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THE WARDS AND THE STONES OF THE DRUIDS

The preparation, creation and use of the Kinetic Manipulations of the Druids

Abstract Wards, like any other kinetic manipulation, are conceived and created by the passion and thoughts of humankind. Like anything else we humans are party to, it has the same defects and shortcomings as the person controlling it in the first place. Wards are a way to continue doing something in perpetuity if done correctly. The basic idea is that we are manipulating energy in some fashion for a certain length of time. In order to start from a place of equality we must therefore start talking about energy itself. This discussion will begin with a general talk of energy and its effects as well as some considerations for things to be done with energy. Once we all have that base of information we can then move onto talking about how to use that energy once it is centered and ready to do something. This discussion will end with a few exercises and an example of a simple and a complex Ward.

Food for thought.. "The Circle is Open, but never Broken" Why is this said, and what does it mean?

New Age Druid periodicals

Wards; the Stones of the Celts and the Druids

Phoenix AZ 2011

Wards; the Stones of the Celts and the Druids

Definition; A "Ward" by definition is something that guards, cares for, or protects a thing or person from something else. Wards can even care for a given spell or ritual thereby granting it a longer or even permanent duration. These are magickal devices of symbolism and energy that can allow us to kinetically manipulate our environment. Wards manipulate energies to accomplish a task or tasks given when they are created. Different Paths and Traditions conceptualize energy differently and as such the wards themselves all operate slightly differently at times but in the end energy is energy and the use of it never really changes. The Ancients believed that the tribal energies and the spirits themselves could be stored away, saved for use later on, or preserved by storing them in circles of trees or stones. Many tribes believed that the "Veil" manifested itself on the face of the stone "Menhirs" ('Great Stones) themselves. They believed that by carving upon the face of the Menhir, that they could open the 'Veil' so the power/ spirit within could come out. Tribal Shamans in Madagascar carve spiral circles into stones in order to "Cut the Veil between them and their ancestors". Central African tribespeople speak with stones and trees in an effort to awaken the spirits within. StoneHenge and the Oracle of Delphi are examples of permanent structures made of Mehirs and as such may have once been used for this. Although we know that every triple set of stones (known as "Trilithons") had one smooth and one rough stone and one across the top, we don't know what that signifies. Czechoslovakian "Stopja Stones" are good examples of single 'boundary stones' that protect the tribe's outer territory. The Ancients would inscribe upon the entrances to their villages or holdings markings in their native language. Translation was unnecessary because everyone knew what the inscriptions meant. "To those who would pass me here be it known that I am the Guardian of this Tribe. I am the Genus Loculi (Spirit) of this place and extend as far as my marking stones lay. I am the Spirit of this place and everything that lies within my boundaries. Be welcome if you bear good towards those I call my own. Be mindful I watch all those who are not known to any I claim here. Be warned, if you intend harm, I shall destroy you for I am the Guardian that protects this Place." It would sometimes be in local Magical script usually (Runic or Ogham for example), It would shine and be seen on both sides of the Veil for its power was truly on both sides. For even otherworldly creatures were under the watchful eyes of the Wards. To many the Main Entrance Stone itself would carry this responsibility and just seeing a stone there was warning enough. They did not have to have carvings or sigils or anything inscribed. By the 6th and 7th century, some of the local Filidh (Druids) were "Afraid to go into the old stone circles because they could no longer control the energies that had continued unchecked for centuries". The Groves of those Ancient ones are still out there in some parts of Europe and the Native Americans left them all across the Americas. The boundaries and guardians that they set up are in some cases still active. It is easy to duplicate, and many belief systems from the Kabalistic to the New Age Crystal users utilize many of these eclectically or in their entirety. It is merely my intention to show you a few ways to use them and let you discover the rest on your own. Section One: Paths and Traditions: The Paths and Traditions are unique each in their own way with things that people like and dislike about each one. Not one Path , Tradition or Discipline is perfect and the followers will often complain or Eclectically Add something (or remove something) to make it better. Because there is no set Dogma to any set of Beliefs, most Pagans will pick & choose until they find what works for them. There are certain unique things that have a background in a certain direction and they are listed below. None of these are locked into anything and will likely be mixed freely as Pagans try to find the perfect fit. Druidry; "Knowledge-Truth-Justice"

