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The Ritual: The ritual is now complete.
The Ritual: The ritual is now complete.

The ritual is now complete.

The Ritual: The ritual is now complete.
The Ritual: The ritual is now complete.

The ritual is now complete.

The Ritual: knifewizard: antiknife: THE RITUAL IS COMPLETE important addition (from his latest insta post)
The Ritual: knifewizard:
antiknife:
THE RITUAL IS COMPLETE

important addition (from his latest insta post)

knifewizard: antiknife: THE RITUAL IS COMPLETE important addition (from his latest insta post)

The Ritual: The Elder Scrolls III The elder Scrolls MORROWINTD MORROWIND e9 Do not mm ORK Media company.The Elder Scrolls, Morrowind Bink Video, Copynight 1997-2001 by RAD Game of the Year Edition mvention of copy pro strictly prohibited.Confide SAFETY INFORMATION TABLE OF CONTENTS Introduction Main Menu Gameplay Controls The Game Screen Stats Menu Inventory Menu Magic Menu Map Menu Races Attributes Derived Attributes Combat Arts ABOUT PHOTOSENSITIVE SEIZURES A very small percentage of people may visual images, including flashing lights or patterns that may appear Even people who have no history of seizures or epilepsy may have a condition that can cause these photosensitve epileptic seizures while watching video experience a seizure when exposed to certain in video games. n undiagnosed These seizures may have a variety of symptoms including: lightheadedness vision, eye or face twitching, jerking or shaking of arms or legs, disorientation entation confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or strikina nearby objects. 16 mmediately stop playing and consult a doctor if you experience any of these symptoms Parents should watch for or ask their children about hildren and teenagers are more likely than adults to experience these seizures. The the above symptoms. 19 Stealth Arts of photosensitive epileptic seizures may be reduced by sitting farther from the using a smaller television screen, playing in a well-lit room, and not Combat Classes Magic Classes Stealth Classes en you are drowsy or fatigued of your relatives have a history of seizures or epilepsy, consult a doctor Increasing Your Skills and Leveling Up Weapons R IMPORTANT HEALTH AND SAFETY INFORMATION 28 29 30 .30 30 ox Instruction Manual contains important safety and health information that Using Weapons, Repairing Weapons & Armor u should read and understand before using this software School of Conjuration VOID DAMAGE TO YOUR TELEVISION School of Illusion School of Destruction not use with certain televisions. Some televisions, especially front- or rear-projection pes, can be damaged if any video games, including Xbox games, are played on them. tatic images presented during the normal course of game play may burn in to the creen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played. Similar damage may occur from static images eated when placing a video game on hold or pause. Consult your television owner's nanual to determine if video games can be safely played safely on your set. If you are unable to find this information in the owner's manual, contact your television dealer or School of Restoration School of Mysticism School of Alteration Abilities, Powers, Diseases, Spells. 34 35 36 Magic Items, Magic Scrolls Spellmaking Enchanting 39 the manufacturer to determine if video games can be played safely on your set. I Unauthorized copying, reverse engineering, transmission, public performance, rental, Potions, Alchemy Stealth pay for play, or circumvention of copy protection is strictly prohibited 42 Books, Journal. Containers, Resting and Waiting, Fast Travel, Crime and Jail. Loading and Saving Preferences Credits .46 The Elder Scrolls III: Morrowind The Elder ScI: Morrowind CREATING YOUR CHARACTER When you first start, you mu entered in your Name, you'l be asked to select a Race, Class, and Bithsign ist decide what kind of player you will be. After you've DARK ELF In the Empire, "Dark Elf is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer." The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. RACES You may choose from 10 races commonly encountered in MORROWIND. Since each race has unique abilities, selecting your race is one of the most important decisions vou'll make. ARGONIAN Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their Skill Bonuses: Long Blade +5, Destruction +10, Light Armor +5, Athletics +5, Mysticism +5, Marksman +5, Short Blade +10 Specials: Ancestor Guardian, Resistant to Fire natural abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers of the region. HIGH ELF The High Elves, or Altmer, are the proud, tall, golden- skinned peoples of Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and are far more resistant to disease than the lesser races. Skill Bonuses: Alchemy +5, Athletics +15,Illusion +5, Medium Armor +5, Mysticism +5 Spear +5, Unarmored+5 Specials: Resist Disease, Immune to Poison, Water Breathing Skill: Destruction +10, Enchant +10, Alchemy +10, Alteration +5, Conjuration +5,Illusion +5 Specials: Fortified Maximum Magicka, Weakness to Magicka, Fire, Frost, and Shock, Resistant to Disease BRETON Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have IMPERIAL Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well- spoken. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders. These traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other provinces and to have erected the monument to peace and prosperity that comprises the Glorious Empire. from the home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons boast a high resistance to destructive and dominating magical energies. Skill Bonuses: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5 Illusion +5 pecials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka SKILL BONUSES: Speechcraft+10, Mercantile+10, Long Blade +10, Blunt Weapon +S, Light Armor +5, Hand to Hand +5 SPECIALS: Star of the West, Voice of the Emperor The Elder Scrolls III: Morrowind 13 The Elder crlsIII: Morowind BIRTHSIGNS In Tamriel, persons born under certain constellations are said to be fortunate in their aspects', Such persons are often blessed-or cursed- with remarkable abilities or weaknesses as a result of the magical conjunctions of celestíal influences. STEALTH SPECIALIZED CLASSES THIEVES Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and in their acquisitive activities cleverness THE APPRENTICE Those bom under the sign of The Apprentice have increased Magicka, but also have a weakness to it. AGENTS atives skilled in deception and avoidance, but dasTHE ATRONACH trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes. Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them. THE LADY Those born under the sign of The Lady have increased Endurande and Personality. ASSASSINS Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is performed with ranged weapons or with short blades for close work. Assassins can be ruthless murderers or principled agents of noble causes. THE LORD Those born under the sign of The Lord can regenerate Health, but are weak to fire THE LOVER Those born under the sign of The Lover have increased Agility and can paralyze others with a kiss. ACROBATS Acrobať' is a polite euphemism for agile burglars and second-story men, These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. THE MAGE Those born under the sign of The Mage have increased Magicka. MONKS Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self-defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged and close-combat weapons. THE RITUAL Those born under the sign of The Ritual can heal themselves and turn undead. THE SERPENT Those born under the sign of The Serpent can poison others at a loss of PILGRIMS Pilgrims are travelers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion their own Health. THE SHADOW Those born under the sign of The Shadow can make themselves invisible. THE STEED Those born under the sign of The Steed can move faster BARDS Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword shield, spell, and enchantment to preserve them from the perils of their educational experiences THE THIEF Those born under the sign of The Thief are harder to hit. THE TOWER detect things at a distance. Those born under the sign of The Warrior have an increased chance Those born under the sign of The Tower can unlock doors magically and THE WARRIOR 25 I miss the days when games came with manuals
The Ritual: The Elder Scrolls III
 The elder Scrolls
 MORROWINTD
 MORROWIND
 e9
 Do not mm
 ORK
 Media company.The Elder Scrolls, Morrowind
 Bink Video, Copynight 1997-2001 by RAD
 Game of the Year Edition
 mvention of copy pro
 strictly prohibited.Confide

