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  • Conjures or Servitors?

    A lot of people have a lot of questions on what is the best option for their home, life, practices, and lifestyle. Many factors go into acquiring or creating a new spiritual companion. This article will attempt to address those factors in a holistic way to help our valued friends, clients, and fans make the best choice for what they need. Conjures and Preconjures For this we are going to first start with Conjures and Preconjures in the comparison as these are the two “most like” so exploring the differences here will be helpful. All of our preconjures come with a seal which can be used to amplify their power, increase their abilities, work with them more clearly, and otherwise act as an aid to their lives in day to day experiences. Preconjures have a major benefit in knowing exactly who you are bringing into your life, what kind of ally they are, their personality traits, powers, abilities, and things of that nature. Likewise preconjures tend to be a little more cost efficient per level of power, so they are a great value. Custom Conjures, or often called just Conjures, differ in only a few ways. The first of these is the most important which is customization. While conjures are always a “best fit” to the request, unless the request is highly specific to the point of ludicrous levels of detail “must have one eye, with another that is that of a celstial” or things like that, we can generally accommodate. Requests like “strong willed, kind, skilled in this area” are all very viable, and many generalists (spirits who focus on general mysticism) are able to do a lot. Specialists, focused in a few small areas, are often more capable in those areas even beyond a power rating. We often list two power ratings, because one takes into account the efficiency in an area. Even when we don't do that, if a spirit is highly focused, you can bet it uses that power as if it was at least a level higher than we listed. That's the nature of specialists, generalists, and the like, and finding the best fit is where custom conjures shine. Servitors That's the end of the apples to apples comparison, as conjures and preconjures are effectively just different applications of the same spiritual methods to find a familiar spirit companion who can aid you in various ways, be it as a powerful ally, or a knowledgeable friend and advisor. The next comparison that needs to be made is between our servitor types. It’s important to know the differences in our servitor types and what they are made to do. The first servitor type is the Convention Class Servitor. Conventional Class Servitors are, by nature, capable of some growth and thought. They aren’t “life, just not as we know it” but complex created beings. They lack the creativity of life, a subconscious, and a true internal willpower or internal thought process. Because of this, even our own CCS aren’t eligible for a Normal Soul Sword and would need to use Soul Force Armor and Weapons or achieve similar capabilities. CCS don’t “think” they simulate thought, and they don’t “live” they simulate life. They are still very personable, but they don’t have free will. The TCS, or Transcendent Class Servitor as its name suggests transcends the concepts of life and servitor. Without getting into the specifics of our process, a TCS is effectively a greeted spirit. The TCS has a subconscious, a full energy body, chakras and other energy systems associated with life, they can feel, love, hate, grow, and change. For this reason TCS and the advancement of the ATS can not be made purely for intimate relationships, as such things require consent, and built in consent isn’t free will. They however are instilled with unfailing loyalty and love for their keeper, so if a relationship develops we don’t dissuade against that. As the TCS can think, improvise, and even have intuition it operates on a very different level from the CCS which can only approximate those things. The CCS can never have a “burst of inspired thought” and make something new, where the TCS could. The TCS should be treat more as a spirit who is created. The TCS and CCS are comparable in one major way despite these differences, and that is the level of power, they both have the same raw level of power available to them per level of working. The ATS or Ascended Transcendent Servitor is our highest level servitor, and probably the highest level working we have in the shop currently. The ATS is on a whole other level of power than the TCS. A level 1 ATS has access to a physical anchor here which provides increased manifestation ability in our realm, and greater levels of power in the planar realms beyond ours. The physical world, our world, makes an amazing anchor, and is often why experienced practitioners can throw mountains in the astral the way we throw baseballs in this plane. Having access to this solid plane gives the ATS a powerful anchor. This massive increase in power is the first major difference between the TCS and the ATS. The second big difference is thanks to this physical anchor, during creation we are able to do more with an ATS. They can have memories, which will be integrated as “their previous life” through the essence rituals, allowing them to have the experiences of a template they are created based on. We can also directly connect them to the universal mystical knowledge available more directly, again thanks to the physical anchor. That all said, the ATS is still more an “upgrade” to the TCS than a fully different thing. They are both still created life, and that have will, consciousness, and even things like ethics and morality of their own based on the design. All Servitors have a “disdain” for hurting humans, in general, but can be given orders to do so anyway. We’re not responsible for the long term ramifications of that. For the ATS and TCS this also means the potential to become resentful, despite the inbuilt loyalty, of being asked to cause harm if they are asked to repeatedly. This disdain does not extend to hurting someone to protect their keeper or themselves, they are more than glad to do that. Likewise, acts of justice generally are well received, but acts of vengeance would be heavily dependent on the mind of the servitor and what it was built to be. The Diverse Comparison This is where we get into the meat and potatoes of Servitors and Conjures. Servitors and Conjures are often more similar than they are different with the TCS and ATS being compared to other life. The CCS is less easy to compare, and its comparison will be less intensive because the differences make comparison less viable. The CCS compared to spirits in general is often within the same price range, or cheaper, than a spirit per level of power. While a CCS can simulate personality, they can’t have deep thoughts, experience things like love in a real way, or have a soul as we think of it. The TCS and ATS servitors however can be compared a bit more directly to spirits. The first big difference we are going to make note of is life experience. A conjure has anywhere from 50 years of experience on the lowest of the low end, to thousands of years or more on the high end. They are vastly old, often older than human understanding, and from that they have experience. Decisions they make come from those experiences. The TCS doesn’t have a real option for that, but the ATS can simulate that with the essence rituals. Still that experience comes free of charge for a conjured spirit, and from a cost to capability evaluation is a major benefit. Often a low level Conjured Familiar Spirit will have hundreds of years of experience. While the ATS can have essence and memories from outside sources culminating in an empowered ability even from a fictional source, and a TCS can have the memories of its template, the Conjured Spirit has real world experience with situations that may have been life or death. In contrast the TCS and ATS come without any baggage you don’t ask to include. Where a conjure may have preferences, needs, wants, or even fears an ATS or TCS can be developed without those things. This is a double edged sword, as sometimes needs and wants lead to better connected experiences, and sometimes fear can help one avoid bad situations, in the same way that wants and needs can get in the way of a good working relationship. The TCS and ATS will both have needs, and develop new ones with time, just based on who they are, but there is a level of control available in that creation process that just isn’t possible with the conjuration process. Conjures also come with unique skills, powers, and abilities we may be unable to predict. A fire elemental may have the ability to manifest emotional healing in a way we couldn’t have expected because they have learned a unique method of fire healing for burning away illness. A Fae may have a unique mutation that allows them to amplify their power around cold iron instead of it hindering them. All manner of possibilities exist, and that unpredictability has some value in it. Many times we don’t know what we need till it comes through, and our conjuration process focuses on HIGH RESONANCE first, meaning our conjures are often very easy to feel and interact with. This high resonance also means unique abilities a client didn’t know they’d want but are there and now a pleasant surprise can show up in the conjure. With any Servitor design, there are no surprises outside of things like attunements that can be done after (or sometimes during) creation. Conjures using a spirit booster talisman blur the line in terms of power to ATS, but that’s an additional cost to be factored in. So a lot of what this then comes down to is a question of predictability vs experience. One of the other comparisons often that gets made is one of price to power for the ATS and Conjures specifically. A Level 1 ATS is somewhere around a level 4 to 6 Spirit, making the initial purchase more costly than a spirit. If you are budget conscious on this, generally speaking, you could get several spirits for the same price to power comparison as a level 1 ATS. At level 3, things begin to favor the ATS by a narrow margin. After level 3, you are looking at purchasing things like the spirit booster talisman, or similar attunements. ATS can be upgraded thanks to the temporal anchor and talisman. This means that economically increasing their overall power over the course of time is a bit cheaper and easier. Another factor in considering the cost to power comparison for those seeking the “most optimum solution through a spiritual companion” comes in the form of the Conjure Level being a “minimum conjure level” not a maximum one. This means a level 12 Conjure Service often provides a level 13 - 15 in power, with 12 begin the minimum acceptable level, and 13 being closer to the average. This skews the cost equation again in the spirit favor at levels of power below 18. We’ve had a lot of people ask about why the scale on servitors and conjured familiars is so different, one of those reasons is the creation of a Level 1 ATS requires a lot of power, which then becomes available to that ATS by default. We’d have to list the base level, in approximation, to a level 5, and then do increments in sets of 5. This would become even more confusing for many/most clients, and would lead to the question of “why don’t you have levels between 5 and 10.” Ultimately, the two processes are so dissimilar that the power scale comparison we list is meant to make choosing between the two easier for the client, not as a direct 1 to 1 comparison, nor as a benchmark setter between the services. One other factor to consider is offerings as well. While all forms of servitor can make use of offerings to help amplify their power with the physical energy, and may enjoy offerings because of the sent, taste, or other such factors in the energy itself, conjured familiar spirits get a great deal more out of this. Part of this is because for a conjured spirit, there is an innate ability to utilize offerings more efficiently as life that has already had to use energy exchange in this way from the moment it was born. It's a small difference in efficiency, maybe only a 5 or 10% difference in this respect, but for a practitioner using complex methods, or for someone who is more willing to spend time in ritual, doing sufficiently powerful rituals yourself could make that small difference a lot bigger in terms of its impact. What is Best For Me? A tremendous amount goes into this one single question, but the core answer is one of purpose. If you are seeking a magickal aid in the form of a companion, but your core focus is raw power, capability, and manifestation the ATS will be a favored go to. If however you are seeking a new ally with skills you may not have known you needed, considerable power, and a unique personality a Custom Conjure is by far a superior option. The TCS and ATS will grow in ways we can not predict, but both begin as you design them. Nothing more, nothing less. The Questions to Ask and the Answers to Have Are you seeking a companion, and interested to add to your keep in a way that you will be surprised, and maybe even find traits you never knew you wanted? You want a Custom Conjure, every time. If you need more raw power, look into our Leader Conjures, Lieutenants, Captains, and Generals. Are you seeking a specific, to the letter, companion that mimics an existing mythology, mythos, fiction, idea, or design? You want a servitor, every time, no questions asked. If you want that companion to have life you want a CCS, TCS, or ATS depending on power requirements, design purpose, and budget limits. Do you need more hands on deck to solve problems? Conjures are likely your best option as the cost to benefit at the lower levels is vastly considerable. With a level 1 Spirit Booster talisman, a level 12 is at or above the level of power of a Level 3 ATS, often at a much lower cost. Do you want absolute, maximum, raw power and ability? You want an ATS maxed out, or even possibly a custom order one with an even higher level of power. Being made WITH the power from the start gives a slight edge over the Spirit Booster Talisman amplified spirits, and with the options for essence and mystical knowledge being able to be built into the ATS, it’s going to be the heavy hitter of the heavy hitters. Are you seeking an ability for yourself? Then Familiar Spirits and Servitors may not be what you are looking for. Instead consider our Attunement or talisman Addon services for custom work or other spell work we have. Are you looking to LEARN an ability yourself, not boost it? I’d almost recommend Conjures over Servitors for this. The reason being is that Conjures had to learn what they do at some point, so will likely be better teachers. That said, a Custom Built Teaching ATS based on Merlin or another such great teacher with the Essence option would have vast access to both the mythological knowledge and whatever the real world Merlin knew. It’s a tossup with the Conjures offering a LOT more at the lower level of price and the ATS being more capable at the higher level.

