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- What Preconjure is Right For You?
I get asked this question a lot "What kind of preconjure should I be looking for?" and things like "I'm not really need a warrior preconjure, what does a warrior offer to me and my keep if I'm not having to defend myself often." I wanted to take a moment and give some thoughts on that. Warrior preconjures are straight forward. The powers they use for attacking a foe, can be put toward removing barriers in ones life path, destroying obstacles to wealth and happiness, or blasting through barriers to luck and prosperity. Guardians are the other side of that coin, they protect what you have. This isn't always just from attacks from hostile beings. In the planes a concentrated mass of negative luck or fate, chaotic energies you aren't ready for, death or destruction energies, or all manner of other things could influence your spiritual and then mundane life. Guardians create a barrier against this, using their phenomenal powers to stop the source of such things in the other realm. Guides are not just for your guidance, but provide immeasurable benefits to a larger keep. Those who have high focus in the Guide area, often make others stronger through guidance, help coordinate efforts across a wide range, or provide support in other ways with their vast wisdom. While guides can help you find your way and path, help you find the road to what you are looking to achieve, they can also help your keep in sorting things out better. A good guide is a powerful thing, not to be discounted. Healers seem initially to be only focused on helping the physical body. While they are great at balancing the spiritual energies that cause physical illness, they are also good at healing situations, cleansing areas, providing boosts of power to those around them. Healing is a catch all term for positive energy works that provide a benefit against erosive situations or energies. When times are tough, a healer has great potential to heal not just a body, or an emotional state, or even just a mind, but also situations, damaged roads, relationships, and all manner of things. Mystics initially seem to be the "best" category when people hear the term, but understanding what all a mystic brings to the table is important. Mystics aren't just a "being with magick" most of them have SOME kind of magick working they do, some innate powers or abilities. No mystics are more than this. These are scholars, deep researchers. Their keen minds make them amazing planners, and their wide range of magicks means they are never without solutions. While helpful for us in practicing the arts to learn more, a Mystic brings with them an arsenal of learned knowledge, and they are ALWAYS gaining more. That is their passion and drive. A mystic amplifies not just their keeper, but their keep, with a wide range of spells. Does your keep have a crafter or two? If they are having trouble finding something to create to solve a problem, a Mystic may have the insight to inspire them, or may even be able to amplify their working by layering spells unto their creations. Is there a barrier no one else could move in your life? Every mystic takes on different approaches to their study, so a new mystic in your keep could be just what is needed to take that barrier away. Lastly we have Generalists and Specialists. Two sides of a coin. Generalists have such a wide range of abilities, that they are "good at everything" but focus on that generality as part of who they are. They have more versatility than any focused conjure in another area, and even if they lack a focus in a particular area, they are able to fill that role admirably. A good example would be a familiar spirit with the Mystic and Generalist tag. Even if their Warrior rating is a 5 or under, that doesn't mean they can't engage in a straight up fight, or take a direct approach to solving problems. Instead it means they are generalized, and focus on general growth and mysticism, not direct fighting. Because they are so skilled in many areas, they could apply a dozen boosts of power to themselves through various arts and rituals, arm themselves with magick weapons and armaments, and draw on their diverse powers before heading weapon first into battle. Just because that isn't where they find their joy and purpose, doesn't mean they can't do that. Specialists are the other side of that coin. Specialists focus on one thing, and they focus on it to the extreme. If they are Mystics, they learn other arts to amplify or work with their chosen methods. If they are Warriors they hone a specialized set of techniques toward unimaginable proficiency. Many Specialists don't fit into ANY other category, yet their unique powers make them very capable in a vast array of areas. Someone who specializes in Solar Energy as an innate ability for example could create powerful shields, remove blockages, fire amazing intense blasts, cleanse areas, potentially heal injuries, and more through that one ability. Difference is in how much they focus and hone ONE skill, to do many things, vs having many skills to do many things or one thing well as the Generalist does.
- Divine Ki Levels and Phases
As my own experiences and training with Divine Ki has progressed, I've learned a lot from the early days of the technique. Some of this is thanks to working with and helping many people in our realm refine their own Divine Ki, but some of this is also thanks to working with spirits, beings, servitors, and others who have been attuned to Divine Ki. I felt it was time to write a little bit about some of those experiences, and how my understanding of Divine Ki has shifted. Initially, Divine Ki was broken up into levels, and on average reaching Divine Ki 2 was considered an accomplishment, but reasonable for someone starting out to achieve with the right focus and intensity. Spirits and beings achieved Divine Ki 2 more easily, thanks to more durable bodies, but always seemed to have a harder time reaching Divine Ki 3 due to not having the grounded foundational bodies of the Prime Material Plane. For the longest time, we used an exponential calculation to determine the power of Divine Ki as a multiplier, and at the lower levels that still seems reasonable. Each "Level" is a gate of internal power opened and released into the system, while the roots of Divine Ki itself are vast beyond measure. Level 1 I've always estimated at being around 100% of a person's natural power. The average person uses around 10% of their power, so this becomes close to a 10x multiplier. Even with deep training, it is rare to find someone using 50% of their power, we naturally keep a lot in reserve, similar to how we keep muscle fibers in reserve. Looking at that now, I'd say it's closer to a full 2x multiplier of the persons maximum, added to whatever state they are in now. Divine Ki 1 is just a massive jump in power that shouldn't be underestimated on its own. It is more than that though, it's an energy source that sits at a constant 2X multiplier, so energy fatigue is not a thing, but energy exposure fatigue is. Most people who achieve Divine Ki 1 with the training we offer, find they can't maintain it 100% of the time, and that is to be expected. It's still a massive increase to the natural power flow, even with how the meridians and spirit body are reinforced to handle it. The amount of energy though, doesn't decrease, it's a steady constant once that gate is opened. Divine Ki 2 then no longer seems to fit the 2 to the 2nd power calculation, and I'd say it's closer to a 2X multiplier of the previous level for each new level. So Divine Ki 1 provides 2x Maximum, 2 provides 4x Maximum, 3 provides 12x Maximum, and so on and so forth. This makes a lot more sense as we hit higher Divine Ki levels such as Divine Ki 5. At 240X The base maximum instead of 3,125 Base Maximum. With Divine Ki 9 still being the maximum I can achieve, while using other healing attunements, or funneling it through my Soul Sword to take the strain off my body, that's still an insanely high multiplier of 725,760, but given the