 SAFETY INFORMATION
 TABLE OF CONTENTS
 Introduction
 Main Menu
 Gameplay Controls
 The Game Screen
 Stats Menu
 Inventory Menu
 Magic Menu
 Map Menu
 Races
 Attributes
 Derived Attributes
 Combat Arts
 ABOUT PHOTOSENSITIVE SEIZURES
 A very small percentage of people may
 visual images, including flashing lights or patterns that may appear
 Even people who have no history of seizures or epilepsy may have a
 condition that can cause these photosensitve epileptic seizures while watching video
 experience a seizure when exposed to certain
 in video games.
 n undiagnosed
 These seizures may have a variety of symptoms including: lightheadedness
 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation
 entation
 confusion, or momentary loss of awareness. Seizures may also cause loss of
 consciousness or convulsions that can lead to injury from falling down or strikina
 nearby objects.
 16
 mmediately stop playing and consult a doctor if you experience any of these
 symptoms Parents should watch for or ask their children about
 hildren and teenagers are more likely than adults to experience these seizures. The
 the above symptoms.
 19
 Stealth Arts
 of photosensitive epileptic seizures may be reduced by sitting farther from the
 using a smaller television screen, playing in a well-lit room, and not
 Combat Classes
 Magic Classes
 Stealth Classes
 en you are drowsy or fatigued
 of your relatives have a history of seizures or epilepsy, consult a doctor
 Increasing Your Skills and Leveling Up
 Weapons
 R IMPORTANT HEALTH AND SAFETY INFORMATION
 28
 29
 30
 .30
 30
 ox Instruction Manual contains important safety and health information that
 Using Weapons, Repairing Weapons & Armor
 u should read and understand before using this software
 School of Conjuration
 VOID DAMAGE TO YOUR TELEVISION
 School of Illusion
 School of Destruction
 not use with certain televisions. Some televisions, especially front- or rear-projection
 pes, can be damaged if any video games, including Xbox games, are played on them.
 tatic images presented during the normal course of game play may burn in to the
 creen, causing a permanent shadow of the static image to appear at all times, even
 when video games are not being played. Similar damage may occur from static images
 eated when placing a video game on hold or pause. Consult your television owner's
 nanual to determine if video games can be safely played safely on your set. If you are
 unable to find this information in the owner's manual, contact your television dealer or
 School of Restoration
 School of Mysticism
 School of Alteration
 Abilities, Powers, Diseases, Spells.
 34
 35
 36
 Magic Items, Magic Scrolls
 Spellmaking
 Enchanting
 39
 the manufacturer to determine if video games can be played safely on your set.
 I Unauthorized copying, reverse engineering, transmission, public performance, rental,
 Potions, Alchemy
 Stealth
 pay for play, or circumvention of copy protection is strictly prohibited
 42
 Books, Journal.
 Containers, Resting and Waiting, Fast Travel, Crime and Jail.
 Loading and Saving
 Preferences
 Credits
 .46
 The Elder Scrolls III: Morrowind
 The Elder ScI: Morrowind