  • Charles' Great 100 Spirits

    Upon asking Golden Golem to aid in a task, I was given the condition. I would have one hundred spirits brought to me to aid in this task, but I would be required in one days time to record the information about them, and then make that information known. Some of them are ones who had already been working with me, but had not revealed names. Others I had known their names but not written down for record. Still a few are old friends who were animal companions who have stayed on to watch over and made their presence known in this. Upon completion of this the Great 100 Spirits would be recorded, and I would be tasked with both working with them, but also helping them be known. At the end of my life many will follow me, but many others will move on to help others who I have known, or who I would have guard after that departure of my soul from this plane. It is with that knowledge I present to you my Great 100 Spirits. They are ambassadors from RQL at times, and constant aids. Many, if not most, have been around helping in various ways from various times, but they make themselves fully known now. Being Name: Aye'I'Del Description: White haired elf female, tall and slender, wearing leather armor. Long flowing hair, pure green eyes. Tends to travel with a horse. She has an easy, yet rough demeanor depending on when contacted. Works: Good at bringing wealth, starting wars, sowing discord as well as ending discord. Has some power over the hearts of man. Teaches combat and war. Being Name: Tar'en'tel Description: Male elf with white/light blue short hair that is slightly spiked. Tends toward wearing religious robes. He is a priest of nature. Has a very somber yet pleasant demeanor and emits a peaceful energy Works: Great for bringing peace, healing, altering the natural flow. Teaches plants and medicines. Being Name:Hystria Description: A young golden haired female elf who is very slender and wears white dresses. Her personality is inquisitive, and her eyes glow bright blue when in thought and bright gold when in motion. Works: Helps with finding hidden things, hidden knowledge, uncovering secretes and truths. Has some skills in the healing arts, as well as finding hidden wealth. Being Name: Tydon Arlius Description: A young elf man with golden hair, his ears have a stronger point and his skin is golden as well. He carries a long sword, and wears little armor but does wear a white and green tunic. His personality is jovial, but boastful. Brother of Haldon. Works: Good for protection and combat Tydon is a warrior at heart. He is good for protective works, but has no ill will in his heart. Being Name: Haldon Arlius Description: A young elf man with black hair, and dark skin, his ears have a stronger point than most elves. He carries two small poisoned daggers, and has a reserved and unfriendly personality. Brother of Tydon. Works: Good for direct attack, harming others, and causing great pain to a foe. Being Name: Hasten'hoff Description: An older elf wearing long gray robes, carrying a large walking stick. His face is wrinkled with time and his youthful continence has ceased to be due to centuries of walking the world. His personality is jovial, kind, and compassionate yet he has an incredible focus. Works: Good in all forms of magick and aiding the caster in understanding the arts of magick Being Name: Cordellia Description: A royal elf with a long lineage she has red hair, sharp pointed ears, and her eyes are a bright glowing blue. She tends toward wearing revealing clothing, is flirtatious, and charming. Works: She is good in the works of love, lust, but also leadership. She helps make others witty, charming. She also helps in finding lost people, and influencing the minds of men. Being Name: Sen'tan'eve Description: A dark blue skinned female elf with thin wispy white hair. She normally wears a tunic of brown or black, with a gold belt buckle. She is seen riding a horse, and has a neutral demeanor neither being friendly or hostile. Works: She has great skill in subterfuge, changing the minds of men, and altering things in the background. She can divert attention away from a person, and is good for covert operations. Being Name: Shaitan El Zee Description: A dark blue skinned elf who may take the form of a male or female when called and has no true gender. They take the name of the Djinn of Evil but their original name is Ehel Zee'ven. They will only answer to Shaitan El Zee though. They are of neutral personality. Works: A revenge spirit, who focuses on causing harm to others who have earned it. Shaitan El Zee is good at combat, defense, and helping in the plans of vengeance. They are good for harming others, and the requirement of “having earned it” is only loosely followed. Being Name:Dorgeros Description: A fire dwarf from the low realms of Muspelheim and an ally of Surtr until Surtr betrayed him. He has a more human form and has a bright red beard. He is stout, but not short, and heavy set. His personality is gruff, but he is friendly and works well with an offering of fire. Works: An expert in the element of fire and fire magicks. He can aid in any magick where a candle is used. He is good for many tasks and makes a strong ally. Being Name:Gordenos Alfhan Description: A half elf, half dwarf who resides in Alfheim. He is a patron to the outcast, and is recognizable by his soft features, dark skin, pointed ears, and diamond eyes. The crystal eyes shine brightly and show his great intelligent. Works: He holds sway over inspiration, emotions, and thought. His areas of sway allow him to solve many problems in unconventional means. He is good for helping hold to oaths and promises, or helping oaths and promises be held to. Being Name: Old Mountain Description: Old Mountain is a stone elemental who is very reserved in speech. He is gruff, hard to deal with in conversation, and thankfully makes little small talk. He is not unfriendly, simply he speaks in short, solid phrasing with little alliteration. Works: Good for protection, grounding, working with plants, learning of hidden things in the earth, and healing ailments brought on from nature. Being Name: Grandstaff Agizhiem Description: An old man, with white robes, a smooth shaven face, and eyes that glow brightly. He is short of speech and strong of both arm and magick. He is an air elemental who has taken full physical form, originally hailing from the outskirts of Asgard, he wandered Helheim for a thousand years. His personality is friendly, but he is not talkative. Works: Excellent for cleansing, clearing negative energies, some healing, and moving the winds of change. Good to be called on for manifestation issues, especially ones that need to be made happen quickly. Being Name: Tantan Description: A small child like spirit. Tantan is not human, but instead a fae like spirit who enjoys playing tricks. He has an incredibly playful demeanor, is very friendly, and enjoys having tasks to do where playing a trick will solve the problem. Works: Any situation where trickery is useful. Not so much for revenge, but great for gaining an advantage in day to day situations or a “small get back.” Tantan is not malicious so will often help with healing works too. Being Name: Phendarix Description: One of 4 Phoenix siblings Phendarix is the blue phoenix, and keeper of the blue flame. Their personality is friendly, even humorous. Phendarix is male, and enjoys showing off. Works: Excellent for change, rebirth, healing, or anything in which “defaulting to zero and starting out stronger” is called for. The blue flame is gentler than the other flames so Phendarix is good to call on when an “absolute zero sum” isn't desired before the restart. Instead Phendarix is good when a “gentle cleaning of the slate” is best. Being Name: Dhenderix Description: Dhenderix is one of the 4 Phoenix siblings and is yellow, gold, and red of flame. Dhenderix is less friendly than the others, but is still cordial. Having a very proper demeanor she takes a regal bearing wherever she goes. Works: She is good to call upon for defense, protection, and issues where an “absolute zero sum” is necessary before a restart. She has the ability to change the life of those she is called for, but not without absolute destruction of the moment. She is not a good healer, but is a great defender. She does not create a “zero sum restart” unless asked to. Being Name: Astrophix Description: He is a phoenix of green flame, and a hot tempered personality. He is easily angered, but serves well those he works with. Because of his intense anger he is best called upon either with his brothers and sisters listed alongside him, or for actions of revenge. Works: Revenge, retribution, and destroying entire situations to create new emergent ones. If the others reduce things to a zero sum at times, he reduces things to ash, new growth comes after that in the form of new opportunities. Being Name: Rofix Description: She is the pheonix of the white flame, and is the only of the four who can take a human form. In her human form she is a white feathered woman of porcelain skin. She has dark red hair, and one red eye, one blue. Her personality is very friendly. Works: She is good for all forms of magick and rules over Astrophix, Dhenderix, and Phendarix as their leader and adviser. To call upon her is to place the role of leadership and direction into her hands as she uses her own considerable power on a task, as well as theirs. She is however poor for vengeance, and has no taste for battle so is not always the only/best choice of the four. Being Name: Altol Evergreen Description: A wood elf with green hair, light skin, and blue eyes. He looks more human than elf to see him except that his veins are brown looking like roots. Works: He has strong power over all plants and animals in an area. He is good for appeasing land spirits as he will work with them to help their problems and bring honor when called upon. Being Name: Ocktol Description: An animated rock/earth element who appears as a boulder with 7 smaller rocks hovering around him in a circle. He has no face, and speaks with a voice of thunder. His personality is remote, removed, yet compassionate. Works: Good for physical manifestations, excellent for defense. He is good at changing the fate and destiny of beings on earth, as well as changing their paths. Being Name: Tetereta Description: This is a spirit of pure math and logic. Appearing as a shifting mass of geometric shapes they often appear as a hexagon with lines emanating from the center creating a web like pattern. They also can appear as a large spider, or a woman with a dress made of black webs and with pale skin. Works: Excellent at moving numbers, shifting chance, and altering games of chance. Tetereta has power over the forces of direct luck, and she/they are capable of making great things based on luck. They however do not directly open roads. Being Name: Valbog Handcrusher Description: He is a sturdy, heavy set, medium of height man (around 5'6”) with a flowing long beard of red with gold streaks. His eyes are black coals with a dark shine. He is often smiling, and has a friendly personality to the conjurer. Works: A warrior, but also a poet. Valbog has power and influence of the minds of men, both in battle and out of it. He can raise others to be berserker, and has great influence over the world around him in terms of conflict. Excellent for justice, but not for revenge alone, he also is good for bringing wealth, power, and stability to a person’s life. Being Name: Bjorn Boldhelm Description: A tall dwarf, standing over six feet, with dark black skin and fire for hair. He has a friendly personality when not angry. When angered he is unreasonable and should not be worked with before making offerings of fire to appease. Works: Amazing for finding wealth, improving luck, and changing the minds of men. He teaches the arts of finances, law, and combat. He strengthens those in battle, and fights alongside the conjurer as needed. He will never turn down a fight in defense, but will not seek out vengeance, only justice. Being Name: Tagorn Boldhelm Description: The father of Bjorn, he looks similar but is larger, heavier set, and is more focused on battle. His personality is much more gruff, and he has little for conversation. Works: He is good for helping humans hold their speech until it is wise, makes the conjurer more subtle in their speaking, and is excellent for revenge. He