shamanism_sorcery_chaos_magick_witchcraft_spirit_evocation_demonology

 

SABNOCKI CYBER-PUNK GIRL: The Forty-Third Spirit, as Wodkhan commanded them into his Shaman Drum in times most ancient, is called Sabnocki, or Savnoki; since that time primordial she and her sisters have in due course evolved along with Humanity. She is a Marchioness, Mighty, Great and Strong, appearing in the Form of a most beautiful woman whom be a Cyberpunk Neuro Hacker with  the temperament of a Lioness; she is sometimes seen in Visions and Dreams to be riding within a digitalised Jaguar sports car amidst a neon lit city of a Cyberpunk virtual reality simulation. Her office is to build high Towers, Castles and Cities, and-to furnish them with Security systems, which be those domains representing ones secrets within the Web of the Dream as well as that of the extenal Internet, let alone that of ones abode to protect. She will only do as her Master bids her after she has been Sexually indulged via those most vid Lucid Dreams she will induce after being Evoked by her Master. She can also afflict her Master’s enemies for many days with Wounds and with Sores rotten and full of Worms until they have laid aside their malign intentions against her Master. She giveth Good Familiars at the request of the Exorcist. She commandeth 50 Legions of Spirits like unto her self.

VIDEO GAME VIRTUAL REALITY DREAMER

Cyber-Punk Girl Sabnocki may manifest as a Video Game character within ones Virtual Reality Dreams after Evoking her: "Playing video games before bedtime may give people an unusual level of awareness and control in their Dreams, LiveScience has learned. That ability to shape the Alternate reality of Dream worlds might not match mind-bending Hollywood films such as "The Matrix," but it could provide an edge when fighting nightmares or even mental trauma.

(Note: "The reality of ones Dreams will be dependent on the depth of ones Lucid Dreaming, for some Lucid Dreams are far more Mind-Bending than anything one to find depicted in 'The Matrix,' let alone that of the recent film fare of 'Inception. One will also find that one can engineer Synchronicities via Lucid Dreaming, whereby one discovers that ones Mind can affect Matter, which of course goes far beyond fighting nightmares and dealing with mental trauma; but such is very important, for ones Emotively Charged nightmares and traumas can set up recurring Synchronistic situations, which empower their continuance, wherefore one has to first learn to disempower their influence over one before taking things further in ones Sorcery practice. Whether one likes it or not, as soon as one starts to wrestle with ones Dreams to make Lucid, one thereby transforms ones Consciousness, whereupon one is walking the path of a Sorcerer without realising it, until one becomes a Sorcerer." Faustus Crow)

Dreams and video games both represent Alternate Realities, according to Jayne Gackenbach, a Psychologist at Grant MacEwan University in Canada. But she pointed out that Dreams arise biologically from the human mind, while video games are technologically driven by computers and gaming consoles.

"If you're spending hours a day in a virtual reality, if nothing else it's practice," said Jayne Gackenbach, a psychologist at Grant MacEwan University in Canada. "Gamers are used to controlling their game environments, so that can translate into Dreams."

Gackenbach first became interested in video games in the 1990s, when she watched her son repeatedly kiss a new Nintendo gaming console on the way home from a Toys "R" Us. She had previously focused on studying Lucid Dreams, in which people have awareness of being in a Dream. The last decade of game-related research has since yielded several surprises, although the findings represent suggestive associations rather than definitive proof, Gackenbach cautioned. She is scheduled to discuss her work as a featured speaker at the Sixth Annual Games for Health Conference in Boston this week.

Several intriguing parallels between Lucid Dreams and video games first emerged when Gackenbach examined past research on games. Both Lucid Dreamers and gamers seemed to have better spatial skills and were less prone to motion sickness. The two groups have also demonstrated a high level of focus or concentration, whether honed through lucidity-training activities, such as meditation, or through hours spent fighting virtual enemies to reach the next level in a game.

That encouraged Gackenbach to survey the Dreams of both non-gamers and hardcore gamers, beginning with two studies published in 2006. She had prepared by conducting larger surveys in-class and online to get a sense of where to focus questions. The first study suggested that people who frequently played video games were more likely to report lucid dreams, observer dreams where they viewed themselves from outside their bodies, and dream control that allowed people to actively influence or change their dream worlds – qualities suggestive of watching or controlling the action of a video-game character.