 CREATING YOUR CHARACTER
 When you first start, you mu
 entered in your Name, you'l be asked to select a Race, Class, and Bithsign
 ist decide what kind of player you will be. After you've
 DARK ELF
 In the Empire, "Dark Elf is the common
 usage, but in their Morrowind homeland,
 they call themselves the "Dunmer." The
 dark-skinned, red-eyed Dunmer combine
 powerful intellect with strong and agile
 physiques, producing superior warriors and
 sorcerers. On the battlefield, Dark Elves are
 noted for their skilled and balanced
 integration of swordsmen, marksmen, and
 war wizards.
 RACES
 You may choose from 10 races commonly encountered in MORROWIND. Since each
 race has unique abilities, selecting your race is one of the most important decisions
 vou'll make.
 ARGONIAN
 Little is known and less is understood about the
 reptilian denizens of Black Marsh. Years of
 defending their borders have made the
 Argonians experts in guerilla warfare, and their
 Skill Bonuses: Long Blade +5, Destruction +10, Light Armor +5, Athletics +5, Mysticism +5,
 Marksman +5, Short Blade +10
 Specials: Ancestor Guardian, Resistant to Fire
 natural abilities make them equally at home in
 water and on land. They are well suited for the
 treacherous swamps of their homeland, and
 have developed natural immunities to the
 diseases and poisons that have doomed many
 would-be explorers of the region.
 HIGH ELF
 The High Elves, or Altmer, are the proud, tall, golden-
 skinned peoples of Summerset Isle. The common
 tongue of the Empire, Tamrielic, is based on their
 speech and writing, and most of the Empire's arts,
 crafts, and sciences are derived from High Elven
 traditions. Deft, intelligent, and strong-willed, High
 Elves are often gifted in the arcane arts, and are far
 more resistant to disease than the lesser races.
 Skill Bonuses: Alchemy +5, Athletics +15,Illusion +5, Medium Armor +5, Mysticism +5
 Spear +5, Unarmored+5
 Specials: Resist Disease, Immune to Poison, Water Breathing
 Skill: Destruction +10, Enchant +10, Alchemy +10, Alteration +5, Conjuration +5,Illusion +5
 Specials: Fortified Maximum Magicka, Weakness to Magicka, Fire, Frost, and Shock,
 Resistant to Disease
 BRETON
 Bretons feel an inborn, instinctive bond
 with the mercurial forces of magic and the
 supernatural. Many great sorcerers have
 IMPERIAL
 Natives of the civilized, cosmopolitan province of
 Cyrodiil, the Imperials are well-educated and well-
 spoken. Though physically less imposing than the
 other races, the Imperials have proved to be shrewd
 diplomats and traders. These traits, along with their
 remarkable skill and training as light infantry, have
 enabled them to subdue all the other provinces and
 to have erected the monument to peace and
 prosperity that comprises the Glorious Empire.
 from the home province of High
 Rock, and in addition to their quick and
 perceptive grasp of spellcraft, enchantment,
 and alchemy, even the humblest of Bretons
 boast a high resistance to destructive and
 dominating magical energies.
 Skill Bonuses: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5
 Illusion +5
 pecials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka
 SKILL BONUSES: Speechcraft+10, Mercantile+10, Long Blade +10, Blunt Weapon +S,
 Light Armor +5, Hand to Hand +5
 SPECIALS: Star of the West, Voice of the Emperor
 The Elder Scrolls III: Morrowind
 13
 The Elder crlsIII: Morowind