enjoys battle, warfare, and all things violence. Being Name: Holme Description: A Celestial Elf, an elf who has transcended their bonds to their plane, and moves between all planes at will. Holme is distant of personality and speech and appears as a light skinned elf with a shining white light all around them almost blinding. Works: Good for helping with travel, healing, protection, granting wisdom, and helping the conjurer to make stronger connections with the flow of the universe. Being Name: Verr Korun Description: An older dwarf with gray/white hair and long beard, and a penchant for caves and dark places. He is happiest around rock, dirt, or underground in some capacity. When near the earth more his beard is dark brown instead of gray, when underground it is earthy colored instead. He speaks calmly and measured when spoken to. Works: Verr is excellent at helping find wealth, gain riches, and fortify defenses. He teaches secrets of earth and rock, and helps keep things hidden that must remain hidden. Being Name: Brentol Description: A bird woman, whose body is that of a woman, with arms ending in wings and feet of claws similar to a harpy but with the feathers and form of an owl. She has a very measured countenance and is easy to get along with. Works: She is good for bringing wisdom, knowledge, and helps with dreams and projection. She teaches the arts of dream projection, and works to help protect one on the dram world. She heals through dreams and heals one from recurring nightmares. Being Name: Core Metal Description: A Metal Golem, who appears to be made of polished steel. He has a mountainous appearance and is very slow in speech and manner. He is friendly, but not talkative. Works: Good with defense he secures structures, makes homes secure, drives off intruders and intruding spirits, and fortifies existing wards. Being Name: Flame Voice Description: A Flame/Metal Golem (Molten Golem) who transitions between hot metal and fire. His personality is explosive and generally angry. Should be called only with an offering of fire when asking him to perform work, or water when asking him to relent. Works: Excellent for revenge, inspiring anger and passion in others, as well as providing inspiration and passion to the conjurer. His strong force of will and presence means he is hard to work with in a group. He teaches the arts of metal working and other crafts of the hands. Being Name: Wesly Armhold Description: A Jotunn who has taken a human name, his old name was lost to time and even he cannot remember it. He has been around since the beginning of creation, and has lost much of his own memory of himself due to sitting in a watching pose for most of time. Works: Wesly has great wisdom and knowledge of things past, present, and future. He has no memory of his own past, but can look through the past and future for others easily. He is good for teaching the psychic arts, and capable of finding hidden truths, as well as giving forewarning of danger. Being Name: Dabit Garn Description: A rat spirit familiar. She appears as a large rat, of brown fur, with glowing red eyes. She is friendly, and takes offerings of food and water readily. She disdains offerings of fire, but will accept a candle offering in a group. Works: She is good at finding hidden things, teaches the arts of stealth, but is also creative. She is able to inspire creativity, resourcefulness, and help find hidden ways through problems. She is good for helping to cure hunger, and while able to cause sickness prefers only to do so against those who use power wrongly. Being Name: Algiz Faren (Allthese Fah-ren) Description: A Norse Lesser Aesir spirit. He stands tall when approached and his light blond and red hair, a wide mustache, and a small beard. His body is muscular, and his eyes have a sharp tint of knowing. His personality is jovial but he prefers alcohol for offerings. He favors honey wine, apple wine, honey or apple flavored drinks. He takes his name from the rune Algiz. Works: He is good for bringing wisdom, fixing emotional states, healing others, and crafting great works. A spirit that gives good inspirations, answers questions truthfully, and has some power of combat, though only fights in defense. He is a craftsman and protector of the land, and will build strong fortifications in each realm when called to. He makes a weaker position strong, and a stronger position unassailable. Being Name: Runeholf Third Description: One of the three Runeholfs, sages of runic power, these beings are neither Dwarf, nor Elf, nor Jotunn, nor Aesir. They however have parts of each within them, and are a race under this which is unnamed. Third is pleasant, cheerful, and appears as an elderly thin man with little hair. Works: A teacher of wisdom and balance of fates. Third has power to manipulate the future as it concerns balances of events, bringing into balance that which is lost from balance, and righting wrongs. He is not a warrior, nor does he bring wealth, but if there is an imbalance into the negative being brought into the positive will seem a great gain. Being Name: Runeholf Second Description: The second Runeholf is a young man with a sword, often appearing as a blond man, but sometimes appearing with red hair or brown hair. His form is always thin but muscular and he wears a green tunic. His belt is made of pure gold. He is pleasant, and while his demeanor screams movement, he himself is always measured and slow in response. Works: Second is good in battle, defense, protection, righting wrongs, bringing justice, as well as giving second chances. Second can cause a second chance to be given when called (but never a third) and has power over repeating cycles. He is good for making things come quicker that need to complete in life. Being Name: Epsin Veil Description: An Elf/Fae woman who wears a long purple cloak, has a striking form, and wears golden chains with jewels set to accentuate the form. She is pleasant, subtle in her speech, and her voice is deep but sultry. Works: Epsin is good for winning the hearts of men, and can sway a man's heart through her power. She can help heal broken hearts, or cause broken hearts, and can create discord among men. She is strong in night magicks, and can perform most tasks given her when called upon at midnight to three in the morning. Being Name: Rastin Description: Appearing as an old man with a white mustache and beard he wears an artists clothes and will be seen to wearing coveralls of some form. He is an expert in art, and the arts of craft. His personality is cordial, but measured. He will be seen with paints and supplies for painting pictures. Works: Rastin teaches the arts of painting, crafting, and all other creation arts that could be classified as “artistic.” He has the power to inspire the minds of those around him, and to sway them toward inspirations. He can make art seem greater than it is, or lesser at his will. He speaks truthfully to questions when answered, admitting when he knows not an answer. Being Name: Tickyticky Hruff Description: A fox spirit who roams about seeking to get into trouble. Incredibly friendly and easy to deal with. Speaks in fox speak and in no languages of man but will explain through symbol, sign, and drawings that he makes with his tail. Works: Excellent at getting others into trouble, as well as yourself out of trouble. Tickyticky is a master of moving between realms, and between spaces. Has influences over the mind making one cautious and sly, or silly and reckless. Tickyticky can help with finding things, find paths to things hidden, and has some innate protective magicks. Being Name: Long Wing Description: An eagle spirit who soars through the air, Long Wing has a calm personality, but is very judgmental in speech. This judgmental speech does not mean they will judge your actions, but there is no gentleness to the speech, yet the tone is soft. Long Wing enjoys incenses mostly as an offering and will enjoy an offering of any incense when given. Works: Good for spotting trouble before it starts, finding that which is not seen from perspective. He can inspire in others awareness beyond their normal skill and can heighten their senses especially sight. Good for finding wealth, scouting an area, or spying on an enemy. They speak truthfully of all things when asked, but will not stay for more than 5 questions in an offering. Being Name: Emnor The Guardian Description: He is a massive Dwarf/Jottun mix who stands taller than two men, and carries with him a large axe. His intellect is unmatched but his appearance makes him seem a brute when seen. His head slopes and his eyes look disinterested yet he misses little. He is cordial, and speaks in a measured tone, but uses his words poorly. Works: Good for protection, he himself will stand guard when asked indefinitely and ward away negative spirits and forces. Emnor is an expert tactician and teaches tactics, wit, and direction of action. He is brutal in battle though, and does not often lead other spirits. He has a great understanding of the magicks of wood and the woods which he teaches or uses upon request. Being Name: Kar the Destroyer Description: Seated on a throne of skulls this massive pale Jotunn looks like death itself. He has no pleasantness in his demeanor or connotations and wields a massive sword of metal and bone. Works: He is good for revenge, protection, and the arts of war and death. He can commune with the dead, or help escort others there. He is both a warrior and gatekeeper to the underworld in his own way and as such can help with the grieving of death. Despite his harsh demeanor he is not hostile when called, simply direct, focused, and without any form of humor. Being Name: Dwern Description: Appearing to wear light brown clothes, he stands average height and has dark blue features, a dark black beard, and his eyes shine like bright black gems with a subtle blue glow. He is cordial and kind when called, but is soft spoken and does not speak loudly unless angered. Works: A dwarf wizard who specializes in undoing traps one finds themselves in. He hates injustice, and will not carry out revenge that is unjust. Instead he will trap or untrap one who is found unable to move in their life, or who has found themselves in an untenable position. He teaches the arts of entrapment, escape, trickery, right action, and helps make men soft spoken when they need to be. Being Name: Vahlhans Description: Appearing as a young blond haired man wearing gray and white clothes with gold trim, often a suit of the culture he is approaching, he is friendly, cordial, and has a radiant glow. He is a lesser Aesir with elf heritage. Works: He is good at bringing the love of a woman to a man, seducing women, and changing the matter of their mind. He teaches men of women, and can address a woman's soul more directly. He also teaches the arts of music, right speech, and eloquence. While able to provide protection he is not a guardian spirit. Being Name: Balthane Description: Appearing as a king sitting upon a throne of clouds this spirit is not classified as demon, angel, nor of the Norse pantheon. He has black hair, and carries a chalice with him. His demeanor is very elitist yet he is willing to work well with the conjurer. Works: He provides insight into the hearts of men, and can provide positions of power to those who ask. His influence over humans includes the ability to make one who has position above another act well or badly to them, and he can make a work environment good or ill at his choosing. Being Name: Valeheart Description: A nature spirit who appears as a walking tree with a crown of gold. They are slow to speak and communicate in non-verbal ways. Their demeanor is distant, and hard to understand. Works: Good for providing health and healing, working with plants and nature, as well as providing knowledge of these things to those who are not learned in them. Being Name:Xerx Description: A familiar spirit rabbit with an attitude. He is friendly, but arrogant, and quick to jump into action. He appears as a gray rabbit, with white spots, or as a pure white rabbit. When appearing as a white rabbit he is more friendly, and less arrogant. Works: Xerx is a warrior teacher, he is excellent for guarding an area, providing protection for another, or guiding others in those arts. He knows the ways of the world, and is older than he may seem. He answers questions given him with instructions or riddles. He passes