A second study tried to narrow down the uncertainties by examining Dreams that participants experienced from the night before, and focused more on gamers. It found that lucid dreams were common, but that the gamers never had dream control over anything beyond their dream selves. The gamers also frequently flipped between a first person view from within the body and a third person view of themselves from outside, except never with the calm detachment of a distant witness.

"The first time we simply asked people how often they had Lucid Dreams, looking back over their life and making judgment calls," Gackenbach told LiveScience. "That's open to all kinds of bias, [such as] certain memory biases, self-reported biases."

Gackenbach eventually replicated her findings about Lucid Dreaming and video games several times with college students as subjects, and refined her methods by controlling for factors such as frequency of recalling Dreams. Finding awareness and some level of control in gamer Dreams was one thing. But Gackenbach also wondered if video games affected nightmares, based on the "Threat Simulation" theory proposed by Finnish Psychologist Antti Revonsuo.

Revonsuo suggested that Dreams might mimic threatening situations from real life, except in the safe environment of Dream world. Such nightmares would help organisms hone their avoidance skills in a protective environment, and ideally prepare organisms for a real-life situation. To test that theory, Gackenbach conducted a 2008 study with 35 males and 63 females, and used independent assessments that coded threat levels in after-Dream reports. She found that gamers experienced less or even reversed threat simulation (in which the Dreamer became the threatening presence), with fewer aggression Dreams overall.

In other words, a scary nightmare scenario turned into something "fun" for a gamer.

"What happens with gamers is that something inexplicable happens," Gackenbach explained. "They don't run away, they turn and fight back. They're more aggressive than the norms."

Can playing videogames train you as a Lucid Dreamer? Psychologist Jayne Gackenbach thinks so, according to work she presented at this week's Games for Health Conference in Boston. For several years, Gackenbach, a researcher at Grant MacEwan University, studied similarities in skills between gamers and individuals who have learned to control their Dreams. She also looked at how videogame-play seemed to affect nightmares."

Levels of aggression in gamer Dreams also included hyper-violence not unlike that of an R-rated movie, as opposed to a non-gamer PG-13 dream.

"If you look at the actual overall amount of aggression, gamers have less aggression in Dreams," Gackenbach said. "But when they're aggressive, oh boy, they go off the top."

The gamer Dream experience of high aggression levels matched with little or no fear inspired Gackenbach to pursue a new study with Athabasca University in Canada. If gaming can act as a semi-protective function against nightmares, she reasoned, maybe it could help war veterans who experience Post-Traumatic Stress Disorder (PTSD) after enduring combat.

(Note: Just as one can utilise the research to help with PTSD one can also utilise the same technique to induce Combat readiness in soldiers, for the Dreaming level aids in encoding and priming the automatic responses of the Autonomic-Nervous-System to handle extreme situations, which if facilitated by certain drugs can take the imprinting further; if the soldiers become adept at Lucid Dreaming one will have individuals capable of setting up Synchronistic hunting arenas whom will be at the right place, at the right time to hunt down their prey or to negate an enemy in other ways should their abilities evolve. Faustus Crow)

"I don't think anyone has looked at whether there's been a protective function," Gackenbach said. "It makes a lot of sense, but it's a hypothesis."

Psychologists consider nightmares as one of the symptoms of PTSD, and studies have shown incredibly high rates of nightmares ranging from 71 to 96 percent among PTSD patients. By contrast, just 3 to 5 percent of civilians reported the same levels of nightmares.

Virtual reality simulators have already been used to help PTSD patients gradually adjust to the threatening situations that plague their waking and sleeping thoughts. If Gackenbach's hunch is correct, perhaps video games could also help relieve the need for nightmares. Gackenbach hopes to someday get a sleep lab and perhaps a virtual reality lab to verify her results, even if studies about video games and Dreams have not proven the highest priority for receiving funds. Yet studying video games has attracted more interest and respect from colleagues than studying just Dreams alone, she has noticed.

Some of Gackenbach's latest work includes studying the violence levels in games, based upon the video game ratings given out by the Entertainment Software Rating Board, and seeing what effect they have upon aggression within Dreams.