 BIRTHSIGNS
 In Tamriel, persons born under certain constellations are said to be fortunate in their
 aspects', Such persons are often blessed-or cursed- with remarkable abilities or
 weaknesses as a result of the magical conjunctions of celestíal influences.
 STEALTH SPECIALIZED CLASSES
 THIEVES
 Thieves are pickpockets and pilferers. Unlike robbers, who kill and
 loot, thieves typically choose stealth and subterfuge over violence,
 and often entertain romantic notions of their charm and
 in their acquisitive activities
 cleverness
 THE APPRENTICE
 Those bom under the sign of The Apprentice have increased Magicka, but
 also have a weakness to it.
 AGENTS
 atives skilled in deception and avoidance, but
 dasTHE ATRONACH
 trained in self-defense and the use of deadly force. Self-reliant and
 independent, agents devote themselves to personal goals, or to
 various patrons or causes.
 Those born under the sign of The Atronach cannot regenerate Magicka, but
 have a chance of absorbing any magic cast at them.
 THE LADY
 Those born under the sign of The Lady have increased Endurande
 and Personality.
 ASSASSINS
 Assassins are killers who rely on stealth and mobility to approach
 victims undetected. Execution is performed with ranged weapons
 or with short blades for close work. Assassins can be ruthless
 murderers or principled agents of noble causes.
 THE LORD
 Those born under the sign of The Lord can regenerate Health, but are weak
 to fire
 THE LOVER
 Those born under the sign of The Lover have increased Agility and can
 paralyze others with a kiss.
 ACROBATS
 Acrobať' is a polite euphemism for agile burglars and second-story
 men, These thieves avoid detection by stealth, and rely on mobility
 and cunning to avoid capture.
 THE MAGE
 Those born under the sign of The Mage have increased Magicka.
 MONKS
 Monks are students of the ancient martial arts of hand-to-hand
 combat and unarmored self-defense. Monks avoid detection by
 stealth, mobility, and agility, and are skilled with a variety of
 ranged and close-combat weapons.
 THE RITUAL
 Those born under the sign of The Ritual can heal themselves and
 turn undead.
 THE SERPENT
 Those born under the sign of The Serpent can poison others at a loss of
 PILGRIMS
 Pilgrims are travelers, seekers of truth and enlightenment. They
 fortify themselves for road and wilderness with arms, armor, and
 magic, and through wide experience of the world, they become
 shrewd in commerce and persuasion
 their own Health.
 THE SHADOW
 Those born under the sign of The Shadow can make themselves invisible.
 THE STEED
 Those born under the sign of The Steed can move faster
 BARDS
 Bards are loremasters and storytellers. They crave adventure for the
 wisdom and insight to be gained, and must depend on sword
 shield, spell, and enchantment to preserve them from the perils of
 their educational experiences
 THE THIEF
 Those born under the sign of The Thief are harder to hit.
 THE TOWER
 detect things at a distance.
 Those born under the sign of The Warrior have an increased chance
 Those born under the sign of The Tower can unlock doors magically and
 THE WARRIOR
 25
I miss the days when games came with manuals

