COMBATS USING CHAINMAIL TO RESOLVE OD&D COMBATS The basic system is that from Chainmail, with one figure representing one man or creature. Melee … scores equaling a drive back or a kill equal only to a hit. – Underworld and Wilderness Adventures, Page 24 Pieces of text by: Coffee, Finarvyn, Radagast the Brown, Rabbit, Stormcrow, The Grey Elf and others; as edited by Aldarron, spring 2010. 2 CONTENTS Fighting Capability 3 Fighting Man 3 Thief 4 Cleric 4 Magic User 5 Space and Time 6 Morale 7 Mounted Combat 8 Offensive Bonuses 8 Defensive Bonuses 8 Attack/Defense Multiples 9 Grappling 9 The Attack Sequence 11 1.0 Using the Mass Combat Rules 13 1.1 Determining Troop Type 13 1.2 Combat Procedure 15 Determining Hits 15 Determining # of rolls in Melee Combat 16 Projectiles 17 1.3 Damage 19 2.0 Using Chainmail with Man to Man 19 Melee Table 20 Parry 20 Mounted Combat 21 Combat Tables 22 Two Weapon Combat and Shield Bashes 23 3.0 Using Chainmail with Fantasy Combat 24 Appendix One: Monster Matrix 25 Appendix Two: Additional Monsters 27 Monsters of Barsoom 30 Appendix Three: Fantasy Combat Monster Ratings 31 Appendix Four: Copyright Notice 34 Appendix Five: Fantasy Combat Table 35 There are several options for using CHAINMAIL to resolve combats in OD&D. CHAINMAIL is NOT one combat system. It is, at a minimum, three: • There is the Mass Combat (heavy horse vs. light foot, etc.) • There is the Man-to-man rules (sword vs. Chain + Shield, etc.) • There is the Fantasy Combat Table, on p. -
ADVENTURES in BLACKMOOR by David L
DA1 An Ad1 for Character Levels 10-14 9172 Sample file DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. LATHE-WALL WINDOW DOOR ROCK WALL GATE DOUBLE DOOR STONE WALL BARS • DOWN STAIRS SHELVES OR COUNTER j OPEN AREA ABOVE |%|H COOK STOVE (F) TRAP DOOR-FLOOR £^\| 4-POSTER BED © TRAP DOOR-CEILING RAILING PORCH <3iT7 VANITY $&) TABLE/TUB SCALE: 1 SQUARE = 5 FEET Sample file MAP 1: LOWER LEVEL COMEBACK INN STABLE & CELLARS OFFICIAL GAME ADVENTURE ADVENTURES IN BLACKMOOR by David L. Arneson & David J. Ritchie Table of Contents DM BACKGROUND 2 Beginning the Adventure 8 Running the Adventure 10 THE INN BETWEEN THE WORLDS 12 General Background 12 Description 13 THE BLACKMOOR COMEBACK INN 29 General Background 29 Credits Description 32 Editor: Deborah C. Ritchie Cover Artist: Jeff Easley THE PRISON OUT OF TIME 38 Interior Artist: Jim Holloway Cartographer: Tom Darden General Background 38 Typographer: Betty Elmore and Kim Lindau DescriptioSamplen file 38 Ending the Adventure 40 DAVID L. ARNESON is the co-author of the Further Adventures 41 DUNGEONS & DRAGONS® Fantasy Role Play- ing Game. ROGUES, REGENTS & RASCALS 46 °1986 TSR Inc. All Rights Reserved. Printed in U.S.A. PREROLLED CHARACTERS Cover DUNGEONS & DRAGONS and D&D are registered trademarks owned by TSR Inc. The TSR logo is a trademark owned by TSR Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributers. -
Dragon Magazine #120
Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr. -
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. -
1401882258184.Pdf
The Witch A New Class for Basic Era Games by Timothy S. Brannan Copyright © 2012 Proofreading and editing by and Jeffrey Allen and James G Holloway, DBA Dark Spire. Artists: Daniel Brannan Brian Brinlee Gary Dupuis Larry Elmore Toby Gregory Aitor Gonzalez William McAusland Bradley K McDevitt Bree Orlock and Stardust Publications Howard Pyle Artwork copyright by the original artist and used with permission. Some artwork is in the public domain. Cover art by John William Waterhouse 1 Table of Contents Table of Contents ................................................................. 2 Athamé .................................................................................78 Forward ................................................................................ 3 Broom ..................................................................................78 PART 1: INTRODUCTION ................................................... 5 Cauldron ...............................................................................78 PART 2: THE WITCH CLASS ............................................ 7 Censer ..................................................................................79 Special Restrictions (Optional) ............................................. 8 Chalice .................................................................................79 Witch ................................................................................. 9 Pentacle ................................................................................79 PART 3: TRADITIONS