Druids will typically follow a proto-Indo European approach and this may be signified by breaking things down into Threesor in emulating a particular Hearth Culture. Druids will typically not be constrained to just two Deities and many try to use a specific Hearth Culture of a Proto-Indo-European group. Most Druids will follow a more vertical approach to Life with reverence of their Ancestors below, the Spirits of the Land around them and the Deities above. Druids tend to say they think vertically rather than horizontally. Many Druids believe that by attempting to bring the hearth culture back into the consciousness of the people around

Wards; the Stones of the Celts and the Druids

they honor those ancestors and that this in and of itself brings reverence back to that culture. Druidry is not always Celtic Reconstructionism (CR) and CR is not always Druidic either. To be a Druid also does not require that you follow and Irish or even a Gaelic Hearth Culture. For some, the belief in bringing reverence to their Ancestors by being a Druid would by definition require them to revere their Ancestors Hearth Culture regardless of origin. Witchcraft; "Harm None, Do what ye will"

Witches will typically follow a (somewhat) Celtic approach but have been known to freely intermix Egyptian, Norse, Germanic, as well as Victorian Era conventions (such as the Golden Dawn). Witches will typically break things down horizontally using the Four Cardinal Directions (WatchTowers) and the Four Elements associated with them. The Fifth Element is Spirit and resides in the center of the Circle and typically is represented by either the Witch themselves or something another collection of all four magical tools. Since Modern Witchcraft (Wicca) has come out of the woodwork in the past 60 years it has undergone a huge transformation and many aspects of New Age Paganry have been incorporated such as Crystals, Chakras, and many other Arabic, Hindu, and even Asian practices have also been incorporated. The belief of Harm None, Do What thou Wilt can be taken to any extreme since nothing is further described beyond that. Some Witches believe that use of force to prevent Harm is ok because it prevents Harm from happening while others believe that you have to turn the other cheek regardless of how much Harm someone else is doing because a Witch cannot cause ANY HARM. Shamanry; "Part of the Land around Us"

This topic sometimes causes the most arguments and often with good reason. Far too many people of a non-Native American background or upbringing like what this field (supposedly) offers. The primary trouble with this is the fact that most Native Americans do not refer to themselves as a Shaman but rather as a Medicine Man or Woman. Many say that the only way you can become a Medicine person is if you are tending to the needs of a Tribe and have undergone years of study under a Leader of the Tribe. The essence of this belief revolves around the concept of a connection with everything around you. This is what might be symbolized by Animism which is a basic belief that everything has a spirit and a life-force that should be respected in some fashion. Taking from the Earth is typically either done only after requesting permission or by offering compensation for the taking. Circle Druidry; Nemetonusually referred to in 3 dimensions as a sphere or an area rather than a circle and open at all times- all (spirit or mortal) may enter or leave without interference. Participants entering or leaving after the beginning may be cleansed with smoke, smudge, and water but are always free to come and go otherwise. WitchCraft; Circleusually referred to in 2 dimensions and oriented to the compass and closed before any workings are begun- doorways must be "cut" by a Guardian or GateKeeper for entrance or exit, once begun nothing enters or leaves, no outside interference allowed. Shamanry; Mandalausually referred to in Two Dimensions but sometimes as Above & Below as well with the outer circle open and the inner circle closed, participants must be invited in, and all participants are considered to physically and spiritually be a part of the circle Power or Energy Druidry; Raised for single purpose, Focused on single task, Excess energies are stored somehow (usually) and used to further amplify manipulations later on. Energies can be stored earlier and used later on. Some Druidic rituals are just for the purpose of raising and storing more energies and have no other purpose. WitchCraft; Used immediately, focused or split several ways, barrier gets a part of power, outer guardians don't contribute. Afterwards the excess energies are grounded and released into the earth. Generally considered wrong (somehow) to build a cone of power and not use it (or have a purpose in mind). Shamanry; Used immediately, focused or split several ways, Totem Spirits accompany the working. Excess energies released back into the Earth. Totem spirits are typically called upon to talk to the other person Totem spirit especially when you are trying to heal someone. Directed energies are usually considered an intrusion.

