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How To Write A Hypersigil
I am the complete opposite of Grant Morrison, and yet I am a very great fan of his magical method of writing hypersigils. Let me describe the way I do it, as taught by my egregore friend Ino.
First choose your intent.Take a notebook or exercise book, and remove excess pages that would make it too long. Draw a border around each page in the planetary colour or colours that are in accord with your intent. The space in the middle is your magic circle, where the magic is created and will manifest, while the borders create the equivalent of the squared off windows in a magical comic.
Write the story in the middle of the bordered pages. If you like, cast a circle beforehand and sit in it with the notebook while you write. If you find it easier, draft the story in advance and copy it from another notebook or from the computer.
You need at least one sentence that identifies one of the story characters with yourself, either by physical appearance or something else. Then write the intent that you would like to happen into the story so it happens to you. If you want other people to be affected as well then put them in using the same method, and if you don’t want to cast spells on other people, make all the other characters except yourself fictional. Distribute the story to at least a few people, and their attention will charge it.
Here is a link to a hypersigil called ‘Shaped’ which I wrote in 2015. Ino contributed one sentence to it, and after I had finished it she fancied writing her own version of the whole thing in the form of a monologue, partly prose and partly in rhyme. So I added that into the document, right at the end.
You may notice that I identified myself with the main character in the second sentence. (I’ve always looked very pale.) It can be rather over-zealous to do that, because the whole story will happen to you; however some of it might attach to what happened to you in the past, if that is a better fit than the future. My intent was to obtain a small to moderate amount of success as a creative artist. Looking back on it afterwards with hindsight: I should have specified the time frame because when the narrator becomes an artist all she says is that “It seems so long ago now” since the events of the story happened. So if it takes ten years, you will know why!
In theory, the part where she is frightened that she is psychotic could happen to me. I was careless and didn’t bother about that. In practice, it almost certainly attached to the past when I had some early occult experiences that frightened me. I drew on some background material which The Cusp sometimes refers to. See: _http://www.dreamview…ver-dreams.html
But nothing in that old discussion on the ‘Dream Views’ forum has ever happened to me.
My husband in the story has the name of Ino’s male aspect, Ian, and a personality slightly like my real husband. The only other character is called Monica. I used the name Monica twice in hypersigils without realizing I had done so, and then it occurred to me a long while later that a moniker means a place-holder, so spirits could stick something in there. By the time I realized it I expect they had done so to their heart’s content, so great fun for them! If you read it you will charge it some more, so even more fun.
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THE BASICS OF PLANETARY MAGICK. PART 1.
Planetary Magick belongs to the legacy of Atlantis. It is a knowledge system that describes the nature of the Universe and the ways to control reality.
Due to certain circumstances, this knowledge was not lost after the collapse of Atlantis and has remained since in various religious, mystic and esoteric teachings.
This article contains a brief description of the Basics of Atlantean Planetary Magick.
While studying the physical world, Atlantean scientists concluded that our reality is of informational origin, similar to a text in a book or a program running inside a computer.
Extensive research showed that this computer is Planet Earth’s Consciousness. While trying to gain access to it and control the Planetary Consciousness, the Atlanteans managed to create a scheme to reflect the design and properties of this consciousness.
This scheme is known as the Tree of Life, or the Tree of Sephiroth in the mystical teaching of Kabbalah:
The Tree of Sephiroth consists of 10 Spheres and 22 channels connecting them in a certain order.
The 10 Spheres, which are called Sephiroth in Kabballah, are sources of energy of different properties. Kabballah gives each Sephiroth a name, symbolically describing the properties of its energies.
Energy constantly circulates between the Sephiroth and follows a certain pattern, thus forming the 22 channels or torrents of energy that bind the Sephiroth together.
Each of these 22 channels is a source of Power and energy with its own properties.
People of different consciousness development levels perceive reality differently. According to those differences, the Tree of Sephiroth can be provisionally divided into several areas that correspond to the perceptions of different people:
Energies of the 21th, 17th and 19th channels form the 3-dimensional space – i.e. the Physical Plane that can be perceived by people belonging to varnas 1 to 3 i.e. ordinary people. (The topic of varnas and human consciousness levels is covered here.)
Energies of the 18th, 17th and 20th channels form the 4-dimensional space that is called the Ether Plane and can be perceived by 1st level Mages.
Energies of the 17th, 13th, 9th and 11th channels form the 7-dimensional space known as the Astral Plane, which can be perceived by 2nd level Mages.
Energies of the 9th, 8th, 4th and 6th channels form the 10-dimensional space known as the Mental Plane, which can be perceived by 3rd level Mages.
Energies of the 4th, 2nd and 1st channels form the 12-dimensional space known as the Higher Mental Plane, which can be perceived by 4th level Mages.
The Atlanteans found that different people’s consciousnesses are connected to different parts of the Tree of Sephiroth, depending on their level of development (i.e. to which varna they belong).
Under certain conditions, a human consciousness can be tuned into one of the Sephiroth Tree channels and thus become a conductor of the channel’s energy.
A human consciousness tuned into any of the 22 channels of the Sephiroth Tree starts receiving huge amounts of energy, and such a person gains the Power to alter reality with his consciousness.
In Magick, the ability of a human consciousness to alter reality is called a Siddha, or a super-ability.
Each of the 22 Channels of the Sephiroth Tree contains energies with special properties that give one the ability to alter various aspects of reality.
Thus, there are 22 Powers altogether that give a Mage the ability to change reality.
Here we can draw a parallel with a programming language that has 22 commands that can be used to alter the program (reality).
The Atlanteans had special technologies and machines that allowed their Mages to tune their minds into the Energy Torrents of the Planetary Consciousness and control processes happening on Earth.
After the demise of the Atlantean civilization, all the machinery and technologies were lost and the Mages had to find a way to cope without them.
During the times of Ancient Egypt, reincarnated Mages of Atlantis reconstructed the Atlantean knowledge of Planetary Magick and developed special techniques of working with the consciousness that are known today as Magickal Practices. These techniques allow for gaining access to the Planetary Consciousness and controling reality without the use of machines and technology.
All the knowledge concerning Atlantean Planetary Magic was written into the Sacred Book of Thoth. This book has preserved to this day in the form of Tarot cards. Each Tarot card is a page of the Sacred Book of Thoth and contains text that is encoded in secret Ancient Egyptian hieroglyphic writing.
A deck of Tarot cards consists of two parts – 22 cards of the Major Arcana and 56 cards of the Minor Arcana.
The 22 cards of the Major Arcana correspond to the 22 energy channels of the Planetary Consciousness that are depicted on the Tree of Sephiroth:
Each card of the Major Arcana contains instructions on how to work with one of the channels of the Planetary Consciousness.
Having accomplished the secret instructions that are encoded on a card, a Mage gains one of the 22 Powers. This Power gives him the ability to alter reality.
In order to be able to decode instructions that are written on the Tarot cards as pictograms, a Mage must know the Keys to reading the Secret Temple writing of Ancient Egypt. At the same time, it is important to remember that most Tarot decks are unfit for usage since they were redrawn and copied by various artists not initiated into the Magickal Tradition. These artists created beautiful, but absolutely magickally useless decks.
The 22 Powers are commonly divided into 3 levels, according to the extent of their might:
Major Arcana from 22 to 18 give access to the Minor Powers that allow for controlling the conditions of a usual human life.
Major Arcana from 17 to 10 give access to the Major Powers that allow for altering the destiny of one or multiple people.
Major Arcana from 9 to 1 give access to the Great Powers which allow for any changes reality, virtually without limitation.