I miss the days when games came with manuals

The Ritual: CALL-OUT CULTURE AS RITUAL DISPOSABILITY Feminist/queer spaces are more willing to criticize people than abusive systems because they want to reserve the right to use those systems for their own purposes. At least attacking people can be politically viable, especially in a token system where vou benefit directly by their absence, or where your status as a good feminist is dependent on constantly rooting out evil When the bounty system calls for the ears of evil people, well, most people have a fucking ear. When I used to curate games, I was approached by people in that abusive community who pressured me not to cover a game by a trans woman. Their reasoning was blatant jealousy, disguised under the thin, nauseating film of pretext that covers nearly everything people say about trans people. When I rejected their reasoning and covered the game, the targeting reticule of disposability turned toward me. What can we learn from this? Besides "lofty processes in queer/feminist spaces are nearly always about some embarrassingly petty shit," it's about the ritual nature of disposability, which has nothing to do with "deserving" it. Disposability has to happen on a regular basis, like forest fires keeping nature in balance. So when people write all those apologist articles about call-out culture and other instruments of violence in feminism, I don't think they understand that the people who most deserve those things can usually shrug off the effects, and the normalization of that violence inevitably trickles down and affects the weak. It is predictable as water. Criminal justice applies punishment under the conceit of blind justice, but we see the results: Prisons are flooded with the most vulnerable, and the rich can buy their way out of any problem In activist communities, these processes follow a similar pragmatism Punishment is not something that happens to bad people. It happens to those who cannot stop it from happening. It is laundered pain, not a balancing of scales. beachdeath:https://thenewinquiry.com/hot-allostatic-load/
The Ritual: CALL-OUT CULTURE AS RITUAL DISPOSABILITY
 Feminist/queer spaces are more willing to criticize people than
 abusive systems because they want to reserve the right to use those
 systems for their own purposes. At least attacking people can be
 politically viable, especially in a token system where vou benefit
 directly by their absence, or where your status as a good feminist is
 dependent on constantly rooting out evil
 When the bounty system calls for the ears of evil people, well, most
 people have a fucking ear.
 When I used to curate games, I was approached by people in that
 abusive community who pressured me not to cover a game by a
 trans woman. Their reasoning was blatant jealousy, disguised under
 the thin, nauseating film of pretext that covers nearly everything
 people say about trans people.

 When I rejected their reasoning and covered the game, the targeting
 reticule of disposability turned toward me. What can we learn from
 this? Besides "lofty processes in queer/feminist spaces are nearly
 always about some embarrassingly petty shit," it's about the ritual
 nature of disposability, which has nothing to do with "deserving" it.
 Disposability has to happen on a regular basis, like forest fires
 keeping nature in balance.
 So when people write all those apologist articles about call-out
 culture and other instruments of violence in feminism, I don't think
 they understand that the people who most deserve those things can
 usually shrug off the effects, and the normalization of that violence
 inevitably trickles down and affects the weak. It is predictable as
 water. Criminal justice applies punishment under the conceit of
 blind justice, but we see the results: Prisons are flooded with the
 most vulnerable, and the rich can buy their way out of any problem
 In activist communities, these processes follow a similar
 pragmatism
 Punishment is not something that happens to bad people. It
 happens to those who cannot stop it from happening. It is
 laundered pain, not a balancing of scales.
beachdeath:https://thenewinquiry.com/hot-allostatic-load/