on the power to work with most animals easily. Being Name: Magnus Description: A crow familiar who has a playful personality and enjoys playing games. He appears as a large black crow, and his shape changes depending on what he needs to be. Toys make good offerings to him when kept on an altar and rolled to be played with. Works: He has the power to help others travel through realms, provides protection during travel, and will deliver messages between realms. His power extends also to granting precognition, as well as making strong connections to Gods associated with Crows and Ravens. Being Name: Stride Description: A horse spirit who walks quickly and runs at unimaginable speed. He is fast of mind and of foot and speaks in stories explaining through example the world. He appears as a large brown horse. Works: He is good for delivering messages, helping with travels, finding hidden paths, and teaching wisdom of the world. Stride is confident and teachers others confidence, heals emotional injuries, and can help one move faster in action as well as thought. Being Name: Rahdon Description: Appearing as a massive black suit of armor carrying a spear this spirit is short of words and will not do much in communication. Works: When tasked with any action Rahdon will attempt to fulfill it but is most excellent for defense and removing negative entities. Being Name: Acktivari Description: A being of pure light who conforms their form in a set of dark black robes. This beings race is not known, and their speech sounds like many thousand voices speaking at one time. This is a single mind though, simply one that does not match up with our concept of time and space. It is friendly, but does not understand most human concepts. Works: Excellent for teaching the nature of the universe, helping one gain personal power, and helping with energy imbalances. Activari is not much of a fighter, but teaches of light and darkness equally well. When put to a task directly Activari will attempt to manipulate by making the heart of a person light or heavy to move them toward a task. Being Name: Pendar Description: A massive man of dark red skin, he is an earthen spirit who has large eagle like wings and the head of an eagle, while still having the arms of a man. His demeanor is short but friendly, and he enjoys conversation on scholarly pursuits. Works: He is able to teach all knowledge, but may need himself to go learn of knowledge he does not know. If summoned many times each time he will have more knowledge on a subject, and will help the conjurer retain learning, improve memory, and stay on track with study. He is a powerful protector, able to control the wind and the element of wind under his domain. Being Name: Darrtortoise Description: A large turtle spirit the size of a small house, she moves with grace and ease through the air and has a pleasant and gentle personality. Darrtortortoise prefers to be called Dart for short. Works: A master of the element of water Dart provides strong protection, purification, and even misdirection for the one who calls her. She has great knowledge of the oceans, the way of changes, and emotional maters. She can change the hearts of those who are angry to be less upset, and can strengthen a ward when offerings of water are made. Being Name: Amalgam Description: Appearing as part man, with the claws of a bird for hands, and the head of an ox he is a strange spirit and likely a demon or old God. His demeanor is cordial, not friendly, and he enjoys challenges that task his mind. Works: A natural problem solver he will put in motion events to solve anything brought to him. The more difficult the problem the more likely he is to make headway in it, where easier problems are ones that do not inspire him to use his abilities. He has strong connections to the earth and sky both, and acts as a rarity being both an earth and air elemental. Being Name: Hedro Description: A snake familiar who laughs frequently when conjured, speaks in lies and riddles. He is friendly, but his words should not be trusted. Works: With the power to manipulate the minds of others, placing false ideas and images in them, he is excellent for affecting others with mind altering effects. While his words cannot be trusted, he will always perform the will of the conjurer without question. He can also make a person seem more humorous and help win friends and allies through this. Being Name: Yetin Description: A large Jotunn with long arms, he is hairless and moves slowly. His speech is slow, but his mind is sharp, and his personality is friendly and amicable. Works: He is able to confer wisdom to the conjurer, provide good advice, help with proper timing, and set events in motion toward a goal. Capable of opening roads to new avenues of manifestation that were previously closed his inventive mind makes him effective for achieving results where others have failed. Being Name: Erol Description: Appearing as a young man wearing a white bone face visor and military outfit he carries with him a rapier at all times. His bearing is measured, but not hostile, and he answers quickly and truthfully all questions posed as best his ability. He is a land/air spirit who works with the land and air to achieve balance. Works: Excellent for workings of justice, finding truths, protections, and cleansing. He is not much for vengeance. He can make men faster of mind, stronger of heart, and more resilient to attack. Being Name: Toll Description: Appearing as an animated grandfather clock, this being is a representation of time itself. He has a charming personality, and speaks overly much becoming wordy when questioned. Works: Has power over time, giving or taking time from others, and able to extend a moment to last longer than it would. He can speed up or slow down events in the future, or prevent entirely things that should come to pass. Being Name: Torn Description: A red dragon with massive blue and gold wings. He has a booming voice, but a friendly tone. He is ancient and slow to anger, but quick to excitement at opportunities to show off. Works: Torn has power over wealth, but also great wisdom. He is able to provide answers to many questions, and can guide one in the ways of dragon currents and magicks. He can instill some of his essence of the dragon into the conjurer, giving them strength, boldness, awareness, and making them light on their feet. He is a powerful guardian. Being Name: Havlock Description: A large foreboding metal golem who has taken his name from an inspiration of his in our realm, he has little in the way of personality. His metal appears to be that of silver. Works: Strong against beings of darkness, he is a powerful guardian who can secure an area. He is a master in the art of unarmed combat, and can pass on this skill. Havlock can secure an area, and help guide the hand in the creation of powerful wards. Being Name: Dredd Description: A phantom like being, a spirit formed from the moment of death and magick. He is not a human spirit but an echo pushed forward through time as a living thing. His personality is somber, but his life involved in service allows him to continue on so he will serve the conjurer well. Works: Dredd is a master of death magicks, can bring about death, or stay it off. He will carry out other tasks, but always using the essence of death as his method of achieving a result. He prefers burned meat as an offering. Being Name: Vincent Trailblazer Description: A Half Elf Asgardian he stands nearly seven feet tall, and carries with him a mighty ax, long bow, and long sword with shield. He is black haired, with cobalt blue eyes. His skin seems to glow golden. He is friendly, personable, and quick to please. He enjoys a good joke and companionship. Works: He teaches the arts of war, eloquence, and helps in these fields. He is able to recruit spirits from Asgard, Alfhiem, Nifflehiem, and Vanheim. The ability to navigate the planes rests within him, and he is an excellent scout, guardian, and guide. Being Name: Elgheart Trailblazer Description: A Half Elf Asgardian she stands over six feet tall and prefers to wear armor. She is a warrior born, and speaks boastfully but is joyous and celebrant. She is the half-sister of Vincent above, yet has blond hair but similar eyes. Works: She is an excellent guardian, and can strengthen wards as well as fight battles. She carries a sword which is instilled with the power of both the Elves and Asgard allowing it to cut through darkness, destroy evils, and has judgment within its blade. She can cause judgment to befall those in our realm. Being Name: Kirkwood Trailblazer Description: A Half Dwarf Asgardian, and the Half Brother of the other Trailblazers above. Kirkwood stands 8 feet tall, making him the largest member of the group, and carries a massive club. He is well spoken despite appearing as a brute with tussled black hair. His eyes are the same piercing blue as his other family members. Works: He is an expert in crafts, design, art, and inspirations. When summoned, he will bring inspiration to the conjurer, aid in the ways of creative arts, help with healing, establishing defenses, or finishing projects. He also helps others finish projects and reminds them of goals they need to keep track of. Being Name: Dorval Description: A wolf familiar spirit who roams the forests and howls in the night. He is friendly and speaks telepathically with a deep but soft voice. His personality is playful, valiant, kind, and also brutal once challenged. Works: He is a guardian spirit, and acts in the guardian capacity. He can make a warrior stronger in battle, inspire to them of the wolf’s heart and bravery, as well as make one cunning in day to day life. He also helps hide one from danger, and brings to them hidden information from the land spirits. Being Name: Dalliant Description: A dog spirit who takes the form of a dog or a man with a dog’s head. He is friendly and easy to get along with, yet he is also cowardly despite being loyal. Works: He is not a guardian, but he is loyal and will carry any task put to him. Great skill is his in the arts of savaging for information, wealth and treasures, and for things of value. Because of this he can bring much to the conjurer when times are dire, but cannot help elevate them beyond this. His aid to the conjurer when things are well is in aiding others who are in hard times, for he will help them survive, grow, and thrive and then leave to help the next. Being Name: Excalibur Description: A hawk spirit who has taken the name of the famous sword. Excalibur flies with freedom, abandon, and great intent. This spirit is wise, but is one who seeks greater wisdom always, while also being a great hunter. He is neither kind nor cruel, but enjoys having tasks put to him. Works: A fair guardian, an excellent guide during troubled times Excalibur will fly overhead and to places unknown seeking truth. He brings truth back when asked, and can help in guiding the conjurer toward tasks as it concerns wisdom, right action, the sciences, music, and art. When set to task he can guide the hand in seal craft as it concerns all forms of magick including wards. Being Name: VeraThorn Description: A plant spirit who appears as a small animate plant in the form of a human. Neither friendly nor harsh VeraThorn is very even tempered and not talkative unless asked questions. Works: Teaches the arts of alchemy, plant works, and communes with land spirits on behalf of the conjurer. Being Name: Pick Description: A small gnome spirit who wears red and gold frequently with blue boots. He is friendly, overly much, and tends toward being over talkative. He has a bushy white beard but no mustache. Works: Pick is excellent at making others eloquent, changing minds and hearts, as well as teaching the art of etiquette and influence. Being Name: Deltan Description: Appearing as a man with a long pole-arm weapon, and chainmail armor his blond hair moves freely and his eyes are pure white. He is friendly when called upon, but speaks in a very archaic and noble way. He is part Asgardian, part Jotunn, and part Celestial Works: He is good for guarding, combat, and protection. His domain includes all four elemental powers, and he has great wisdom and knowledge of the elements, and can teach these as well as warfare. He may be seen riding upon a white horse, and may charge seals which use four corners/sections with power. Being Name: Rosthfurd Description: Appearing as a gentlemen