(Note: The techniques utilised by the Medieval Grimoires was that of installing Fear of a Flight or Fight response in the Sorcerer, whereby one has an Aggressive tendency being developed. The Emotive Charge of Fear and that of the Flight and Fight response along with ensuing Aggressive tendencies to hone, empowers the Dream state, for ones Dreams are made up of Electrons to Spin by ones Charged Emotion, whereupon one tunes into a Dream of a program, which is dependent upon what one had prior focused upon to Evoke within the Dream; hence if one focusses upon a Video game of active 'Meditation,' which excites ones Fear and thereby that of ones Flight and Fight responses one has a cross-over from the Video game to that of ones Dreams. Ones Nervous System cannot tell the difference between a vividly imagined event from a real one, whereby a scenario depicted in a Video game can become very real within ones Virtual Reality Dreams to make Lucid of awareness. Faustus Crow)

"I'm not saying [gamers] don't get more aggressive, not saying there's not more problems with addiction, and not saying there's not obesity issues," Gackenbach said. "As with everything else, there's a balance." (From LiveScience)

 

 

shamanism_sorcery_chaos_magick_witchcraft

 

FOCALORA SKY CAPTAIN ZEPPELIN GIRL: The Forty-First Spirit is Focalor, or Forcalor, or Furcalor. She is a Mighty Duchess and Strong. She appeareth in the Form of a most ravishingly gorgeous young woman of gymnastic well toned Valkyrie physique who sometimes will be seen having Gryphon's Wings or that of flying an aeroplane over a teeming metropolis of an alternative Steam-Punk 1940's Mech-Tech world within ones Visions and Dreams. At other times she appears as a Sky Captain of a huge Zeppelin. Her office is to slay the enemies of her Master, and to drown them in the Waters, and to overthrow Ships of War, for she hath Power over both Winds and Seas, whose Elements also equate with the Mind and Emotions. But, she will not hurt anyone or any other creature if she be commanded to the contrary by her Master whom she loves and dearly protects against those Enemies, whether they be physical or otherwise spiritual to also include illnesses of varying malign kinds, which she will utterly destroy. She also hath hopes to return to the Seventh Throne after 1,000 years. Her sexual style within vivid Lucid Dreams is passionately overpowering before being sent on her errands. She governeth 30 Legions of Spirits like unto her self whom crew her Zeppelin base of 'Dreamer-Ultra-Silent-Terminators' whom belong to an Assassination Bureau, which is otherwise known as 'DUST.'

shamanism_sorcery_chaos_magick_witchcraft

PSYCHIC ASSASSIN'S WHO STARE AT GOATS

Zeppelin Girl Focalora might inform one that back in 1981, the US Government decided Magick was very real after Evoking her, but then she is a Sky Captain who can Remote View things from afar to Remotely Influence. Although, the "US Government" is somewhat of an abstraction, more specifically, the Congressional Research Service was commissioned to do a report on Psychic phenomena, which offered the following conclusion:

"Recent experiments in Remote Viewing and other studies in Parapsychology suggest that there exists an ‘interconnectiveness’ of the human mind with other minds and with matter. This interconnectiveness would appear to be functional in nature and amplified by Intent and Emotion."

The report sounds very much like an accurate description of Magick, which of course begs the question, how will such findings ultimately be utilised? Going by the report, which to communicate that there is an 'Interconnectiveness' of a Mind of an individual with other Minds and that the mass Mind has an affect upon matter; the answer is glaringly obvious when one looks into the arena of Remote Viewing Psychic Spies and beyond.

"I never liked to get into debates with the sceptics, because if you didn’t believe that remote viewing was real, you hadn’t done your homework." (Major General Edmund R Thompson)

One can gauge how the research into the Paranormal is being put to use when one flicks through the book entitled: The Men Who Stare at Goats, by Jon Ronson, which was published back in 2004; the book is based upon the research by John Sergeant whom was investigating the U.S. Army's exploration of New Age concepts in order to manipulate them of non-lethal warfare Mind Control of the populace to no doubt determine how the 'Mass Mind' affects 'matter,' such as the 'Fire the Grid,' which was orchestrated over the internet for example as well as the potential military applications of the Paranormal. The title of the book refers to attempts to kill Goats by remotely influencing them, which of course has applications in regards to human targets to subversively 'Assassinate.' Ronson's dead Goat tales is the dodgier version of (RV) Remote Viewing, which involves "entering somebody else's mind or subconscious" in order to adversely influence.

“RI may be able to create a thought that a particularly dangerous situation is in fact harmless, with dire consequences. I suppose that if one could convince a goat that it is ok to run off a cliff, for example, then the same result is achieved albeit indirectly.”