Wards; the Stones of the Celts and the Druids

Protection ReactiveThe whole circle responds only after something happens, all participants react as directed by the group or ritual leader. This satisfies the Harm None clause for most Witches and Wiccans but others might use it because they are more focused on something else. PassiveThe whole circle erects a barrier to stop anything that is coming in this is typically known as erecting Shields, in a Circle only the Guardians would be involved since they are not participating in the ritual. This technique allows for the rest to concentrate on the other task the gathering was called for to begin with. InteractiveThe whole circle acts as Guardian and Participant with everyone involved in whatever happens during the gathering. This technique allows for a greater amount of energy to be collected and focused but also has the weakness of outside distractions that easily fracture the group-mind focus.
Rule of Balance Every action has an equal yet opposite reaction. As Above, So Below Rule of Creation Everything comes from something; you cannot get something from nothing. Matter cannot be created not destroyed Law of Knowledge This is probably the most widely used law, and probably encompasses all the others in some way. The basis of this law is that understanding brings control. The more that is known about a subject, the easier it is to exercise control over it. Knowledge is power. Law of Association If any two pattern have elements in common, the patterns interact "through" those common elements, and control of one pattern facilitates control of the other(s) depending (among other factors) upon the number of common elements involved. Law of Similarity Having an accurate physical or mental representation of something facilitates control over it. This one is fairly obvious in its usagehaving a model, picture, or other representation of your target (like a voodoo doll) gives you power to effect the target. Look alikes are alike. Law of Contagion Objects or beings in physical contact with each other continue to interact after separation. Everyone you have ever touched has a magical link with you, though it is probably pretty weak unless the contact was intense and/or prolonged or repeated frequently. Magical power is contagious. Naturally, having a part of someone's body (nails, hair, spit, etc.) gives the best contagion link. Law of Names Knowing the complete and true name of an object, being, or process gives one complete control over it. This works because a name is a definition as well as a contagion link, and an association. This also works, because knowing the true name that you have achieved a complete understanding of its nature. This is why, in most tribal cultures, people are given "secret names", and why the sharing of a secret name is such an act of trust. Law of Words of Power There exist certain words that are able to alter the internal and external realities of those uttering them, and the power may rest in the very sounds of the words as much as their meanings. Many of such words are names, though the meanings may have been lost or forgotten. Law of Personification Any phenomenon may be considered to be alive and to have a personalitythat is, to "be" an entity or

Wards; the Stones of the Celts and the Druids

being. Anything can be a person. Law of Invocation It is possible to establish internal communication with entities from either inside or outside oneself, said entities seeming to be inside of oneself during the communication process. Law of Evocation It is possible to establish external communication with entities from either inside or outside oneself, said entities seeming to be outside oneself during the communication process. Law of Identification It is possible through maximum association between elements of oneself and those of another being to actually become that being, to the point of sharing its knowledge and wielding its power. This is the law that controls most lengthy or permanent possession phenomena. Law of Dynamic Balance To survive, let alone to become powerful, one must keep every aspect of one's universe in a state of dynamic balance with every other aspect. Extremism is dangerous, as you become so associated with the extreme aspect, that you lose the ability to avoid that aspect at all. This is another reason "evil" mages

are rare, as continuous association with pain or death will cause a mage pain or death, ending the mage's ability to continue actively with "evil". This is also why "good" mages, especially healers, tend to live a long time.
Rule of Inertia Everything will attempt to continue at its present course (E=MC2) The force necessary to stop a thing is equal to the force used to start it Rule of Motion Life never stands still forever, stagnation equals death. Let something become stagnant and it will eventually cease to be. Law of Ethics Energy does not understand ethics any more than a speeding bullet. It is up to the wielder to be concerned with such things, the spells certainly will not.