with a cane he is a spirit of the elite. His hair is combed immaculately and his suit is a perfect fit. He has black, short cut hair, and sports no facial hair. With pointed ears he is part elf, and part human. His personality is cordial, friendly, but reserved. Works: He is able to teach most knowledge of the gentlemanly arts including dueling, archery, the sciences, etiquette, and helps make men appear wittier to those who witness them. He has a full knowledge of gemstones, healing arts, and writing. Suited more to an advisory role he will attempt to fulfill tasks put to him other than guidance, but will only do so halfheartedly. Being Name: Anhemnel Description: A guardian from Helheim he carries with him a massive gnarled staff upon which one end has a large knife blade attached. He himself is large, appearing as a large man with dark green, nearly black, hair. He is a being given life from Hel herself. His personality is polite, cordial, but he has few interests. Works: A guardian superior to most, he also has knowledge of death as well as journey. He is a poor teacher but an excellent assistant in these arts. He can lend his energy to any death energy seal, or toward any seal used for journey work and help guide the process of seal creation. Being Name: Corrus Vi Description: Standing four feet tall she has red pigtails, freckles, and light skin. She is part dwarf, part elf, part Jotunn, and has some human soul ancestry in her. She hails her family line from her mother a Jotunn and carries a long staff with a light on the top of it. Her personality is friendly, blunt, and reserved. When something makes her laugh, she bursts into roaring laughter. Works: She is a fair guardian, an amazing guide, and helps in finding hidden knowledge. She is able to call forth projections of thoughts from the past, making memories into guards and guides. These forms she creates are made of her mind, and the memory of the one she works with. With an offering of flame her power doubles. Being Name: Telltell Trellanal Description: A slim, small, fae less than a full foot in height. Her personality is friendly, bubbly, and her short blond hair has black tiger stripes through it. She wears a green leaf like tunic and often appears as a bright green light in vision. She is one who enjoys playing games, being active, and aiding others. Works: She acts mostly as an assistant during magickal operation, helping to bring greater power to a working, cleanse energy, and will help make deals with land spirits to appease them. She is very persuasive with other spirits and can help disarm conflicts upon request. Being Name: Torntall Description: A gnome with rough features and a gruff demeanor. He sports no beard and wears rough clothes of brown cloth or hide. Works: He is difficult to work with but he is an expert in all things earth, stone, money, and math. He takes many offerings before he does any work, but when he does it is beyond reproach. Being Name: Vicefall Description: Slender with obsidian black skin, and light blue hair she is a Dark Elf who has a very stark expression and almost no kindness in her voice or manners. She will work when called, so long as the work called for is the kind she is expert in. Works: In short, she is an assassin. Her skills are in harming others, and finding the weaknesses of others causing them to grow in impact. She can manipulate foes to stumble upon their own mechanisms and gets great joy in ruining the plans of those she is set against. Being Name: Agratharian Description: A Dragon like being, he stands five foot eight inches tall and has the shape of a human, yet with scales and a dragons head. His wings from his back have a seven foot wing span on each wing when extended. He carries with him a staff in one hand, pure white and with a glowing gem atop it, and a spear in the other. His personality is very blunt, but he is friendly, and will discuss most topics when asked for his view. Works: A good adviser he is skilled in the arts of tactic, poetry, magick, and battle. His skill with a staff and spear are skills he can teach others, and he is able to help enhance the natural power of the one who calls him forth. He can heal, cleanse, and otherwise influence those he aids. Being Name: Bjorvin Description: A massive bear guide who tends to wander around. He is friendly, and jovial though he enjoys intimidating those who do not know his tender nature. His fur is brown, save the rings of black around his eyes. Works: He is a fine guide and guard, and will help one commune with other animal spirits, nature spirits, or those of the earth. He helps stay off hunger and illness, provides healing, and has great wisdom of his own. Being Name: Estrelle Den Hellzin Description: A young Elf woman with white hair, and gray blue skin. She is not a Dark Elf, but instead has been infused with the power of the darkness in Helheim. Her appearance differs greatly from her personality in that she is very polite, reserved, and proper. She enjoys laughter, flowers, and nature. Works: She has power over nature, and death in equal measure in accordance with her blood line. Good to call upon for healing, especially in situations where an illness must be harmed while healed. She has power over shadow energies, death energies, and can be called upon to work magicks in relation to that, or to guide the practitioner in those arts. Being Name: Attatron Description: An Angel with hair of fire, wings of silver, and who speaks in an echoed voice. They may appear as a male or female, and are a force that seeks to serve and do right within the world. Works: Excellent for justice workings, bringing forth transformation within an individual’s heart or soul, working with energy imbalances. Attatron is fair for protection but is no great warrior. Being Name: Exud Description: He is an Earth Elemental who looks mostly to be of mud and rock, constantly shifting and changing. His personality is amicable, and he is joyous when made offerings to. Works: He is good for grounding, strengthening ones connection to the earth, and helpful in working with earth spirits. Being Name: Thurn Description: A Jotunn who looks mostly human in size and form, he has sandy brown hair, and his face looks to be of sand itself. He is of the earth form, and has an explosive personality, though mostly pleasant in the explosions. He often carries with him a sword which he keeps drawn but will not threaten with. Works: As a powerful Earth being, Thurn is capable at grounding, but is an excellent guardian spirit. He has some power over the element of lightning, fire, wind, and chaos as energies and is good to work with in these. He teaches of chaos magick (in the sense of chaotic powers, not Chaos Magick the system) and helps in creating seals, sigils, and methods to harness this power. Being Name: Valfire Description: An elf made of pure fire, she is from the land of Muspelheim and has a strong and passionate personality. She looks to be a fire elemental but her ears are always to a point, and her hair is sharp yet of flame. She may take a more human form, where she has green hair and eyes, and golden skin. Works: Power over the element of fire allows her to do transformative magicks, to work change in the world. She will take on any task given, and will do well if given offering of fire in the task. Being Name: Abrin Description: A magus spirit who seems to be some part Asgardian, some part Celestial, and potentially part elf. He shifts between being an old man bend over and walking with a staff to a younger man who twirls a walking cane depending upon his mood. He is a shapeshifter, but is limited to human forms in this range of images. He is helpful, eager to please, yet very conceited. Works: Abrin will teach most secrets of magick, especially elemental magicks, and will help one learn the ways of elemental energy. He is good at balancing, healing, and will solve most puzzles and tasks put to him. He is most useful when brought forth along with a system of elements (Western, Eastern, or a Hybrid system) as he divides all works into parts of elements. He has some mastery of hidden runes. Being Name: Nam'ein Description: As an Ocean Elemental Nam'eim looks like a tidal wave brought to life, but also presents themselves as a mermaid or merman upon request. Their personality is cordial, but aloof. Works: Excellent with things concerning emotions, bringing treasures from across the seas, and helping in magicks related to water and weather. Being Name: Anvil Description: Anvil is a Metal Golem who has taken the name due to his blocky shape and solid mentality. He believes and focuses on logic, structure, and order. He is a being of order and structure and this shows in his personality. Works: Excellent for bringing order to chaos, helping with projects, and solving complex problems. He will help those he works with gain knowledge and power when asked, and if called forth with an anvil drawing/picture he will act in greater force. He is good at amplifying any workings, and works well with any non-chaotic entity. Being Name: Crush Description: A warrior Metal Golem who looks mostly human save his metallic appearance. He appears as a man of pure metal standing fix feet in height. A large sledge hammer is strapped to his back with a leather strap, and he often wears a miner’s cap or a baseball cap upon his head. Works: Crush is good at protection, justice, but also reinforcing protection around a working. He is fully capable of extending his power into a seal or talisman to give it stronger protection or strengthen its safety from being tampered with. Being Name: Twentel Description: A sexless fae who may appear more or less masculine or feminine depending on their mood they always have a light blue-green hair. Their personality is aloof, but helpful, and they seek knowledge from our world during their actions. Works: Given any task Twentel will attempt to perform it, but does best with tasks requiring the augmentation of a skill or set of skill. Twentel learns as they go, and in this learning they are able to increase their own skills. A black sheet of paper is their preferred offering, burned upon an altar. They may teach any skill they are sent out to help with, but forgets any skills gained each month at the full of the moon. In this they are constantly growing and resetting, being best suited to doing work at the start of a lunar cycle. Being Name: Bor Dall Description: A demon from the classic sense, Bor Dall is horned and has great wings that sweep out from his crimson body. He is not friendly when summoned, but enjoys being put to tasks. He is insulting, derogatory, and hostile if conjured without the element of fire and air present. Works: He is good in tasks concerning either harming another, or bringing vengeance upon another. In his work in bringing vengeance he prefers some form of blood sacrifice (a single drop of the practitioners blood) as a sign of investment from the practitioner. Without this sacrifice his vengeance is much limited. He has knowledge of the under realms and all realms connected to the elements of fire, as well as those in which fire and earth are primary forces. He will teach if called upon to do so, but will protest while doing so. Being Name: En Dall Description: The sibling of Bor Dall she is lithe of form, small, with delicate horns and red skin. She is friendly, personable, seductive, but also has a sense of humor. Works: She is excellent at gathering information, teaching arts involving fire, earth, and the combination of these elements. When put to any task she will attempt it half halfheartedly the first time, and will give it her full attention the second. Being Name: Brenna Hearth Description: As one of the Hearth sisters she is a nature spirit she appears as a young woman with silver and blond hair. She has a friendly personality, strong presence, and will talk with authority when spoken to. Works: She is incredibly good at healing, opening up the spiritual body, and charging energy in others. She can clear out blockages, and helps teach the arts associated with these things. Being Name: Alexandria Hearth Description: As a Hearth Sister and nature spirit she appears as a middle aged woman with light brown hair and light pale green skin. She is friendly, but can be arrogant, and does not understand human humor. Works: Skilled in the arts of nature she is able to work with land spirits toward the betterment