beachdeath:https://thenewinquiry.com/hot-allostatic-load/

The Ritual: probablybadrpgideas If Cthulhu can be summoned by humans who are so far beneath it, why can't humans be summoned by ants? The answer is they should be. 20thcenturyvole Well if a bunch of ants formed a circle in my house l'd certainly notice, try to figure out where they'd all come from, and possibly wreak destruction there weasowl That's why knowing and correctly pronouncing the true name is so important to the ritual. Imagine how impossible it would be to not go take a look if the circle of ants started chanting your name. And they're like, you can't leave because we drew a line made of tiny crystals now you have to do us a favor. And you're like, let's just see where this goes "yup, you got me... what's the favor?" and usually the favor is like, "kill this one ant for us" or "give me a pile of sugar and you're like... okay? and you do, because why not, it isn't hard for you and boy is this going to be a fucking story to tell, these fucking ants chanting your name and wanting a spoonful of sugar or whatever. And SOMEtimes you get asked for things you can't really do, one of them, she's like, "l love this ant but she won't pay any attention to me, make me important to her" and you're like... um? how? So you just kill every ant in the colony except the two of them, ta-da! problem solved! and the first ant is like "horrified whisper "what have I done" drackir This is the best explanation for higher powers I've ever really heard. Source: probablybadrpgideas Ants
The Ritual: probablybadrpgideas
 If Cthulhu can be summoned by humans who are so far beneath it, why can't
 humans be summoned by ants?
 The answer is they should be.
 20thcenturyvole
 Well if a bunch of ants formed a circle in my house l'd certainly notice, try to
 figure out where they'd all come from, and possibly wreak destruction there
 weasowl
 That's why knowing and correctly pronouncing the true name is so important to
 the ritual. Imagine how impossible it would be to not go take a look if the circle of
 ants started chanting your name.
 And they're like, you can't leave because we drew a line made of tiny crystals
 now you have to do us a favor.
 And you're like, let's just see where this goes "yup, you got me... what's the
 favor?"

 and usually the favor is like, "kill this one ant for us" or "give me a pile of sugar
 and you're like... okay? and you do, because why not, it isn't hard for you and
 boy is this going to be a fucking story to tell, these fucking ants chanting your
 name and wanting a spoonful of sugar or whatever.
 And SOMEtimes you get asked for things you can't really do, one of them, she's
 like, "l love this ant but she won't pay any attention to me, make me important to
 her" and you're like... um? how? So you just kill every ant in the colony except
 the two of them, ta-da! problem solved! and the first ant is like "horrified
 whisper "what have I done"
 drackir
 This is the best explanation for higher powers I've ever really heard.
 Source: probablybadrpgideas
Ants