Section Two: Basic Wards: Wards are something that has an imbedded manipulation (IM) contained inside it. They are used to assist the user in bettering the connection with the Magick. The Wards are a way to harness the energies around the user. A Ward is an autonomous kinetic working device that can free the user to concentrate elsewhere. These wards all do one thing, thus freeing up the user to concentrate on other things. A ward is any tool, wand, talisman; Any object that continues to work on its own towards a specific goal or purpose. Energies; Chaotic (Random) -vs- Ordered (Controlled) Restorative (Healing) -vs- Destructive (Harmful) Internal (Individual) -vs- External (Group) Elemental (Planetary) -vs- Spiritual (Deities) Intent (Thought) -vs- Impact (Reality) Temporary (Man-made) -vs- Permanent (Natural)

Chaotic (Random) Energy that is occurring on its own, not directed with any sentience. This energy is not bad or harmful; it is merely there at first. It can act as a neutral force to draw from unless it is interfering. Ordered (Controlled) Energy behaving in a sentient fashion, self or outwardly directed. This force can actually harm a ritual unless it is in rhythm with the energies being generated within the circle.

Wards; the Stones of the Celts and the Druids

Restorative (Healing) Energy that contributes to the Path of the thing it affects. If directed at a smaller piece of a greater whole, it can cause harm to the greater. (Think of 'healing' a virus inside of a person.) Destructive (Harmful) Energy that takes away or blocks the Path of the thing it affects. If directed at a smaller piece of a greater whole, it can heal the greater. (Think of 'harming' a virus inside of a person.) Internal (Individual) Energies generated by a single person from within himself or herself. These are personal energies and carry the 'signature' of that person if left in an area unless purified somehow. External (Group) Energies generated by a group acting together. These are typically focused to a particular task. These do not carry a personal 'signature', but can still have a group 'trace'. Elemental (Earth) Energies generated naturally by either the Land itself a Spirit of Earth. Elementals are Spirits of the Earth in general, while Genius Loci are Spirits of a particular place. Spiritual (Deities) Energies generated from above. Some consider these to be from the "Spirits of the Ancestors", some from the "Spirit of the Deity" or from the "Deity" themselves. Intent (Thought) Energies directed towards doing a particular thing, "Intent is everything". This acts as the focus for what the kinetic workings is supposed to do. If the intent is harmful, then the working is as well. Impact (Reality) Energies doing a particular thing, "Impact is the reality". This is what eventually happened after the ritual. We may have wanted to make their heart race a little, but gave them a stroke instead. Temporary (Man-made) Energies or patterns generated by Man and eventually modified by Nature. These energies are generally weak when compared with more natural sources but are more easily controlled. Permanent (Natural) Energies or patterns created by Nature, eventually modified by Man. These energies can be vast untapped or barely tapped sources for any ritual. They are frequently difficult to control. The more permanent and natural, the more storage and connection you can get. The more individual wards are set up and inter-connected, the better the coverage by area and by focus. Uses; ProtectionEnhancingGatheringLinkingWarning, Barrier Focus, Addition From one (or more) source Between other things SendingStoringControllingTo another location Energy stored for use later Other manipulations

Terms of Energy Usage; Controlphysical manipulation Seizuregaining control of energy ContestDuel over who gets it Poisonadding/changing energy Maskinghiding energy patterns Soakingdrawing it elsewhere Drainingpulling energy out Turningreflecting it elsewhere Compresssqueezing energy Anchoringso it cannot leave Boostingpouring it into something Markingmaking energy yours Weavingmaking the lattice-work Sendingmaking it go somewhere Releasingrelinquishing control Wrappingweaving around a thing Charginggiving/ linking energy Consecratesetting parameters Bindinglocking energy Blockingfiltering energy Centeringpulling in energy Ward Creation;

TwistingPinpointLayeringCleanseEmbeddingTriggerReboundBacklashBacksplashPassiveActiveInteractiveDetachedCloudingGroundingStorageShuntingRidingBoltingYanking-

changing a parameter selecting a smaller target setting one inside another to make neutral place into a thing a 'release' parameter back surge afterwards disruptive rebound BIG disruptive rebound coaxing a natural reaction controlling the reaction coaxing an unnatural "" removing yourself from "" white noise/ hidden one with the land keeping energy for later sending into storage following the sending sending it all at once pulling it all at once