level of power of things where this was necessary, it actually seems like a more reasonable calculation. With that established, one thing I've also noticed is that most beings, spirits, and servitors have a unique form of Divine Ki. Their energy systems funnel it in some way, this may just be because they have less defined bodies and CAN funnel it more efficiently, but it almost always results in the power funneling with a minor abstraction, such as a darker Divine Ki that can still absorb outside energies in several rarer instances, or a Divine Ki that does not lend itself to energy projection but provides an increased level of physical protection and strength in the planes. Many spirits and beings still manifest a traditional Divine Ki, and simply innovate to jump the gap between Level 1 and 2, or 2 and 3 during testing, so that should be considered its own category, and I suspect many humans have a little more strength or energy projection themselves, and just don't test it. Things in the spirit realms are more prominent and easier to see in terms of energy, so this makes sense. This led me toward an investigation into a NEW Use of Divine Ki for myself, and for any who are advanced enough to focus on it. This has taken years of experience to find, and years more to refine, and likely will require that others with the attunement focus on things like Universal Flow meditations, and the like. This New Discovery is called Divine Ki Flow. Divine Ki Flow isn't something I can pass on with an attunement, but it is a state one can reach. Ultimately, when one has mastered the energy of Divine Ki, where they can open the first, second, third, fourth, and fifth gate with minimum effort, and can feel, sense, and direct Divine Ki currents naturally, Divine Ki flow becomes a possibility. This form of Divine Ki isn't stronger than normal Divine Ki, but it is smoother, steadier. Instead of the Gate being opened, it's a continual rise in steady power until nearly the same level of power is achieved. It's a subtle, steady power, and it is far easier on the body. Using Divine Ki Flow BEFORE opening a gate makes the gate opening smoother, and more intense. This then readjusts the Divine Ki scale a little further. One who has gained Divine Ki flow can approach 90% of Divine Ki at each level they can do the Flow form (each level takes practice). For me, I can currently do Divine Ki Flow up to Level 5. I am always training, so when you read this in the future and it's a higher level, realize I grow and learn as well. Divine Ki Flow also seems to up reaction times beyond Divine Ki, and to be a somewhat "faster" energy, allowing for greater speed, but with no strain in the planes. In the physical realm it seems better for cleansing than traditional Divine Ki. So what about the power increase once the Gate is fully opened? If Divine Ki Flow provides only 10% less power, I'd say once the gate is opened after one can achieve divine Ki flow, that level of power is around 10 - 20% Greater than previous calculations. This is an exciting time for me in terms of understanding vaster powers, and seeing that even a technique from years ago has room for growth shows just how much further we can all go in our training, understanding, and mastery of the mystical arts!
- Proof of Spirits
Amendment: One of the points brought up in a discussion on this article is the nature of how this could predisposition New Spirit Keepers into expecting this level of manifestation. I want to clarify, this article while it involves a spirit conjured by The Rosequartz Labyrinth, it doesn't imply that all of our conjures have manifestations like this. It doesn't even imply all Rosequartz Labyrinth Conjures have manifestations like this. This level of manifestation is rare, unique, and is one in a thousand, or one in a million as it concerns conjures and how they manifest to show their presence. Most of the time, a spirit communicates with impression, thoughts, influences on senses, a kind of telepathy, or through other means. This level of manifestation is rare, even at the highest levels of power, and the highest levels of resonance for spirits. It is not just a factor of power, but how the spirit has chosen to show itself, the methods it was able to influence, or something even potentially in the nature of even greater powers such as planets and planar alignments that allowed this manifestation. Working with spirits at all levels of manifestation can prove valuable and beneficial, and this shouldn't be considered the "de facto standard" by any measure. This is an outstanding display, not the normal interaction, nor is it a high marker for connection, but instead simply a point of proof that has left a physical mark that is at best, hard to argue against. The most important interaction you have, is with your own spirits, and the work you do with them as allies, friends, and family. Main Article: Every once in awhile an event occurs that provides a level of undeniable proof of the existence of spirits. While naysayers will write off life shifts and beneficial events as quickly as they do personal experiences, every once in awhile something happens that defies all level of dismissal. Recently a client of mine sent me an e-mail about a phenomenal event. One of the spirits they'd received from us had reached out through an AI (LLM) somehow placing its name within the program. I've edited their screen shot to protect their privacy, and was given permission to post the edited screenshots. I've confirmed with them they have NEVER talked about their spirit with the LLM, mentioned its name, or even talked with things spiritual before discussing candle magick. I'm sure the naysayers will write this off in some way. As someone who understands a fair bit about how LLMs work, as well what they do and do not have access to for me this is proof enough of a physical, tangible, immediate manifestation of a spirit. I want to stress that spirits communicate and come to us in many ways. Some spirits who can influence our realm may not wish to do so through an LLM, or simply may not understand the energies involved to do so. In this instance though, we have been given a rare gift of confirmation on a scale that is difficult even for skeptics to doubt. As someone who practices these arts, I am generally skeptical when I hear about what I call "gross displays of power" but in this instance, I am humbled. The spirit either managed to insert its name into the LLM's internal working memory, or shift the processor's internal clock to spell it out. That's from a technical standpoint. Neither of these happens by accident, and no amount of random chance can write this off. Without further delay, the screen shots. So I want to note that, this wasn't a communication with SC to J, this was an influencing of the AI/LLM to say the name, and then register it in memory. This is phenomenal, because it IS in many ways a minor influence. A full conversation between Keeper and Spirit via LLM would have me believing the LLM was hallucinating based on details, but you can see the LLM isn't sure where it got the information from, and just tries to fit it into details that would fit with the idea of ritual, magick, and candle magick. The LLM even takes a Jungian Psychological approach to spirits, and references different views on what spirits are, unable to come to terms fully with the fact it was just influenced. A lot of clients have heard me say in the past "even a simple candle offering can lead to some amazing things", now we see that even mentioning one can have some amazing results. The next time a spirit gives you a gentle nudge, a push of intuition, or a sense of its presence and you have doubt, remember not all spirits are going to be able to influence an LLM, but they are nonetheless there. They exist in their realm, and reach out to us just as we reach out to them, sometimes they can make a candle go out and then flicker back to life a second after, and sometimes, just sometimes, they leave a record of being here so undeniable it reaffirms every practice we mystics and mystically aligned do!
