Section XI

Flashy Tricks

These don’t really involve witchcraft in the energy-painting sense; they’re just popular topics that I felt it would be inappropriate to leave out of the tutorial. ESP is definitely necessary for telepathy, though; just as gnosis is necessary for telekinesis.

Telepathy

Mind-reading is a nifty ability to show and tell; the only drawback is, you’ll need an audience if you’re going to earn any experience. I’ve included some simple games to give you some practice.

The basics

  1. Get a volunteer who’s willing to have his mind read. Explain to him that it’s his mental willpower, not yours, that is what makes the game work. The harder he tries to make you achieve your goal, the easier it will be for you to read his mind. (A really good volunteer will actually vibrate the answers to you). Try different people until you find a suitable amount of will.
  2. Hold onto his arm, to share astral space and ensure uninhibited communication. Tell him that you do not want to be tugged or prompted in any way; the arm must hang limp and unresponsive. If you’re still getting skepticism that you’re being prompted, then you should each hold something conductive (such as metal wire) loosely between you.
  3. Have yourself blindfolded. Don’t peek! It defeats the purpose. You’ll walk around the entire game this way; you should lead, not follow. The only time your partner can change your movements is if you’re about to bump into something or otherwise endanger the game.

Game I. The missing item.
Have your volunteer hide an object somewhere (while you are in a different room, of course). You don’t need to know what the object was. Next, be led into that room, blindfolded. You can be spun around in a circle and disoriented, for good measure. Ease forward in one direction, then another, feeling-out your volunteer’s energy. If he’s using as much will as he should be, then you should get a distinctive “no” …”no” …”yes!” in the process of seeking which direction to go. Once he projects that you are in the right area, then do the same type of easing motions with one hand (first left and right, then up and down) until you get a strong “yes!” response. Your hand should be right on the hidden object.

Game II. The misplaced card.
Have your volunteer reshuffle a deck of cards until every card is in order (ace, duce, etc.) suit after suit. Then he should randomly pick out one card and replace it somewhere else in the deck. The cards should then be spread out, face-down, across a glass table. Looking up at the underside (so as not to disturb the cards), your volunteer should find the misplaced card and remember its location. Remember to tell your volunteer that the number and suit of the card is not what he needs to think about, but rather where in the deck it is. Wave your hand slowly left and right over the cards, as you did for the missing object. When you feel a distinct “yes!” then place your hand flat across that section of cards. He can lay those out, face up (to see exactly which one is the target card), and you can repeat the process of waiting for another “yes!” to win the game.

Game III. The make-believe murder.
This is fun for a large group of people. While you’re out of hearing, someone in the group decides to play “victim” and another decides to play “villain.” The villain should find a blunt object, like a wrench, that will serve as the “murder weapon,” act out “killing” his “victim” (but not really, of course! — heh, always gotta have a disclaimer….) and hide it afterwards. The victim and villain will sit calmly among the other spectators. Then you’ll come in to play “detective” blindfolded. Just repeat the methods in Game I to find the victim, the object, and then the villain. (The object should always be hidden somewhere where you can easily find it — stuffed in someone’s pockets or purse, or on your volunteer, is not a fair test). You might even determine how the “victim” was “killed.”

So, what’s so hard about these games? You’ve been using telepathy all along if you’ve learned how to read someone’s essence. You’ll just have to learn through practice where to poke and prod to find their current thought. These games are designed to give you a simple “yes” or “no” response to scan for. Next time, you’ll know where to look anytime you need to read that person’s more complicated thoughts.

Telekinesis

The key to moving objects purely by thought is confidence. “How can I have confidence if I can’t do it yet?” you may ask; and this is where your problem lies. You may want to practice witchcraft for a few months before trying this — completing several spells with excellent results is not that hard to accomplish, and should give you a good foundation of confidence. But still, everyone is going to have to learn confidence slowly, from the ground up.

You do this by trying to move something that already moves by itself — in the case of our example, a candle flame. Stare at the flame until you’ve reached a level of gnosis in which your room is no longer three-dimensional, but more like a two-dimensional sheet of reality that can easily be ripped or torn. Then astrally feel-out the flame from a distance; link to its essence. Send a polite command… a forceful request… down the line, telling the flame to leap higher. After you can accomplish this easily, move on to commanding the flame into other directions, and finally ask it to squish down into a small round ball of flame. I would only send one or two directions per session, though, to be absolutely sure that your requests are not muddled.

Be warned, though, that this sort of thing is rarely accomplished with other people watching.

Section XI Exercises

  1. If you’ve got a willing volunteer, and you’d like to try mindreading, play one of the games above — or, come up with your own.
  2. Do the telekinesis candle exercise once a night.
  3. Once you can make the flame so small that it goes out, you’ve cleared the largest hurdle! Continue on to trying to move solid objects like feathers and finally large objects such as books.

Witchcraft from the Ground Up navigation
Preface | Section One | Section Two | Section Three | Section Four | Section Five | Section Six | Section Seven | Section Eight | Section Nine | Section Ten | Section Eleven | Section Twelve | Section Thirteen

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