Wards; the Stones of the Celts and the Druids

CleansingClean and claim it; make it yours Purge all unwanted energies - Purify the structure/ object - Perfect the energy latticework Consecration- Place the (IM) into the object Function; what it will do - Focus; where it will go - Form; how it will act/interact ChargingGiving it power and starting it up Gather the needed energies - Ground the energies into it - Greet the ward as an active entity

At this point you have a completed ward; all you need to do is 'awaken it' and let it go to work. Some wards have a built-in limitation on time or power. Other wards are designed to continuously draw from the area around it in some way for a more permanent operation. Nothing is ever for free; nothing works forever without a supply of energy. Be creative in your setup, but be careful because an improperly formed ward may draw power from anything and everything around it. Always check it after it starts working to make sure where and how it is drawing energy. Two common problems can occur; it is drawing vampiricly from everywhere, or it is still linked to you and it is leeching off of you. Section Three: Types and combinations of Wards: Wards come in a variety of shapes forms and uses Manipulative Uses: Basic and Advanced, Simple and Complex Method of Deployment/ Creation: Kinetic Duration: Temporary and Permanent Manipulative uses are what each Ward will do, its purpose-design-limitations how much it ties into the surroundings A Basic Ward will do only one thing at a time, and with probably a limited set of rules it will have to go by. An Advanced Ward will do multiple things, and has rules governing what happens first and last A Simple Ward works by itself, answers only to its creator, and does little else A Complex Ward is actually a series of Wards working together, often controlled by another Ward entirely An Interactive Ward works for a purpose together A Tandem Ward needs another ward to accomplish its goal Method of Deployment/ Creation: Drawn Signs and Sigils can be traced in or on any surface; the sigil is the representation of the power Natural Boundary Markers can be designated using things people/ creatures can see or sense Astral Mobile Sentinels "Watchers" per se can be invoked to 'patrol' given areas Kinetic Static Watchtowers can be formed of force or the elements Kinetic Duration is how long that Ward will continue to work and the guidelines set up for energy gathering and use A Temporary Ward often has a stored amount of power and no way to replenish that supply A Permanent Ward will often have, built-in, a way to retrieve and store energies for long-time use

Wards; the Stones of the Celts and the Druids

A Replicating Ward will re-use' energies sent in or gathered Advanced Wards: The primary difference between a basic and an advanced ward is that advanced wards do multiple things. The most difficult thing to accomplish is the underlying latticework of energy and the inter-related workings of the device. Special care is needed so that the device does not 'ground itself out' in conflicting purposes. If the ward is set up correctly, it will do multiple things at once all on its own. Interactive Wards: These types of wards work to accomplish a greater purpose in whole that one single is unable to accomplish. Each ward fulfills its purpose and together they cause something else to happen. These do not typically have a controller, and they only do their thing without regard to one another. These are easier to set up than 'Tandem wards', but require more forethought since they do not 'react' well to changes. Once they are set in motion, they have to be physically modified to operate outside of the desired overall effect. The Energy requirements are less since each ward is acting independent of the other wards. Tandem Wards: These types of wards need one or more wards even to operate. One in the series often acts as the energy storage/supply point. The same or another acts as a controller, while the rest bounce energy off of each other to achieve a 'generator effect'. These wards are especially powerful and can last forever, continuing to do what they were created for long after their creators are dead and buried. It is this type of ward-node system that we still find today in the ley-lines and sacred places of power that dot the landscape the world over. Some of these do not react well to outsiders, as their original purpose was to protect people that are long since gone. These types of wards require a much higher 'maintenance' energy supply, primarily for the center ward. This ward acts continuously even though the others may lie dormant. This center ward(s) usually acts as a gathering/storage point for the others, freeing them up to concentrate upon their task(s). This constant effort requires constant power. Tandem Wards: (an example) "The Vortex of the Circle"- A Spiral Dance is something that will either pull you deeper into it or spin you out of the area. The energies swirl in count to the rhythm and the beat of the dance. Interference is met and absorbed or thrown out. Rhythm is joined and enhanced by the harmony of the participants. Entrance into the circle pulls the seekers along the lines of force and movement. "Go with the Flow" or leave from the Circlethere is no other alternative. For some there is a feeling of motion in a certain direction. They can term this either "Vortex" for counter-clockwise (or perhaps a pulling) or a "Cone" for clockwise (or perhaps a sending). As long as the intent is known and understood by all it should not be a problem. The term 'watchtowers' is kabalistic term and practice that many witches and druids use today. The origins of use are probably only a few centuries old, but there is not a certain way to make sure. The use likely came about during the Metaphysical Renaissance in the 17th and 18th centuries. The sudden interests in both Egyptian and Druidic knowledge was very acute during these periods. It is unlikely that the witches in Europe prior to this performed this, but anything is possible. The Stregha after all were practicing openly until the 15th century, and somewhat even after. The Stregha had a lot of influence from the Cathars, the early Celts, and many philosophers from abroad. Section Five: Tandem-Interactive Wards; an example