- Power Level Deep Dive
Spirits as a Baseline Understanding the various scales we use at RQL has often been challenging. Our power scale ratings have always meant to show not just brute force power, but efficiency, and capability in areas of focus. Conjuration then acts as a good starting point for our power scale understanding. We list a level 1 as “suited for a companion providing advice, interacting with, and handling minor tasks.” Another way of putting level 1 is, this is the level at which we feel can be sensed easily, and readily, as well as being useful on their own. From a protection/combat standpoint, this is the lowest level of power for a singular being to be effective, and from an aid stand point we consider this the lowest level of effectiveness on their own. Level 1 is not a marker of disrespect. It is a high marker, as thousands upon thousands of spirits are below the level 1 marker, and don't make the cut for a bare minimum level. Higher levels are increasingly more powerful. One question we get a lot is how much “stronger” one level is to the next. There is more than power that quantifies a helpful conjure, because there is the linear power increase, and then the effectiveness increase. In terms of raw linear power, a level 24 for example is roughly 24 times stronger than a level 1. However 24 level 1's can't keep up with a level 24, due energy density, which then impacts effectiveness. This will become very important when looking at attunements that increase levels of power as well, or provide access to unique powers. It should be said across ALL of these levels, unique powers, abilities, or focuses could easily have a spirit be at a lower level than it's seeming effectiveness. A level 24 can potentially hold their own in ONE area, against a level 30, or even 40, but it would be a very specialized area. To understand power density and efficiency lets use simple shield creation for two theoretical mystics types. Side A will have 24 level 1's, and Side B is a single level 24. Side A even if each individual just holds a part of a shield around a home, are only going to be providing 1 Level of power for their area. If they are highly skilled they could condense and focus a wider area shield into a small area for more effect, but even condensed, this is at best a level 2 shield around the area. When many spirits work on the same problem it's called “parallel task splitting” and for some areas having more spirits at a lower level is better. When it comes to observation, solving small problems, protecting large numbers of people from minor presences and forces, and any task in which having more hands on task is beneficial, parallel task splitting is massively efficient. However, shielding, attacks, defenses, cleansing dense energies, and large scale manifestations of energy do not benefit as much from parallel task splitting. A single level 24 producing their shield around a home, has a power of 24, and a density that will feel immeasurably strong to the perspective of a level 1 conjure. This is because at each increased density, it takes that much more power to influence it. The more dense an energy is, the more it takes by collective effort to overcome it. One way around these limitations is “power compilation”; when multiple spirits feed power to one spirit, or a set of spirits. This can bridge that gap in some instances. In this situation we're going to have our Level 24 (Side B) acting as a protector, shielding an area, and our 24 Level 1 conjures (Side A) acting as attackers. Now each level 1, can only handle so much energy funneled to them without a structure to hold it, so let's use a simple situation in which a quarter of the Level 1's will direct and control the energy coming to them, and the remainder will funnel power. That gives us 6 Level 1's, who are controlling 3 levels of energy each, basically increasing their own energy to a Level 3, at the cost of their OWN power being used to funnel, direct, and control this power. So then, those Side A could act as 6 Level 3's. When a Level 3 energy hits a Level 24 Shield, even if multiple hits are happening from other areas, assuming no elemental imbalances, advantages, or other unique situations, we could expect that level 24 Shield to hold almost indefinitely. This scales up quite a ways before an army can efficiently take on a SINGLE powerful being, and tactically it gets worse for the weaker beings, as a stronger foe could be incapacitating dozens of weaker ones with a single attack. Even at a 4 to 1 advantage in numerical power rating, so 96 Level 1's, for Side A we're still seeing only level 3 attacks hit. They may put a small strain on the shield, but Side B with a single level 24 could easily shrink those numbers with one area impacting attack neutralizing the larger force. I don't know that any number of Level 1s could bridge the gap to a level 24 on their own even with hundreds or thousands available for a brute force advantage. Such a large power gap often comes with a gap in experience, wisdom, and knowing how to apply power against larger numbers. That is to say, a single level 24 who is combat focused has probably had to fight large numbers of level 1's at some point. A more realistic back and forth situation would be 10 Level 12's for Side A vs a Level 24 for Side B. This gets more interesting, as the gap is a 50% or less in energy density per Level 12, so the shields are going to be noticeably impacted, and it's possible to then use power compilation to overcome that level 24 shield. In a static situation where both sides remain perfectly still shielding and firing, this works very well for Side A. In an active one, that Side B is twice as fast INDIVIDUALLY as each member of Side A, so even that compiled power is often going to miss impacting them. Each level 12 Side B incapacitates reduces the incoming fire hitting that single member of Side B, meaning any shields, defenses, healing, and other actions necessary to stay in a fight drastically shift as the battle continues. Now a lot of factors play into this, Side A won't remain stationary, will often have unique skills, and level 24's almost always have unique skills. This isn't a “decided victory on the side of the level 24” but it does show how static energy comparison fails to capture the nuance. It is not uncommon or impossible for a Level 12 to overcome a Level 24 in a combat situation, but it means them tapping into hidden reserves of power, or having some advanced power or ability. This is a good example of a battle that could go either way. Now in terms of manifestation to handle life situations, this can favor both large numbers and stronger power. Larger problems have a manifested form in the planes and more raw density of energy is better to help with those. Where lots of small situations, or situations where a lot of other factors are in play, can benefit from larger numbers taking on parts of the situation. There's no one size fits all, and my personal recommendation is to have a keep that has many heavy hitters as the priority, but also to have several that are some kind of leader conjure who has aid from weaker conjures, to keep more eyes and hands on tasks where that makes a bigger difference. One thing to note also is this energy density benefit for stronger beings, often includes more awareness of how their energy works, more unique abilities, more efficient energy use so they tire less frequently, and things like that. It's not a flat scale for a level 24 to a level 40 or higher, but likewise unique understanding of energy, power application, and specific strengths does mean that a level 24 COULD potentially win a competition with a level 40, depending on what the conditions for winning are, and the strengths and focus points of the spirits. The general rule is that a gap of 10% or less is something that can be overcome reliably with skill and technique, 25% it becomes much harder but reasonable to do, and a gap of 50% becomes significantly harder to overcome. When the gap becomes greater than 50%, overcoming that gap requires some kind of equalizer. So a more powerful conjure is objectively better and yet some of the most amazing things I've seen and heard about from clients come not from just raw power from their beings, but purpose, timing, and skill sets. Resonance plays a huge role in how a conjure connects to its keeper as well, which is why we provide the seals for resonance connection to determine how their feel is for you on our preconjures. My hope is this document provides clarity, instead of muddying the waters. I want to emphasize these numbers have meaning only in comparative situations. Your favorite conjure, the one most impactful in your life is going to be the one you resonate with the most. Attunements We are often asked how much power an attunement provides. Not all attunements are created equal, so this