Research was carried out in part by Jon Ronson, but also by documentary filmmaker John Sergeant. The book investigates the colourful connections between paranormal military programs and psychological techniques being used for interrogation in the War on Terror whether on home-ground or abroad. The book traces the evolution of these covert activities over the past three decades to reveal how they are very much alive at present within U.S. Homeland Security and the Iraq War. The book examines the Psychological warfare usage of the looped viral meme theme tune of ‘Barney and Friends’ on Iraqi prisoners-of-war, the smuggling of a hundred de-bleated Goats into the Special Forces command centre at Fort Bragg, North Carolina, and the connection between the U.S. military and the (RI) 'Mass-Suicide' of members of the Heaven's Gate cult in San Diego.

The book accompanied a three-part TV series, which was broadcasted on Channel 4 in Britain, Crazy Rulers of the World. The three parts were titled "The Men Who Stare at Goats", "Funny Torture" and "Psychic Footsoldiers" respectively. The idea of the project was to explore "the apparent madness at the heart of U.S. military intelligence."

"Of particular interest here is the growing literature in parapsychology suggesting that perceptual psi, both in the lab and spontaneously in life, improves as GMF fluctuations decrease." (Dean Radin, The Conscious Universe, pg. 177)

However, the depths of the Collective Unconscious Mythic Mind does not follow the same track as ones Conscious Mind, whereupon in order to influence the Conscious hive-Mind of the populace one has to manipulate the underlying Mythic Mind of the Collective Unconscious, wherein one finds rather Surreal techniques being employed by intelligence agencies to do so. The series discusses and includes members of Psychological operations, First Earth Battalion, and also discusses Project MKULTRA and Frank Olson, including interviews with his son, Eric Olson.

It was widely reported that an Air Force report called for $7.5 million to conduct Psychic Teleportation experiments. The study's author stated that Teleportation "is quite real and can be controlled."

As for the mainstream news media, which is primarily orientated towards debunking the Paranormal as being rather outlandish; one has of an example that of A USA Today story, which begins with a cynical attempt at wit: "Star Trek fans may be happy to hear that the Air Force has paid to study Psychic Teleportation." And like virtually all mainstream media reports on Paranormal phenomena, the "journalist" defers to the judgment of an orthodox scientist, who sneers at Paranormal claims and hurls pejoratives: "'It is in large part crackpot Physics,' says physicist Lawrence Krauss of Case Western Reserve University."
 
However there is well funded Government research into the Paranormal, one merely has to look at the Defence Technical Information Centre (DTIC)'s Scientific and Technical Information Network (STINET), a branch of the DOD, which utilises terms such as "Psychic," "Electromagnetic," and "Psychological Warfare," where one can find some intriguing documents that are not broadly distributed; but then they are not too worried since the Psychic potential of the populace has no doubt been curtailed by Electromagnetic Radio Waves.

"When you’re inside [a Faraday cage, a Psychic, for example, has their performance increased by a thousand fold. A Faraday cage shields you from the 'Electromagnetic Radio Waves,' allowing only extremely low frequency (E.L.F.) magnetic waves to get through. I don’t think there’s a Psychic warfare research lab that doesn’t make use of them today." (Andrija Puharich, random online interview)

One has to keep in Mind that if one has individuals who have potent Psychic abilities, then such individuals would be considered to be a National Security Risk; hence any Government would take measures in order to curtail such a possibility from ocurring amidst the general populace by various means at their disposal; it would take only a small proprortion of the overall population to be considered a risk; whereby the supposed openess about Psychic abilities by the Military is far more of a case of determining on average who has the ability in order to find a way of stemming its growth; it works at differing levels, such as via the age old ongoing Religious means of control, whereby one is led to believe that Psychic abilities stem from the Devil, one has Orthodox Science and the Media telling one that Psychic abilities are unreal or that they are real, of Bad Cop, Good Cop control mechanism; hence anyone who takes the subject seriously are considered to be nuts or just ignored. At the end of the day the Evolution of consciousness cannot be controlled, but the establishment will try damn hard to do so even if it means dosing up ones water supply with Sodium Fluoride, which calcifies ones Pineal gland. A particularly telling excerpt from 'STINET' can be found in a report by author Col. Dolan M. McKelvy, USAF, entitled "Psychic Warfare: Exploring the Mind Frontier," 1988. McKelvy warns of the inherent dangers of a cynical, pseudo-sceptical attitude toward Psychic phenomena:

"Man's greatest potential remains a prisoner of man. Vast untapped mental capabilities create an entirely new Battlefield dimension which, if ignored, pose a threat to self and country more serious than Nuclear weapons. This threat starts from within. Our fears and cynical attitudes towards Psychic capabilities make us our own worst enemies..."

The world as one knows it be far more Surreal than what one presently perceives.