Wards; the Stones of the Celts and the Druids

This system is designed to keep the circle and the ritual inside it free from any interference or disruption. Each ward only activates when the 'flow of the ritual' is being affected negatively. All four outer wards will stay active, acting as capacitors during the ritual. As any one of notices an imbalance it will either prevent the energy from being released into the circle or will release additional energy in. The control stone acts as a coordination point so that no one ward releases or withholds too much energy. The control stone also stores any excess energy released at any point in the ritual or the circle. Each 'Ward' acts as its own piece of the puzzle creating a 'flow' of energies inside the circle. The center stone acts as the control and the storage of all five are linked to one another. The entire system is a big battery, but because of the set up it also acts to level out anything that enters. Anything not "going with the flow" is either pulled into line or cancelled out completely by the wards of the circle. Since each ward pushes or pulls the energies of the circle past each of the guardians of the watchtowers they get to influence the interruptions as well. The energies are not deosil or tuathail. but can act in either direction as the need may be. This gives the circle a modular affect that has to be set in motion first in order to get the best results. This is what some Druids call "Waking the Circle", or "Raising the Circle". The circle is always there, but it is not focused to a task until it is entered and raised. The outer wards are 'simple-interactive wards' in that they only do one thing (one IM) in conjunction with each other. The inner ward is an example of an 'advanced/interactive ward' in that it has several purposes. The whole thing is a 'tandem ward system' because all five are inter-linked one with another. Center= Silver "Master" Ward NW= White Steam Ward NE= Black "Lightning" Ward SW= Black "Ice" Ward SE= White "Smoke" Ward <Control> Link/ Energy Storage <Negation> Pulls/ Gathers <Purity> Pushes/ Releases <Balance> Pushes/ Releases <Absorption>Pulls/ Gathers

Earth- Air-Fire-Water are the central Pagan Elements and symbolize the basic elements around us all. The Guardians of the Watchtowers are elementals or spirits of the deities representing these four elements. The Wards are set in between these guardians; acting before the guardians themselves have to step in. The Wards, because of this, are not associated with the guardians and as such are at the cross quarters. The Wards are not mind readers, if you are not focused upon your task, they will not be either Focusing upon the wards with the ritual's intent beforehand is a good way to get the Wards going