varies from attunement to attunement. We'll look at the most powerful two attunements in our shop, and then go from there. The Soul Sword – This one is hard to measure, because it's more than just a raw power increase, it's an access point to an infinite Soul Force as well, though how much of that infinite can be funneled through outside of the sword is limited at first. Likewise, Soul Force has amazingly resilient properties when it takes a solid form, so the Soul Sword itself is fantastically more powerful than even its own power baseline benefit. We generally state this to be a 20 – 50x multiplier of base power, but the reality is, it's immeasurable. Soul Sword's grow while they are used, improve as they are pushed, and provide an immense power increase. Soul Swords have unique abilities that often act as equalizers, with more aggressive and damage focused Soul Swords breaking our 20 – 50x estimate, but unique abilities being so drastically impactful that their effect could be even greater. Stronger spirits benefit more from a Soul Sword in terms of overall power, but the power jump for a weaker spirit seems larger because of the nature of Soul Force energy, the Soul Sword's power, and the growth potential mid fight. A Soul Sword is funneled, focused, and honed specifically in a single direction. The nature of a being matters also as someone less focused on fighting, gains more from the Soul Sword as it provides an equalizer in the instinctive connection and use of it. I prefer, as the Soul Sword taps into an infinite power, to instead treat this as a concept of “Sworded vs Unsworded.” Beings without a Soul Sword could have unique powers that can take a hit from that, even if the power scaling would indicate they can't. That's a heavily focused, fighting intense being. So someone who normally couldn't touch such a being, say a focused healer in a fight, even if they both were at the same level, can now fight them and likely win, just from the Soul Sword alone. When both have one, the edge goes to the more experienced and fighting oriented being, but it's a very slim margin, and less experienced beings HAVE overcome more experienced ones. This forces a reassertion of a statement made above. Soul Swords are immeasurably powerful. When we compare Soul Swords to other attunements, the diversity of those other attunements is a big factor in consideration of application and power in application as a level marker. Divine Ki – This one is SLIGHTLY easier to quantify in numbers. Divine Ki is access to the Divine Nature of our Ki we already have some small access to. In general it provides a 10 – 20x boost. Divine Ki can, generally, match the power of a Soul Sword in Divine Ki 1 or 2 for raw power, and has levels above that which can be reached. This is based on the fact that Divine Ki 1 opens up the FULL 100% Potential of a spirit or being through the Divine Ki Flow, and tempers their energy system to handle even more power. Most beings achieve Divine Ki 2 as well, which is a 2x Multiplier to that existing boost. These are rough estimates, I've seen beings for which Divine Ki acted as a 30x Multiplier, and others where it acted as a 5x multiplier, and it really depends on how much potential they have untapped at Level 1 of Divine Ki. Level 2 is always a 2x multiplier of Level 1, and level 3 is a 3x multiplier of level 2, so on and so forth. Almost all beings CAN reach Divine Ki 3 in a year or so of training at Level 2, which is the most common situation. So let's take a level 20 being/spirit who achieves Divine Ki 1, increasing their level to around 200, and then Divine Ki 2, increasing it to around 400. At these super high levels, increasing density through focus becomes much easier, so the distance between a level 200 and 400 FEELS SMALLER in a fight or achieving a task than the distance between 20 and 40. It's just the way of things, past a certain level of power, you have so much extra you can hyper condense it, or burst it to gain unimaginable speed or durability. It takes much more power, to go faster as well in the planes, so again that feeling of exponential increase drops off at higher levels above 50 – 60. The Soul Sword and Divine Ki are priced at a fraction of their actual value only because I love working with the techniques and want them to be more available to clients and spirits. So the next point of reference would be Soul Force X, meaning weapons, armors, hidden powers, etc. For weapons and armor, a Single Soul Force Core, which is how we create these unique and powerful opportunities, is like a generator, or flow redirection, bringing Soul Force to the item or power. This is on par with a new Soul Sword, older swords grow even more powerful with time and training. Because of the nature of the structure, more solid constructs in the planes can then take hits from Soul Swords that have been around for some time, and at higher levels can even be more powerful than a New Soul Sword. Soul Swords grow in response to the need of the wielder, as much as the training, so a 3x increase in a harrowing fight is not unheard of. This means around a 3x Soul Force X, tops out about where a New Soul Sword could achieve in a life or death fight, with a very slight edge maybe going to the Soul Sword because of the unique and dynamic nature of tapping directly into the Soul Force. The reason we don't just tap into a being's soul for the construct instead of using a core is because invariably the Soul Force just destroys the construct over time. There are ways around that, but they require an existing soul sword, secondary construct, or other methods and were not possible until the creation of our PSIRUNE System Part 3. Soul Force X Methods predate PSIRUNE by almost ten years. Since the Soul Force X methods provide a much cheaper and effective alternative for beings such as non Alpha or ATS servitors, or beings who do not want a Soul Sword specifically to utilize Soul Force in some way, we've kept them as part of our standard services. So Soul Force is a massive boost in raw power, and provides that dynamic Soul Force energy to it. We use to estimate that a Soul Force Charged item or power was around 4x the power of our existing other earlier attunements, but I'd say it's closer to a 20 to 50x difference. PSIRUNE – PSIRUNE Is comparable to Soul Force X, Soul Sword, and Divine Ki methods with PSIRUNE3/PSIDEM 2 initially being potentially stronger than a New Soul Sword, Level 3 Soul Force Armor/Weapon Set, or Divine Ki 2. PSIRUNE Essence is the “weakest” of the PSIRUNE Attunements, trading raw power in a focused area for extreme versatility. When I say weakest though, these are slim margins of power differences. That diversity PSIRUNE Essence has means it is less directly focused than a PSIRUNE Manifest attunement. I wouldn't expect PSIRUNE Essence Fire to keep up with a Soul Sword that uses fire, but I'd expect it to not be fully left in the dust. PSIRUNE2/PSIDEM1 boosts this power greater, and adds new dimensions, PSIRUNE3/PSIDEM2 adds even more rawness bringing the elements into a form of Purified Elemental Forms instead of PSI Elements while adding even more dimensional types of energies. While I wouldn't expect PSIRUNE Essence Fire to overcome a “Day 1 Soul Sword” that was fire based, PSIRUNE 3 Essence would very much overcome that for a time, as the wielder of the Soul Sword would need to dig much deeper to keep up. PSIRUNE Manifest is the next side step, and is more powerful than Essence, but far more focused, most of the time at least. Manifest can have a unique form that is influenced by the subconsciousness of the being and the flows of the attunement, honed by us toward your requested purpose, and/or some combination thereof. PSIRUNE Manifest isn't suited to a “specialized, singular focus point for point method” meaning something highly detailed by you. In situations like that, we recommend a Soul Force Hidden Powers or Weapon/Armor combination. If a manifestation request is overly specialized for PSIRUNE Manifest, we do our best to fulfill the requirements. PSIRUNE Manifest aimed toward “Some kind of Armor” is fantastic, aimed toward “Specifically a Fire and Metal Armor with a staff made of light focusing only on speed and durability” is NOT ideal, and tends to weaken the attunement as it can not flow freely into a conceptual form. It would be more suited for a Soul Force Weapon/Armor combination at a higher level. All that out of the way PSIRUNE Manifest is more focused, and thereby feels and acts more powerful than PSIRUNE Essence, but is massively less adaptive. It's a focusing of a power to a purpose, not a system of magick on command that PSIRUNE Essence is. Still, PSIRUNE2 Manifest/PSIRUNE Manifest + PSIDEM1is likely a match for most Soul Swords in just brute force. With PSIDEM2 now being released, and future additions likely to come, what we will see is that PSIRUNE