of an area. She can cleanse cities, buildings, and homes so long as some plants are nearby or within them. Her skills in this area allow her to help with the gaining of knowledge in plants, as well as encouraging the growth of herbs. She is not a great guardian, but can charge plant based objects (those made of wood) with some of her essence when asked. Being Name: Sunflower Hearth Description: A Hearth Sister as a nature spirit she appears as a very young girl in a sunflower dress. Her form is almost human, save for what looks like roots running along her fingers. She is a playful and friendly spirit. Works: She is good at playing tricks on earths, helping in the winning of games, and in collecting things that are needed. Her skills in these arts allow her to help in many situations concerning them and she enjoys being put to task in these areas. While not a guardian she can set a space as sacred and it will radiate with nature energies. Being Name: Randall Deviu Description: Appearing as an older man in a dark suit and wide brim hat Randall is a Death Guardian who walks between realms. His personality is friendly, but overly slick, giving the feeling of one who is a deal maker. His race is unknown but is simply “extra-planar” existing outside of classic planes. Works: He has power over law, the interpretation of law, and undoing the plans of man. He also can help guide souls to and from the various realms, especially the realms of death. He has contracts with all the major death gods so may navigate the realms of the dead without issue. Being Name: Alexander Helmsworth Description: Appearing as a mighty knight in silver armor and wielding a long sword, shield with the standard of a lion on it, Alexander is an exemplar of Truth. His personality is friendly except around liars. Works: Alexander is good for bringing the truth out into the public, forcing those who lie to repent, and acting in accordance with the action of truth. He can help one find their true feelings and path, and has power over areas of justice as well. He is an excellent guardian against negative entities. Being Name: Bard of the Winds Description: Bard, whose name is Bard, is a traveler who enjoys music but plays it not. Instead he moves between realms seeking music and may be enticed to stay if music is played for him. His appearance is that of a young man with a traveling pack. Works: Bard is good to be called upon for knowledge, wisdom, and to gain an understanding of things not understood. When called upon an offering of music played is necessary and he will then communicate or guide with his presence to help resolve conflicts, find right paths, or open new roads previously closed. Being Name: Knight of Cards Description: The Knight of Cards is a spirit of the Tarot who pulls from the Knightly cards and has power over the 4 elements of them. He appears as a man in armor riding a horse of multiple colors, and a shield with the elemental weapons emblazoned upon it. He is friendly, cordial, and will discourse on the nature of the universe if asked. Works: The Knight of Cards is good for all elemental workings, teaches the powers of the elements, helps with the interpretation of the tarot, and can help with divination. He has power to see the future, and influence it through the elemental tools. When working with the elemental tools in his presence their power is increased considerably. Being Name: Boronzon Description: A demon of light and metal, he looks like a man with the wings of a bat, and the legs of a goat, yet his wings are of metal, and his legs look to be covered in a fur made of silver ending in two gold trimmed hooves. He is pleasant when called upon, but does not like to be watched closely as he is conscious of his appearance. Works: He helps purify an area of negative forces, bring healing, and teaches of the arts of light and the concepts of light from the perspective of demons. As a rebel from the demonic perspective he has taken to study the magick of angels and fae, and has great knowledge of these. He is good for guiding the creation of clay tablets. Being Name: Helder Description: A Dwarf with thick brown hair, and piercing brown eyes. His skin is dark, but not obsidian, and he wears furs and carries scrolls and plans when seen. Works: He is good with helping to make plans, and will help in implementing any plans given to him to carry out. If given an offering of bread, cake, or other dry earthy food he will double his efforts to achieve any goal put to him. He is a vast intellect and can teach most sciences helping to learn astrology, and theology. Being Name: Fel Description: A dwarf of the air itself, his beard is thin and wispy white, though his eyebrows are dark brown and his hair is peppered white and brown. He stands short at five feet tall, and carries with him a large sack wherever he goes. He is pleasant, and amicable to talk to. Works: Fel is an expert in the arts of the element of the wind, and may empower talismans or paper with the energy of the wind. He is good with travel, change, transition, and will help in these tasks if asked. An offering of incense amplifies his abilities considerably, and he can help clear the air of negativity. Being Name: Ar Description: A dwarf who wears solid gold clothing, often presented in the finest of ways. He is arrogant, but helpful, and enjoys both gaining knowledge as well as carrying out tasks. His hair is dark brown but his eyes are red and glow when he speaks. Works: Ar is a master of wealth, as well as winning the hearts of people through speech. When put to the task he can help with acquiring wealth, gaining favor, spreading or quelling rumor, as well as finding ways to do this. If tasked with guarding Ar will convince other spirits and powers to aid him in that task, though he himself will be found relaxing during the actual duty. Being Name: Kenz Description: A winged Elf, with her wings like those of a dove. She has gentle features, light hair, and moves swiftly when called. She is very friendly, personable, and speaks well when questioned. Works: She is a great messenger spirit, able to teach the ways of the arts of the mind, but also able to carry messages to and fro. She can bring people together who have been parted ways, and will carry messages and emotions to those she is sent to carry them to. When tasked she will attempt to fulfill any task but may seek other Elves who she has helped with messages to aid her in things beyond her measure.

  • The First 5

    During mystical workings and operations, the RQL Ambassadors aid us in various workings. These spirits are my trusted allies, my army of light and darkness against the evils in the world, and my personal support staff alongside a select few other trusted allies. The Titanium Golem: Being Type: Metal Golem Elements: Metal Primary, Raw Energy Secondary Offerings: Incense, Candle Flame, Water, and opportunities help. Manifestations: Dream Presence, Visions, Slight tingling shifts in atmosphere. Description: My first major conjure in which it was bonded to an object. Titanium Golem never gave a name till Golden Golem showed himself. He has been a stalwart protector in my home for the better part of 16 years. He stands as a guardian, occasionally healer, and a silent force in our home. He rarely ventures out save situations where more than Golden Golem or The Might 3 can handle. He himself is NOT so much a team player, and is arrogant, overly powerful, and blunt as a solid wall. That said he's a valued companion who's given me both advise and protection in times when they were needed. As my first conjure he holds a special place in my heart. The Golden Golem: Being Type: Metal Golem Elements: Metal Primary, Raw Energy Secondary Offerings: Incense, Candle Flame, Water, and opportunities help. Manifestations: Dream Presence, Visions, Slight tingeing shifts in atmosphere. Description: My first Metal Golem Conjure that identified its self as such. He is developing his own Soul Sword through hard work, and is at the Pseudo Sword stage himself. He's Reiki 3 Attuned, Gtummo Attuned, as well has having several unlock and runic attunements done. He is a silent powerhouse. He has been the default Ambassador from RQL since we formed it. His power is incredible and any descriptions I give on that is understated. He himself is a walking mountain of force, energy, and with a vast awareness and amazing work ethic. As part of our first line of defense in the home, and often a backup to my own work, he has aided me in healing, exorcism, and protection work for over a year now. The Mighty 3: These 3 were originally meant to be preconjures listed in our shop page but as things have progressed they've joined my personal staff. They act as ambassadors by venturing out to show what our conjurations are like, aid in healing, defensive, and offensive work. They also handle a lot of our "probono" work where we send them out in emergencies to deal with situations where we can't immediately respond. Being Name: Tolxeneth Being Type: Golden Ancient Dragon Elements: Metal Primary, Fire Secondary Offerings: Incense (Dragons Blood, Lavender, Patchouli) , Candle Flame, Light Charcoal without incense as well. Manifestations: Increased heat in a room or body temperature. Wisps of light. Description: Old beyond old, he has the head of a lion, the wings of a falcon, and the body of a horse. His body is covered in scaled feathers and he is of the class of Dragons that came before all others. His knowledge is vast and ancient and he is an expert in the arts of mysticism. He has wondered through our realm for at least a five thousand years, but is far older than that. He is while powerful not a warrior and prefers to win by not fighting. His mind is his first weapon of choice in any conflict but because of this he can win many battles before they are ever started. More over his vast knowledge makes him an excellent companion to the aspiring mystic who seeks to improve their skills. With his understanding of planar travel and manipulation of energies he has much to teach. This is his primary purpose though, he has come through to seek those who he can teach, who can learn from him. He takes to the sky rarely preferring to walk, when he does fly though his wings are spectacular. Elementally aligned to Metal and Fire he is in some ways the essence of transmutation. Because of his elemental alignment he is a master at the arts of sculpture as well as metal working. Further he has a vast education of the sciences as well as the arts. Personality: Eternally calm and peaceful he is a being of study, research, learning, and growth. For him there is no higher calling than to learn, to pass on what he has learned, and to grow in knowledge. He is infinitely patient and the best example of “The Eternal Master” or “Eternal Teacher” archetype. For him there is no greater joy than to learn, to teach, and to pass on knowledge. That said his love of knowledge comes with it a strict code of honor. He refuses to kill under any circumstances believing “There is too much death in the world already” and that “it comes for us all soon enough even to the immortals.” His personality can be felt in his amazingly calming presence which permeates any room he is in. For him he enjoys a good conversation as much as anything else and will listen intently for days to your troubles or worries. He feels no knowledge is bad knowledge but that all knowledge has great value. Being Name: Xyrroth Being Type: Blue Dragon Elements: Water, Ice, Wind (lesser) Offerings: He enjoys offerings of incense, as well as of water that is brought to a boil such as for tea. Manifestations: A light breeze in the air, a slight feeling of moisture in the environment. Description: Hailing from the cliffs of Tōjinbō he a long, thin, blue scaled dragon with a golden underbelly of the traditional Japanese dragon dissent. He flies through the air with grace and agility creating spirals as he goes with his body and enjoying leaving trails of water. He is a former guardian of the cliff and enjoys the position of guardian well. He is no simple or weak lizard but instead a vast and powerful dragon. The fins running down his head and back are thin, short, and close to his body keeping him streamlined. His long mustache flows through the wind as his bright yellow eyes glow an otherworldly power. As a Guardian Dragon being he is an excellent resource to the home and seeks a home to protect