The Four Wards; Lightning, Smoke, Steam, and Ice are as follows

Wards; the Stones of the Celts and the Druids

Between Earth and Fire is Smoke, the White Ward of Purity (SE) Purity keeps the circles energies pure and intervenes when the ritual gets off track Purity 'pushes' extra energy into the circle to keep the focus of the group going Purity only keeps what you are doing un-disturbed Between Earth and Water is Ice, the Black Ward of Negation (SW) Negation keeps the circles energies from overpowering one another or the ritual itself Negation 'pulls' unwanted energies out of the circle Negation only negates what disturbs the circle Between Air and Fire is Lightning, the Black Ward of Absorption (NE) Absorption keeps the energies from dissipating or leaving before, during, or after the ritual is complete Absorption 'pulls' the extra energy from the circle so it is not wasted Absorption only absorbs what is not needed in circle Between Air and Water is Steam, the White Ward of Balance (NW) Balance keeps the circles energies in balance with one another and in tune with the ritual itself Balance 'pushes' extra energy into the circle to maintain what was originally present Balance only balances what is in the circle In the Center is the Glann na' Draoi "The Druids Glass, the Serpents Egg", the Center Ward of Control Control keeps the circles wards operating together, and acts as a focusing point for energies in the circle Control is the conduit for everything in the circle, and can be used as a link to the circle if carried with you Control only controls the energies of the ward stones themselves Old Irish: Ana/l Nathrach, Orth' Bha/is's Bethad, Do Che'l De'nmha. Pronounced: AH-nal NuTH-ruck ORTH Vas BETH-ud Duh Chel DEE En Vay Modern English: "Serpent's Breath, charm of Life and Death, thy Omen of Making." The use of the "Charm of Making" is probably not something you want to do everyday. These stones are permanent, and the Charm is perfect for this activity. These are the words from the Movie 'Excalibur', they are not the original but serve well to focus. You are evoking a spirit of the Land/ Gaia/ Earth
Set Black Purity Ward down at NE corner of circle Ana/l Nathrach, Orth' Bha/is's Bethad, Do Che'l De'nmha. Spirit of Lighting, Ward of Purity, Stone of the Center Guard well this circle onward from this day Purify all within that interferes, and all without as they enter Keep us safe from disruption and harm Set White Negation Ward down at SE corner of circle Ana/l Nathrach, Orth' Bha/is's Bethad, Do Che'l De'nmha. Spirit of Smoke, Ward of Absorption, Stone of the Center Guard well this circle onward from this day Negate all within that interferes, and all without as they enter Keep us safe from disruption and harm Set Black Absorption Ward down at SW corner of circle Ana/l Nathrach, Orth' Bha/is's Bethad, Do Che'l De'nmha.

Wards; the Stones of the Celts and the Druids

Spirit of Ice, Ward of Negation, Stone of the Center Guard well this circle onward from this day Absorb all within that interferes, and all without as they enter Keep us safe from disruption and harm Set White Balance Ward down at NW corner of circle Ana/l Nathrach, Orth' Bha/is's Bethad, Do Che'l De'nmha. Spirit of Steam, Ward of Balance, Stone of the Center Guard well this circle onward from this day Balance all within that interferes, and all without as they enter Keep us safe from disruption and harm Set Glann na' Draoi stone down on a pedastel in center of circle Ana/l Nathrach, Orth' Bha/is's Bethad, Do Che'l De'nmha. Glann na' Draoi, Ward of Control, Stone of the Stones of our Circle Guard well this circle; focus its energies as long as you remain Wherever you are, the control of the energies rests within you Guard well the energies gathered in this place As the wards of our Circle take shape from the clay To the Spirits of Gaia, of night and of day Let there be peace in this Place"

Section Five: Ancient Wards; an example I bind unto myself today, The vastness of the Starlit Heaven, The fiery Sun's life-giving Ray, The whiteness of the Moon at Ev'n; The flashing of the Lightning free, The whirling Wind's tempestuous Shocks, The stable Earth, the deep Blue Sea, And all around, the deep dark Rocks The Balance of the world as above so it is below As it was before It shall again be so

Since the dawn of time here I have stood, awakened only by the rays of the sun, I have seen the birth of great nations, I have seen their blood shed upon my stones, Alpha Omega and then they are gone, returning in years to start where they fell, They are my people and I am their stones, shared only with earth mother herself.

Wards; the Stones of the Celts and the Druids

So many years have come and gone, each of the namings I remember so well, What of my people and what of their ways, how can you forget me and your past, I am left here alone to shadow this plain, Feel me, know me, remember what I was, how can you forget the lives we have shared, just my people and me standing under the gods. Break out of today and polish that sword, take pride in our ways and pay tribute in ritual, leave here a remnant that will stand through time, many have tried to erase what you were, from the Romans to the beasts of the wild, known by many names in the past you were, but your ways were always your legacy. And all this time I stood here proudly, knowing one day that you would return, My brothers my sisters my keepers, return to me and your homelands, protect what is yours and your dead's, Hold high the swords of our fathers, garnish them only for the respect of what was. - The Stones - by Wil Hatfield

Wards; the Stones of the Celts and the Druids

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