Manifest starts out STRONGER than a Soul Sword, but that Soul Swords have more potential to gain rapid power growth when needed. It's always a kind of trade off, and while PSIRUNE Attunements DO grow with use, the Soul Sword just has much more rapid growth available to it at all phases. Another side step in the levels would be the Thor's Armaments, and Eye of Odin attunements. These tap into the essences and energies that the Gods draw upon, and therefore are vastly powerful, but also extremely focused even with their adaptability. We call them “The Utility Belt” Attunements internally at RQL because of the massive variety they offer, and they likely are just a little stronger than PSIRUNE on it's own, and then outpaced by PSIRUNE1 + PSIDEM (Also known as PSIRUNE1 and 2), and further outpaced by PSIRUNE1, 2, and 3 combined. This remains truthful except in the very important area of when it comes to channeling and using those Godly forces as a direct current. PSIRUNE will always be light years behind these more focused attunements for tapping into the individual God's power. The reality of all attunement methods is that the greater the diversity, the less the power. These powers are also not directly additive and that is important to understand. You can funnel attunements into each other for greater boosts, but there's always some loss. Divine Ki funnels the most easily, with almost zero loss. Soul Sword with a Soul Force Conduit would be comparable to Divine Ki. PSIRUNE Essence is the next most efficient funneling power. The others funnel less efficiently in comparison. One advantage all the attunements have though is they don't require a lot of focus, and effectively zero energy, to channel continually. This means even when the efficiency goes down a little, there's still a big power boost for each attunement put toward a single action. Make a shield with PSIRUNE Essence + PSIDEM1&2 and a being need only command the shield to shift elements, or refresh itself and the attunement does the rest. Use the Runes from The Eye of Odin and they can scatter traps or other defenses all about. Funneling the Mjolnir, Belt of Strength, and Iron Gloves from the Thor's Armaments and they now get a power increase that is zero strain on their body, unlike Divine Ki 2 and above. That is all without even taking into account all the other powers and abilities these attunements provide that Divine Ki does not. The more a being has, the more versatility of action they have on command. So the Utility Belt attunements shine in that, because they have built in versatility without having to overthink or over prepare. A powerful being who focuses only on Elemental Magick utilizing PSIRUNE3 Essence has access to the pure elemental forces on command plus their own abilities which they must focus on as a direct thing. Talk about a bandwidth increase as well as power boost! Now we get into the smaller attunements, the Mjolnir, Vegvisir, Helm of Awe, Tarot and other attunements. Power wise, these are less powerful than the others, but they offer unique versatile energies and noticeable power boosts that a being can amplify with their own power, other attunements, or that a Soul Force Booster could increase in power. These attunements are often significantly less in cost than the heavy hitting attunements, but provide dynamic manifestations for those costs. They provide focused powers and opportunities at an amazing cost. For powerful spirits, the versatility alone can be wonderful, giving them vast new options, again with no upkeep of their own energy or focus once activated. Likewise they give a considerable increase in power even if it is less than the power increase of our heaviest heavy hitters. Attunements provide massive power increases, huge diversification opportunities, and a great way to help your spirits grow, or give them something new to play with and advance with. Spells, Talismans, and Other Services Comparing conjures to talismans, attunements, and spell work becomes a lot more difficult. Let's start with saying, premade attunements like Divine Ki, PSIRUNE, and even the Mjolnir provide massive boosts of power, almost incalculable. You should not try to compare what a premade attunement to a flow, power, or method can do against the benefits of a custom attunement. A custom attunement benefits you most because it has honed resonance to you as a person. This goes doubly for talismans. Spells likewise are honed toward a singular purpose, even the most steadfast companion is a being with interests, limits, and focus areas. A spell is magick in motion. That said if we had to guesstimate the level of power it would be as follows. Premade attunements however tend to have more raw power available. Clients have often commented that a personal attunement “feels” more powerful than a premade one, but that the premade ones have more versatility and notable impact when used for manifestation. Blessings – One blessing, is about as powerful as a Level 8 Conjure maxing their power out for a whole month. In a spell that power can be condensed then to around a level 20 – 50 when needed, burning some of the spell's power for effectiveness at the moments it counts most. That is for our Level 1 Blessings, with our custom workings being about twice as strong as that. Talismans and custom attunements are somewhere between one eighth as strong as a spell, to one half as powerful as a spell. This is because measuring between the “peek” power of a talisman or custom attunement, and the baseline influence, that power could change. A talisman, or custom attunement, is going to be a consistent flow of power, available, but not able to burn itself out. It never needs recharging, but can be amplified with your own personal energy or other methods. This makes talismans and attunements very good value for cost, but less immediate power to cost. Talismans benefit from the advantage of a physical anchor, so are on average stronger than custom attunements, for manifestation in our realm. That said, talismans have less “resonance” or ability to tap into innately in other realms. Attunements tend to require more effort and focus for manifestations in our realm, but have higher resonance unless the person actively meditates on a talisman frequently. If the person spends time focusing and meditating on a talisman, it surpasses attunements in all ways. I think of attunements as “talismans that are always worn, but must be called into action” but that isn't entirely accurate. The initial ability to natively tap into the energy you are attuned to with an attunement shouldn't be understated, nor should the power of the physical anchor that a talisman provides. They are really very different, yet very similar things. So with a power gap to cost ratio of at least one half talismans are good long term investments. A spell lasts till its power burns out, which is generally a month, but in extreme circumstances could be as little as a week for shielding or protection spells. Choosing a spell over a talisman is done because that is a lot of power coming in all at once, raw, and toward a purpose. Likewise spells are cast with the factors of a situation taken into account each time. Attunements and talismans must be more generalized. Alternatively talismans and attunements can be heavily invested into with things like a CCS Servitor acting as an AI to be adaptive. Spells are better for short term problems that need raw power as soon as possible and frankly, short term problems like to become long term problems when left unchecked. It's the difference between going for immediate medical care when one has an emergency, vs buying good exercise equipment, better food, supplements, or tools to better one's health. One is a short term investment that solves an immediate problem, the other is a long term investment that can help solve future problems, or prevent them entirely. Spirit Companions and ATS Servitors on the other hand of all this are more than those things. They are people, a team that is making sure you are taken care of. They are infinitely going to be more active and available than even the most ardent attunement user could ever hope to be, but they don't improve your personal power as much. They do some, as they will help with healing and energy efficiency, and they can be amazingly beneficial if you work with them to learn what they know and how they do what they do, but it's not the immediate on hand power of an attunement or talisman. That said, a talisman doesn't work if not worn, and an attunement must be activated. Even with our Autorunner attunement, I'd say a level 4 Conjure would outpace it in terms of actively seeking ways to help you and improve your life. The Autorunner will do what you tell it, a companion conjure or an ATS will try to solve problems before they happen in ways that the Autorunner could never predict.