having found the cliffs to provide him too little to do as of late. He has a vast domain over water and those things in relation to water including the concepts of change and transmutation of situations. Within water is also the element of ice to a lesser degree and he has power to calm emotions in an environment which is a major boon to his protective role. A dragon who knows his power he does not fight with rage but instead precision and direction in each and every motion. The last element of association with him is the element of wind to a lesser degree. It is his manipulation of the wind that he combines with the water for his spectacular flights through the sky. In essence then he could be called to a degree a Weather Dragon but he prefers to associate more with the element of water. When he does decide to control the wind it is more to create a small breeze rather than a storm. Personality: With an age quoted of 2452 years old “As close as your limited years can show” he is a being of vast age matched only by his arrogance. Be aware he knows how good he is, how much power he has, and what he is capable of. This is a being with a true and pure ego. Like many dragons he is arrogant, very self focused, but also very loyal. He considers himself a King of any domain that he is in and expresses himself as such. Often taking toward proper or precise speech he is not one to speak in slang or with colloquialisms. He has a love of art, especially painting as he feels that a scene captured with paint is “The highest calling man has come to since I have watched over them.” He has no music preferences outside of softer musics and stringed instruments. He is an avid reader of books as he has traveled from his original home many times to find out information he wished to know and learned of man kinds penchant for “painting a story with sounds turned to symbols” and considers the written word our second greatest achievement. Being Name: Kav Ver Etth Being Type: Mixed Dragon Being, Red Dragon, Eastern and Western Element: Fire Offerings: Candles primarily, he enjoys incense as well especially sandalwood and Nag Champa. Manifestations: Increase in body temperature severely when his presence is felt. May increase room temperature or create the smell of smoke. Description: A hybrid being formed during the age of the rifle in the Eastern world he is a mixture of two draconic types from an era long past. He recalls his formation and birth in The Boshin war, yet he existed in other forms before this. As a hybrid dragon he has qualities of both Eastern and Western dragons in his make up. A longer more slender body yet stronger claws front and back. He has a level of expertise in the arts of change and as such is a master of causing situations to shift at his will. He does this through the application of heated emotion mostly. His powers are also that of the mind and he recognizes he must strongly make use of those. His red scales cover his body like armor plating and he is a being of war and the change of war. This also means he is a being of emotion and how emotions can change a situation within a single moments notice. His underbelly is diamond like and his eyes are glowing coal like representing the gunpowder of the era he was born. With considerable and vast power over areas of change he is a powerful companion when set within a vessel Personality: With a superior intellect compared to many other beings he is a being of pure inventiveness and this shows in his arrogance. He is prideful to a fault and that arrogance can make him harder for some people to get along with. Still he is compassionate and sees others around him as “his charges” to protect. A powerful guardian being he is even more powerful as a being of change. For him instigating any change in the world is an easy thing for all things move with the proper application of fire and time. He has absolutely no fear as well existing as the embodiment of bravery and strength. Other Notes: With his considerable power and strength he may be hard to feel for some because his power overshadows the senses. The easiest way to overcome this is by offering him a small tealight candle. During the conjuration process a similar method was used to help sync up with him and communicate and the results were impressive. He is a powerful being who feeds on change and transmutation. To keep him happy an offering will work but better yet give him a problem that needs solving so he has something to do. This is the kind of being I would conjure for my own purposes. He's powerful, and while he is arrogant he is easy to work with in that he loves challenge. For him he enjoys difficult tasks. He has a deep mind and a considerable talent for changing events as a being of change himself. Further as a guardian he makes an excellent protector of the home. He is for the kind of keeper who can deal with his personality though as well as accept him for who and what he is. Recognize this is a being who has no humility, but he does have compassion. Recommended more for the advanced keeper over those who are just beginning the path.

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Other Pages (11)

  • Who We Are | RosequartzLabyrinth

    Who We Are Who are we? We, The Rosequartz Labyrinth are trained mystics focusing our considerable skills in magick to provide the highest level of services we can. We recognize a need in the universe to bring powerful mysticism in the forms of Magick, Familiar Conjuration, Divination, Healing, and other services. We have years of experience in the arts of magick and mysticism. We provide unique services to bring the powers of the universe to bare on your behalf. Further we have a goal of advancing the arts we have expertise in. We are always looking for ways to make our Conjures stronger, our Spells more impacting, our Healing more effective, and our Divination more accurate. To that end we pioneer mystical technologies in these fields for you. Often what you find in our store you will find nowhere else. ​ What do we do? We offer Divination, Spell Casting, Energy Healing, Attunement, and other Magick related services through our Mystical Services and Items section. Looking for Talismans or Spell work? Check under our Magick Section. ​ How do we do what we do? In our magick section of the shop we have divided our workings into kinds of magicks. These magicks may represent beings we will work with through ritual and/or shamanic journey, energy work, and other methods. These methods also, when listing a specific tradition such as Southern Folk Magick or Shamanic Journey, can represent a singular methodology we will follow during those workings. When not specified you can expect us to use a combination of shamanic and sorcery techniques to achieve the goal. A dedicated altar space to be used for the working, or for us to use our PERSONAL altar space if need be to amplify results on high level workings. This is part of our dedication to providing you the very best in mystical practices. We exemplify transparency in our art forms and make it a point to be open and honest with all our clients about our methods and practices. THE TEAM With over 40 combined years of experience we have the mystical might and know how to tackle any situation. Charles McBride Sorcerer Helen McBride Witch

  • Terminology | RosequartzLabyrinth

    Terminology 1 / Casting A casting is a single working which may take place over the course of a day, or multiple days, to influence outcomes in favor of our clients. Castings may utilize an altar space for the duration of a casting but once the work is completed that altar is freed up for other work. Castings, generally, maintain altar space for twenty-four hours from the time they are completed. In cases where many days are needed to complete a casting the twenty-four hours starts on the last day of the working, not the first. Most of our services are considered castings, though some are time based and have a listing for the amount of time for the work. 2 / Conjuration Conjuration is the art of bringing forth a familiar spirit, often times called spirit keeping, to aid you in day to day tasks or to act as a companion. This form of magick is mentioned in many grimoires and workings in which spirits, demons, angels, and other forces are known for "giving good familiars." As time has progressed we as mystics have learned to find familiars for others. At RQL our familiars have the strongest resonance with you we can possibly achieve no matter the level. Below is our general listing of power comparison from our previous scale and what to be expected 3 / Conjuration Levels Level 1 - This level of power is well suited for a companion who is going to provide advice, interact, and be assigned minor or small tasks to take care of. While it's possible to find a guardian or defender at this level, more often those who protect at this level do so more through cleansing or creating defenses and act in a less direct capacity. Spirits who focus on solving tasks at this level often use specialization or take longer periods of time to build up power. This is an excellent introductory level to get a feel for our powerful resonance in conjuration methods, and great for a companion who can help advise and take on small tasks such a minor cleansing of an area, or subtle shifts in things like emotional currents. ​ Level 4 to 8 - At these levels of power we start getting into spirits who are able to handle larger tasks, have greater wealth of knowledge, and are able to do more overall in the realms. This is where we set our base level recommendation for most people who are looking to get into working with spirits and are seeking companions with enough power, wisdom, or unique abilities to tackle average every day tasks such as improving luck, major cleansing, or even just having more raw presence to be felt and influence the world around them. ​ Level 8 to 12 - Here we get into the "heavy hitters" spirits with enough raw power, presence, and capability to handle larger tasks such as influencing big parts of a persons life in work, home, love, or other areas. When seeking a conjure who is wise, their wisdom is considerably greater at these levels, and power at these levels begins to become suitable for defense against negative spirits at a lesser level. Spirits in this range of power can cleanse larger areas, make major shifts in luck or probability, are stronger healers, better guardians, and often have more wisdom as well as power. This is often the baseline level we recommend to clients who want the best "power to value" ratio. ​ Level 12 to 16 - This is where we set the benchmark for guardians, protectors, defenders, major movers and shakers in the spiritual realm. At these levels of power we begin to see major manifestations when tasked with a problem to handle. For those seeking the upper level, this is the range that it starts at, and its a very capable range of power for almost any task. Beings at this level of power are vastly capable, able to handle larger changes in life, having greater levels of power, and able to manifest larger changes, handle multiple tasks at one time, or be sent to help others less connected to you. When people ask me the level I recommend for those who want a good all around guardian, advisor, and aid in life this is where I start pointing. It is at this level that beings begin to be able to hold their own against Soul Sworded beings, without even having a Soul Sword themselves. Level 16 to 20 - This is where some of the strongest guardians, most powerful healers, quickest luck shifters, and most impressive reality altering spirits start at. At this level many spirits are the equivalent of a "one person army" in terms of solving problems, or tackling tasks, providing protection, and achieving goals. These beings are often older, wiser, more experienced, and more capable than those within the 12 - 16 range. ​ Level 20 to 24 - This could be called beyond the top tier. Level's 20 and above are the upper level of power we can guarantee in our conjure methods at present. At this level of power, conjures have considerably greater ability to influence the world around them, our realm, and other realms beyond their home plane. They move beyond being "one person armies" in terms of raw power, and often have advanced perspectives, or unique abilities within their range and sphere of influence that are marvelous to behold. This is currently the last level of power we can reliably conjure at. ​ Level 24 to 28 - We are entering the territory of beings that move beyond traditional concepts not just of power, but of manifestation. Beings in this range can often break some of the spiritual rules in other planes, and bend many others. Levels beyond 28 are increases to this phenomenal level of power. ​ Old Level Scales - As we advance our methods of conjuration you may notice that the old levels, such as 12, which use to be considered the "maximum power" standard get relegated to a lower recommendation. This is because as we are able to conjure more powerful allies, we recommend stronger options as the standard. When it comes to defending your home, helping you in your life, or achieving your goals while we don't like to "oversell" our own services, stronger really is better. 