Ants

The Ritual: How to install ATI drivers SPIRIT REQUIREMENTS: -5 Candles engraved with one of the elemental symbols of fire, wind, water, earth and spirit (one symbol per candle) - Chalk (You must consecrate with sexual energy by either masturbating and allowing your precum to fall over it, or by having sex and using the love juices generated to cover the chalk) - A black marker to draw the hebrew name of Lilith,, as well as her sigil in the pentacle - A pleasant incense, put it somewhere where you can smell it but not be seen - A small metal container where you can burn something without fear of the container burning or spreading a fire - A virgin white paper, and a pen or pencil WIND WATER THE RITUAL: -Draw the circle and the pentacle, the symbols, the hebrew names and the sigil shown in the picture -Light the candles and place them at their corresponding place in the pentacle where the elemental symbol is drawn -Remove your clothes, and sit on top of Lilith's sigil inside the pentacle, close your eyes and begin to meditate and enter into trance - As you are fling into trance, say and repeat several times in a very quiet voice a prayer to Lilith. You must create this prayer, as it must come from deep within yourself. Imagine the most sexual woman you can picture with your mind while you perform the prayer - Take the virgin piece of paper and write your desire to Lilith, write it with great lust to charge the paper with sexual energy. Then burn the paper in the metal container by using the candle with the fire element sigil. Perform another set of prayers to Lilith - After finishing the prayers to Lilith, open your eyes lay upside on the triangle and continue thinking of the woman you were thinking of, and imagine with all your might a sexual encounter with her While you do this, do not masturbate, and vocally ask Lilith to send one of her servants to your call, and offer yourself to a succubus - Lay in the pentagram, thinking of having sex with this woman you have been imagining never touching yourself, and keep doing it until you feel or sense a presense in the room EARTH FIRE (Place card in the middle) - To end the ritual, stand up and perform a prayer to Lilith again thinking of an erotic woman while you do this. Light off the candles, in no order in particular. Exit the circle and thus the ritual ends If the succubus begins to caress and touch you, let her continue and enjoy the experience until it stops. After it ends, continue to the next step - If nothing touches you, then sit down and say aloud a prayer of thanks to Lilith Mother of Succubi and to her servant for having listened to you this time NOTE: Sometimes things happens, we do not concentrate enough, or we are inexperienced and the succubus does not come the first time. Do not worry, the main cause seems that we do not generate enough sexual energy for the rite To greatly increase your chance of succesfully summoning a succubus, after the ritual DO NOT masturbate and go to sleep naked. Repeat the ritual the following night and continue until it works. The accumulated sexual energy will act as a very effective prize for the succubus
The Ritual: How to install ATI drivers
 SPIRIT
 REQUIREMENTS:
 -5 Candles engraved with one of the elemental symbols of fire, wind, water, earth and
 spirit (one symbol per candle)
 - Chalk (You must consecrate with sexual energy by either masturbating and allowing
 your precum to fall over it, or by having sex and using the love juices generated to cover
 the chalk)
 - A black marker to draw the hebrew name of Lilith,, as well as her sigil in the
 pentacle
 - A pleasant incense, put it somewhere where you can smell it but not be seen
 - A small metal container where you can burn something without fear of the container
 burning or spreading a fire
 - A virgin white paper, and a pen or pencil
 WIND
 WATER
 THE RITUAL:
 -Draw the circle and the pentacle, the symbols, the hebrew names and the sigil shown in
 the picture
 -Light the candles and place them at their corresponding place in the pentacle where the
 elemental symbol is drawn
 -Remove your clothes, and sit on top of Lilith's sigil inside the pentacle, close your eyes
 and begin to meditate and enter into trance
 - As you are fling into trance, say and repeat several times in a very quiet voice a prayer
 to Lilith. You must create this prayer, as it must come from deep within yourself. Imagine
 the most sexual woman you can picture with your mind while you perform the prayer
 - Take the virgin piece of paper and write your desire to Lilith, write it with great lust to
 charge the paper with sexual energy. Then burn the paper in the metal container by
 using the candle with the fire element sigil. Perform another set of prayers to Lilith
 - After finishing the prayers to Lilith, open your eyes lay upside on the triangle and
 continue thinking of the woman you were thinking of, and imagine with all your might a
 sexual encounter with her
 While you do this, do not masturbate, and vocally ask Lilith to send one of her servants to
 your call, and offer yourself to a succubus
 - Lay in the pentagram, thinking of having sex with this woman you have been imagining
 never touching yourself, and keep doing it until you feel or sense a presense in the room
 EARTH
 FIRE
 (Place card in the middle)
 - To end the ritual, stand up and perform a prayer to Lilith again
 thinking of an erotic woman while you do this. Light off the
 candles, in no order in particular. Exit the circle and thus the ritual
 ends
 If the succubus begins to caress and touch you, let her continue and enjoy the
 experience until it stops. After it ends, continue to the next step
 - If nothing touches you, then sit down and say aloud a prayer of thanks to Lilith
 Mother of Succubi and to her servant for having listened to you this time
 NOTE: Sometimes things happens, we do not concentrate enough, or we are
 inexperienced and the succubus does not come the first time. Do not worry, the
 main cause seems that we do not generate enough sexual energy for the rite
 To greatly increase your chance of succesfully summoning a succubus, after
 the ritual DO NOT masturbate and go to sleep naked. Repeat the ritual the
 following night and continue until it works. The accumulated sexual energy will
 act as a very effective prize for the succubus
The Ritual: <p>The ritual is complete.</p>
The Ritual: <p>The ritual is complete.</p>

<p>The ritual is complete.</p>