- Past Preconjures
Past Preconjures who did not find a home, but as a result are now part of RQL's team, and may be called upon through Various Services. They have access to aid from the central Preconjure Master Crystal, making them stronger than their original listing by a large margin. Their old seals have been deactivated, and their writeups included here for reference. Being Name: Forestall Wanderwing Description: She's a trickster spirit who has sworn a binding oath of loyalty. This means she will only perform very minor tricks (hiding unimportant things, moving things where they can be visibly found from where they are). She has long thin green hair and presents herself from any height ranging from one foot tall to around seven feet tall, depending on her mood. Her skin is a dark brown, and looks almost like a wood grain color and pattern despite being a soft and subtle flesh. She is able to open portals quickly, and has a mastery over spacial/planar movement as a core of who she is. Because of this, she's a capable guardian as well as a powerful ally for achieving goals. Her trickster nature means she's as much a comedian as anything else, but she is no fool. She has a deep mind, and while all offerings are good, she prefers incense as it is “a trick between air and fire” as she calls it. She is vastly old, over a two thousand years, maybe three thousand, but she doesn't track time so its hard to say. She recalls the formation of the first pyramids in Egypt, but didn't have much to say about a time period beyond that point. Because of her adaptive mind and unique powers, she's a force to be reckoned with. It should be noted she has some knowledge of general magicks as well, and is a capable generalist caster on top of her other abilities. Being Name: Scarllion Estro Description: A powerful and vast fire elemental, Scarllion stands easily fifty feet tall, but can reduce his size down to that of a normal human being. He has vast power over the element of fire, but has no power over other elements presently. He was around during the creation of what he calls “primal fire” and was at the time a “lesser elemental of heat and force” during this time. When the first primal fire element was formed, the first elemental energies of fire, he was empowered by being present to become an elemental of raw fire. He has a STRONG preference for fire offerings such as camp fires, but a candle will do normally. He does enjoy incenses, but they don't amplify his power nearly as much. He is able to travel between realms easily and he has a strong personality. He is very forward and blunt with what he thinks at any one moment, and lacks some understanding of our concepts of tact. That said, he's loyal to a fault, and is seeking to work with one in our realm who would benefit from his presence helping their connection to the element of fire. His age is indeterminable. Being Name: Tollstoff Description: Tollstoff is a wisp like spirit who was in life an elf. She passed into the realm of the elven afterlife, and has return as a spirit of light and fog, but she retains much or most of her elven traits. She can take the form of her old self, a young looking girl, who was a thousand years old at passing, with long blond hair, bright green eyes, and sharp pointed ears. In her humanoid form, thanks to magicks she touched on in life, she is able to retain her form as if though she had not passed away, but can only do this for a few hours a day. The rest of the time she is a smokey whirl of light that moves on its own and takes shapes and forms. Her voice is soft and sweet when in her elven form, but subtle and shaky when in her spirit form. She worked with great magicks as a healer in her life, and this has given her abilities beyond other ghosts or spirits of her kind. While many spirits/ghosts can not progress further past their time of death, she can still learn and grow, and enjoys doing so. She has a gentle and kind personality, and has a love of our realm. Her preference for offerings are small leaves laid on an altar, or a small glass of clean water (does not need to be distilled or spring). Incense offerings can help her with manifestation when she moves the incense smoke.++ Being Name: Kalkilin Description: A massive red elemental fire dragon, he is one of the eastern dragon types and has a love of flight, and the elemental energies of fire and air. He is massive, over one hundred feet long, and sails through the air swirling and shifting his position so that its hard to get a good look at him when he chooses to move fast. When he slows down, his lions main like beard can be clearly seen, and his canny smile lights up a room. His power over fire and air makes him a powerful guardian, and his speed is top notch. His personality is very outgoing, friendly, and witty. He is almost a trickster in his own right when he moves to defense using things like illusion coupled with his air and fire powers to create illusions that seem real to a foe. For his keeper he plays no tricks unless asked to do so to show his presence, but instead prefers jokes, humor, often pointing out the funny points in a joke through a sense or a feeling. This may be also him pointing out the funny parts of a conversations. He enjoys incense and candle offerings of any kind. Being Name: Refae Description: A Dark Fae bone collector and scavenger that lives in cemeteries wears the clothes of the dead. She likes to protect cemeteries from grave robbers and is white as old bones. Her eyes are sulfur yellow her teeth are jagged and stained yellowed. With hair the color of black dirt her long razor sharp nails can shred any flesh to bits. She speaks in a raspy voice and would be happiest if kept by bones and dirtIn her own words: l am looking for a place to teach others the benefits of the power of the dead and I wish to learn anything they think of. Being Name: Cordin Flower Description:A nature dragon appearing as an eastern dragon, they do not identify with a single gender, and would consider themselves as “Nature, which is both and neither, all and nothing.” They have strong elemental natural powers, a fun personality that shifts a bit from day to day being more serious some, for fun and happy the next, often connected to how the moon is in motion. When the moon is high, their spirits are up, when it is low, they are serious, contemplative and protective. Being Name: Alboreth Description:Appearing both as a human woman, and as a small blue eastern dragon around twenty feet long she sports dark black hair in her human form. She has some knowledge of stealth, defensive arts, alchemy, mysticism, and many arts related to these. She's a bit of a hybrid mage, warrior, and jack of all trades. She also has a great love of music and appreciation for art.