4 / Conjure Level Minimum One of the big points of confusion on our conjuration scale when ordering is what to expect in terms of power when ordering. The level you order a conjure at is the MINIMUM acceptable level we will send over, not the maximum, and more often than not we see conjures of a higher level. Our conjuration process focuses on the highest resonance between you and the familiar spirit. This means that often who comes through will be stronger than that minimum level of power, but we can't guarantee a level above the one purchased. When you purchase at a level we conjure to find a being at that level of power or higher, so that the minimum level is met. This means that if during the conjuration there are ten familiar spirits suited to working with you, but one is a much higher resonance than the others but the others are stronger that higher resonance will be the one selected. This is because we believe that higher resonance means more to their influence and interaction in your life. However, if all things are equal in resonance, the strongest conjure showing up is the one who will be selected, which means often we have conjures a level or two stronger come through. 5 / Preconjures Our preconjures are familiars who have no master and wish to work with humans in order to better advance themselves spiritually and for the sense of companionship that comes with such workings. They are seeking people who mesh well with their energies. Preconjures have a "Communication Seal" as their picture, which may be used to get a feeling of them by meditating upon the seal. Once a preconjure has an owner the seal becomes empowered to only work for that owner, or those the owner designate, to sense them through it. The communication seal may also be used as an amplifier for ritual working, offerings, etc once the preconjure is yours. 6 / Mysticism Level The new system takes into account our clients' need for a better understanding of the amount of power any one service provides in an easy to understand fashion. To that end, thanks to our advancing our own spiritual technologies over the past few years, we’ve been able to create a measurement of power that we are calling “Mystical Units” or mu for short. ​ The mu system is a method of rating spell workings in comparison to each other. 2mu is the minimum amount of power we generally utilize for friends and family in our own personal practices, and provides enough power to subtly influence a situation in their favor. 1mu of power is often the amount of energy practitioners generate when doing full ritual workings of their own, though many trained practitioners certainly do go above the 1mu marker. ​ All levels above this are multiples of influence to be more influencing, and less subtle, in the level of manifestation. It takes around 8mu of power to centralize 2mu of power into an attunement or talisman. This means if you want a certain level of power in a talisman, multiple that number by 4 to get the final amount needed for that talisman. 7 / Purposes Most of our services list a section called Purpose, which is the purpose you are purchasing the service for. While this is descriptive, we've found many clients have one of these common purposes they are looking for magickal aid in. This can be a great place to start looking to get an idea of what would be ideal for helping you in your goals. ​ Luck A general amplification in your luck field, influencing base level probability around you to be favorable to an outcome, this can be more specific, but generalized works better. ​ Fate A Countering force to things like readings and other “destiny” oriented situations. Fate shifts are powerful changes in your luck, probability, and ultimate destinations. Far more honed than luck, this is more efficient than a Luck work for working a singular point of change in the future. ​ Prosperity This could be wealth, productivity, or things of that nature. Prosperity is all about getting what you want. This can be aimed more specifically toward one area or another, but it acts as an augment to what work you put in. Prosperity doesn’t drop the solution in your lap, but amplifies every effort to make it far more impactful in achieving your goal. Prosperity can also offer opportunities to be prosperous within it’s point of focus. ​ Road Opening Road opening is very similar to prosperity working, but focuses more on new opportunities, guiding you to them, and making them available than just amplifying your existing work. If you feel stuck, be it in a spiritual, or physical direction, road opening can be a powerful option. ​ Love Love is another often sought after focus. We do not do targeted love spells, that is a love spell for a single person, but instead do spell work to help you find love with a person who is suited to you, and who you are suited for. We’re firm on this stance. Love workings can help you find the right partner, or open up opportunities to meet them. ​ Spiritual Power This could be psychic amplification, energy body healing, amplifying senses, increasing spiritual activity, cleansing the spiritual self, cleansing a personal space or anything not focusing on the physical plane. This is not suited for banishing, but is great for getting a boost of energy, helping you work with a new type of energy, or instilling new energies into you.This is not an attunement, but an amplified charge of energy. If you take the time to work with new energies over the first month of this, you will develop new skills and abilities with them. If you are looking for a power you can personally call again and again look at our attunements section. Justice Not vengeance, but a balancing force. Justice is all about bringing forth the greater powers to aid one in achieving a retributive action in line not with the clients want, but within a balance of what has been done to them. We do not offer vengeance workings, but our renowned justice workings hit with high intensity. We recommend higher level workings for justice as most people do have a level of natural spiritual protection. Blessings focused on justice are a minor augment unless coupled and combined with many blessings, where Rituals provide that singular point of focus. ​ Cleansing A subset of Spiritual Power that is very common is cleansing. This has to do with clearing negative energies from an area. Not suited for banishing negative spirits, this can remove their influence after they have left or been dealt with. Oftentimes the residual pain, energy, and essence of a conflict remains, be it a physical or spiritual one, in an area and cleansing is ideal for solving this. Healing Included in Spiritual Power often, Healing work provides augmentation to the energy bodies which can then help influence the physical, emotional, or mental bodies thereby improving overall health. We are not practicing physicians so this shouldn’t be used as a treatment for illness. That said, healing work is one of the oldest and most common forms of magick, and our methods help holistically improve your overall quality of life through focusing greater powers to aid in healing your various spiritual bodies, forces, and flows. General Life Improvement Good for encouraging overall growth, happiness, and harmony in your life. Services put to this purpose can impact many areas of your life, and has the greatest field of influence of all the possible options. Effectively the forces called to aid you provide a more gentle care, aiming to make your life happier, and improve overall. This is a great option to consider if you need a boost of magickal aid, but are unsure what area to ask for help in. ​ Protection Protection is all about preventative measures, and is a good option for when you have a lot of negative influences in your life. Protection workings take a more passive approach to improving one's life by redirecting, shielding, or otherwise defending against negative outcomes. Protection is also good for spiritual situations in which one feels hampered or attacked and can provide some relief. Like all workings, protection is effective up to its level of power. Unlike other workings which often distribute power over time to get the best result for a client, protection workings provide a pool of energy keyed into the working, and used up as the protection is applied. Higher level protection workings will last much longer than lower level workings. ​ Psychic Amplification Improving one's spiritual gifts or spiritual power, while often a long road, can be aided by mystical services and operations! While hard work and effort are still necessary to progress, our services can lend you a hand by amplifying, balancing, harmonizing, or healing your energy flows, or helping organize the energies flowing into you to be more beneficial toward your work. ​ Peace Achieving peace within your life, or with a specific individual is one of the most often sought after goals of magick. When hard feelings run deep, or tempers run hot, being able to cool things down with a little magickal aid can be of incredible value.

  • RosequartzLabyrinth - Magick, Mysticism, Conjuration, Tarot Readings, and More!

    Welcome to The Rosequartz Labyrinth PSIRUNE IS HERE PSIRUNE IS HERE Bringing you quality mystical services and products since 2016! Need help with your mundane life? We've got spell work and talismans that can help with that! Let us do some of the heavy lifting for your metaphysical needs. Spiritual Allies and Aid Conjured for you! Living Servitors made specifically for you! The place to get the extra metaphysical muscle to get things done! Need some mystical advice? Divination? Help with your metaphysical training? We have you covered, Charles can help you improve your life situation or your mystical might. ​ Our Terminology Terminology in mysticism is anything but universal. With thousands of systems of magick in existence, countless traditions of Shamanism, Witchcraft, and Occult practice it's easy for terminology to be confusing from one practice to another. We therefore provide a terminology section for our valued clients to make navigating our amazing and astounding services easier to understand. Terminology Quality Magick and Mysticism With a combined total of over 40 years of experience in the mystical arts our team has a wide array of knowledge and special skills to help you overcome your problems. We are practitioners of magick, divination, energy work, and generalized mysticism who have a passion for helping others grow, better their lives, and get the results they are looking for. We provide tarot and rune readings, spells to aid your life, mystical tools, and conjuration services. Something you need but don't see? Contact us, we do custom order ritual, conjuration, and other services via invoicing. Florida Residents Notice: Florida state and county taxes are required to be collected at the time of purchase as we are located in Florida. As Florida state and county taxes are separate entities all orders of physical goods to be shipped TO the state of Florida must be done by PayPal invoice separate from our ordering system. If you order within the state of Florida we will refund your payment and contact you to invoice the appropriate amount for your order with taxes included. If ordering from the state of Florida to avoid this confusion please contact us through our contact form for a PayPal invoice with included sales tax on ALL PHYSICAL GOODS. If we are not shipping a product to you then no physical sales tax is necessary to be accounted for and this does not apply.

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