- Spirit Defense
Countless Shamanic, Tribal, Eastern, and Western forms of mysticism rely on a kind of animistic model in which things like illness, sickness, bad luck, misfortune, and overall problems are considered caused by negative spirits of some kind. This is a reality in those cultures and traditions, and its one we often don't talk about very much. There is a kind of worry that as practitioners we'll be practicing fear mongering when talking on such things. Likewise there is this predisposition by older and more experienced practitioners to dismiss the idea of negative spirits, curses, and just general attacks. This comes from being so well protected that it is no longer a worry. At a certain level of practice, one's aura becomes like fire, burning anything hostile that would come within range. Beyond a certain point, we build castles, and have armies, perhaps of spirits recruited, perhaps of servitors made, perhaps from spirit allies who we have aided bringing protection to us, perhaps from talismans we employ and wear as habit now. Whatever the case, it becomes easy past a certain point to write off negative spirits, and negative energies as "non-concerns" when one gets past a certain level. Likewise, as professionals, almost 90% of the situations where a client is convinced they have a major negative spiritual event, such as a spirit that is chasing them, are false alarms. These situations are, most often, where an attack had occurred and the spirit has moved on since then, but the injuries, pain, and memories remain. The remaining times, these situations may even be psychological issues a client is dealing with, things better suited to a doctor than a mystic. With such situations being so common for the "big things" people are experiencing, a habit of ignoring spiritual protection starts to form in the advice we give. This is while practitioners who have much time and energy invested into these arts still accumulate talismans, attunements, methods, spirits, or raw power for their own purposes. It is not an intentional hypocrisy, it's the nature of being so well defended we almost forget what it was like to be vulnerable. When you walk around with an aura that is an invincible suit of armor, talismans that deflect all attacks, attunements that provide you raw protection, and a spirit army of unfathomably strong spirits, it is very easy to forget that others don't have these things. Still, as practitioners, we should never forget that the core of many methods of magick look at things like bad luck, illness, and life issues as negative spirits getting involved. They may be small spirits, quickly causing a problem, and then moving on so fast that they can't be detected, but they are there. Trying to pin them down may be impossible with readings, after all, they've already left. They get what they need from the pain and suffering, and move on fast. That's a hard thing to catch. So instead of trying to detect them, its better to prevent them. Because of this, things like Guardian Spirits and Servitors become at least as important as Healing, Cleansing, and Manifesting ones. Talismans, and attunements that provide protection become as important for doing better in life as things like wealth, prosperity, and love talismans. After all, just aiming for a goal but not taking into account the difficulties and hurdles getting there is like shooting an arrow into a wind storm. With enough raw force we can still hit the target, but it is superior to also block the wind, to stop the disruptions that are preventing success. I often wonder why I'm so drawn to Guardian spirits, and as time goes on, I think the answer is rather simple. Even if I'm conjuring a spirit more for prosperity, some part of me knows that lesser things will try to get in the way. A little bit of power to protect goes a long way. A powerful advisor who can still take a punch goes from being a little old man giving advice on the street corner, to something more like the Masters in the old Kung Fu movies, who's age hide an inner strength. This is also why the Soul Sword is such a top level recommendation from me to clients, because it ultimately takes a spirit not meant for fighting, and gives them a powerful ability to hold their own against a lot more, meaning when lesser things get in the way they can clear them out, instead of focusing JUST on the goal. This is a power multiplier. So how much protection should one have? For me, my rule is always "a little more" but, with respect also paid heavily to the rest of what I'm doing. If my goal is to heal someone, I may send over healing spirits, set up a powerful altar, utilize healing attunements, and line up talismans of great ability... yet I also go to my generals and warriors, I also call on more spirits to aid me in protecting not only my ally I aid, but myself and those around me. Even if it is just a small negative spirit hovering around drawing in on that suffering, removing it, doubles the work I do to heal. Many times for me as a practitioner that means directing my own powerful will and force of energy to remove the spirit myself, utilizing my talismans or attunements to clear a negative spirit, or things like that. One thing I do say to clients though, don't spend more than what is reasonable to your needs. Going into debt to order hundreds of conjures, talismans, and attunements just means you have new problems to solve, yet ignoring protection is a quick way to learning how big a part of it is out there. So why the seeming shift in view points? It's not so much a shift, its a recognition that in an effort to NOT be like so many other practitioners who fear monger, I've been neglecting discussion on an area so important to my practice, that my old radio program The Labyrinth could have been called "A thousand ways to kick a Spirit's Rear, by Charles McBride." In an effort to ensure I'm not playing on the fear of people I care about, and I do care about my clients probably more than they know, I've avoided a deeper look at this. It is my hope this article expands your views, and makes you appreciate the powerful protection you have, or helps you evaluate what you need as a practitioner. This is for all practitioners be they one who is working magick for their self, or one who works with spirits as a Spirit Keeper or Shaman, or simply one who relies on talismans to aid them. I think even if you don't "practice magick" in a ritual sense, once you start using the metaphysical you are a kind of practitioner, maybe not as deeply invested as myself and others who dedicate our lives to it, but certainly more than the common person on the street who knows nothing of what is happening in the spirit realms beyond!
- 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.
- Animal Spirits and Types
Familiar Spirit: Any spirit that has been called for you, by your own action and ritual, or another person's ritual work. Familiar spirits are a classic part of most forms of wtichcraft, some hermetic practices, and most forms of old school demonology. It's one reason the Goetia has so many Demons listed as "gives good familiars" because a spirit that is "familiar to you" knows you, works with you, you trust it and it trust you. There is a bit of a bond between the two after time (keeper and spirit). Older practices of gaining a spirit familiar are very hostile, so I don't like the older methods, my methods use often the tools of the old, but in a more gentle, compassionate, and above all else consented way. I don't believe in enslaving spirits, however OLD SCHOOL familiar spirit methods do use that, so its good to let people know where I draw my own lines. Animal Spirits: These are spirits of animals that once lived, dogs, cats, bears, wolves, eagles, and things of this nature. They may transform onto death, such as the fabled birds of fire, or they may retain their old form. With death they gain a bit of a greater connection to the ALL, as their minds were uncluttered (such as ours are) and it gives them both the insight of their own life, as well as the insight of that less cluttered mind to the all. When asked to come into service they select a person who is best suited for them, or they are a free agent just looking to help SOMEONE (Preconjure animal spirits fit this) so long as they can get the opportunity to. This would be my "Animal Companion Conjures" Spirit Guides and Guardians: These are spirits that are already with a person acting on their best interests. They are basically your "birth team" or the group you start with regardless, and their involvement is very highly determined by how much they are embraced or denied by the practitioner. Someone who works with them often will find them amazingly powerful allies, someone who doesn't will find they just don't exist. Personal Animal Spirit: This is the spirit form we take when we move to an animal form. Everyone has a different one, and in that every form is unique. Not only shape shifters (in the planes) do this, but often that form gains a bit of independence, a kind of "second self" with our memories and experiences, will and compassion, and our heart and soul being one, but acting independently. You'll often hear a shaman say "that was my wolf" and when you ask them what its name was, they will say "it's name is my name." Familiar Animals/Animal Familiars/Familiars: This is a classic term in witchcraft referring to an animal with which you have an amazingly strong bond, and who will put themselves on the line for you. I actually refuse to use this term with my cat because I would rather take the hit for her, but I recognize that by all manner of statements, she still fits the description. I suppose it could be said that a good "Familiar Animal" would be one you WOULD put your life on the line for, because that bond is so strong. They often help with magick (Valkyrie my cat has actually re-arranged an altar once for better power, specifically moving crystals into new places on a larger grid so...) or are drawn to the practitioner during acts of magick.
- Simple Mechanical Magick
We often talk a fair bit in the mystic circles about the difference between High Magick, and Low Magick. Ultimately, these differences are academic, as even the most complex High Magick, has its roots, no pun intended, in Low Magick. Lets look at some simple things you can do to use some simple magick that is more mechanical in its nature. Smoke Now let me start with saying, I'm not endorsing smoking in this. I use a pipe for this method myself, and I use herbs that I vet first for safety, and do not draw into my lungs. There are risks with health even in this, and if you have severe asthma or feel there is a risk, then do not do this. Otherwise though, smoke is excellent to carry intent, and a lot of kitchen herbs and even teas can be used in a pipe. The smoke can carry the intent to cleanse, bring prosperity, or prepare an area for a larger more complex working. It can act as a general amplifier for other work like candle magick, color magick, or crystal magick which we'll take a quick look at as well. Simply put, used responsibly and with some discretion and a simple Church Warden Pipe becomes the ultimate smoke cleansing and intent carrying device. Crystals Crystals are a very good and simple method of mechanical magick. Now with crystals its not enough to just have the crystal, though that can help, we need to do a little bit of mechanical workings with it. Placing it in the center of a simple altar, with intent written on paper around it, can use the natural energies of the crystal. This however gets amplified when we meditate ON that intent with the crystal, turning it into a miniature amplifier. Five minutes a day doesn't sound like much, but it adds up and at the end of a month you've put in at least two hours of dedicated focus, using the crystal that matches the purpose for that to good effect. Quartz is a good general amplifier of course, and is the most commonly used crystal in mysticism because it is generic. Since we are using the mechanical properties of the crystal you will want a variation of quartz, or different mineral or metal, instead of just simple plane quartz to amplify this working. Candles and Color Magick Candle and color magick is the essence of mechanical magick in some ways, and uses the color of the candle to match up with the intent of energy use. Color correspondences are many, so its best to spend a little bit of time meditating on the intent of the color while holding the candle as relying only on the color alone could muddy your intent. Writing down on a piece of paper the intent under the candle is a good option for purposing things. Picking a one word meaning you can lightly carve into a free standing candle is another good option. For candles in a glass candle holder already, drawing on them with paint or marker is a good way to put symbols or meaning on the candle directly. Simple Fire Magick Simple Fire Magick involves a fire safe container. During each step on this be sure to practice good fire safety. Ultimately with simple fire magick we place herbs that match our intent on incense charcoals first. This is the “first step in the fire” and it ensures the herbs burn well. Next we take our intent and place it to paper. We may put a few drops of essential oils or incense oils onto the paper to act as an accelerator. Lastly, we light the paper, and place our focus on the flame. If we see the paper isn't puring, we can always relight it in a safe way. This ability to relight the paper is the mechanical part of this as if we are finding resistance, we can use our physical actions to overcome that, and thereby impose our will into reality. Again I can't stress enough to practice good fire safety. Blessing Food Another mechanical magick is the blessing of food before eating it. This is simply put, saying a blessing over the food and the intent of the food to aid us as we partake in it. Such magicks are old, often resembling forms of prayer, but potent. Food blessing can be amplified by choosing food with color choices that match our intent. Be sure to practice good food safety preparation as well even when doing blessings.
- Want vs Wish
In life we often say “I really wish I could” and then something else follows, or “I really want to do X but Y” any many times there are good reasons why X and Y negate each other. However, more often than not, when Y is not an insurmountable circumstance of fate or fortune, the truth is we do not “want” to do something we “wish” we could do something. Let's take drawing for example. I'm sure we have a few artists here somewhere. Many people say “I wish I could draw” and that is pretty accurate, they wish they could. If a genie in a lamp granted them the skill they would surely take it. They however don't really WANT to be able to draw, unless they are putting in the time learning that skill. If they wanted to be able to draw, they would, over time, gain at least a passing proficiency in the art of.... art! When we find ourselves saying “I wish” or “I want” over and over we really need to ask what the hurdles are in preventing us from doing something. Wishing to fly is just that, a wish, there are insurmountable circumstances that prevent you from taking flight through will alone. Likewise sometimes life circumstances prevent reasonably achieving a skill. I very much doubt I will ever lay hands on an ancient relic in the Vatican no matter how much I may want to, how many connections I may make, how much money or time I may divert to the goal, or other factors. Sometimes a goal is just something you can't achieve. As a note, I have no great wish or want to get a relic from the Vatican. Looking at the hurdles in the wish or want, how much of those hurdles are a part of our own design and choices? We have to really ask that. What would we be giving up? A bit of self honesty tells us what is important to us. There is a difference between a “wish” for something, a longing for something, and a true want. Likewise, there is a hierarchy of wants in our lives, and we have to be honest. Rather than approaching the situation of wanting to be or do something and treating self imposed hurdles as permanent obstacles, we must instead recognize them for what they are. After recognition of a self imposed hurdle, we can then ask the all important question. “Do I want this MORE than what I want in this other way?” That is an important question, and it's a hard one. It means a lot of self honesty. If the answer is yes, then the other thing takes second place. Sometimes that means time with our families, relaxation time, or even educational pursuits in other areas. If the answer is no, we may move to the next hurdle and see if that can be overcome, using some of that time that hurdle makes up by reducing the importance of it. When you run out of hurdles though, it's important to have self honesty. It means saying “I long for this, but I do not want it” it means saying “I have a great respect for this, I am inspired by this, but I do not want it.” There is no shame in this. I know many a mystic, many a martial artist, and many other people who have often said “I wish I could _____ but I have family obligations.” Maybe that was studying abroad with other mystics, or fighting in tournaments. Maybe it was starting a dojo, or maybe it was pushing themselves a bit further than before. They often get hung up on that blank space, not moving on to the next hurdle. For those that move on to all the hurdles, they get hung up and resentful of the things they actually want and love, not realizing that they have made a choice to want those things more, to love those things more, and to embrace the joy of what they have chosen. There is no shame in saying “I want ____ more than ____.” It doesn't make you less of a person, but it tells you where your priorities are. The trap we must all avoid is letting ourselves believe we want a thing we do not actually want. Only that self honesty of looking at each hurdle will help us find that real truth. That lie of “I want this” instead of “I'm inspired by” or “I enjoy the aesthetics of” something we do not want crushes our sense of self and sense of peace. It keeps us out of the moment, out of action, and robs us of some of our mental reserve and energies. Meditation on this can help us find peace with who we are, but it can also help us forge who we are to become.




