Everyone knows that if you're looking for somewhere haunted, there's no better place around Forks than the old Frazier house. Some kid axe murdered his parents there and then broke his neck trying to run from the cops. It's been abandoned ever since.
Cam doesn't believe in ghosts, but there is nothing to do in Forks besides read, fish, hike, and watch television; his interlibrary loans are taking a while, he likes his brain inside of his skull, he likes his blood inside of his body, and he likes the television inside of its cupboard. In theory he could also be doing homework but he is presently having an attack of the "but I will never use this in real life", so it's all done to an adequate standard and he does not feel enticed by the prospect of improving it. Halloween is a school holiday and he is BORED.
So he tells Charlie he's going to go explore the abandoned Frazier house - they say the back door never locked right again after the cops went after the kid, and the house is abandoned enough that nobody fixed it, but it's only been a few years so he doesn't expect to collapse through a rotten floorboard or anything. Charlie says he'll come in siren blaring if he's not home by dinnertime and Cam says sirens will not help him if he falls down a well, the gold standard for that situation is a collie, has Charlie not heard the good news of the documentary Lassie. He will look around, find no ghosts, and have a very mildly interesting anecdote for the wild parties he might take it into his head to attend when he goes to college.
He pulls up to the place in his beater truck a little after lunch and parks in the driveway. Lets himself in.
The house is abandoned! The lights don't work, should he try them, but the day isn't so cloudy or the windows so grimy that he needs his own light source. The back door opens into a sitting room. A lot of it's been gutted by previous explorers—even through the dust, it's clear that there used to be a rug over there—but the couch and somewhat ancient TV remain. There are some doilies thrown around that people appear to have taken the side tables from underneath; overall the remaining decor seems to be going for 'wholesome'.
His footprints through the dust are far from the only ones, though they are notably fresher than the others.
Well, there's a cool attic room, decorated completely differently from the rest of the house and seemingly fully intact. Lots of posters, CDs, tapes, records, books, all pristine. The books in particular are markedly less dusty than everything else has been.
One book, in particular, is lying open on the desk in front of the window. Dustless.
...Table of contents! There are two main sections: Background and Application, with the latter being a fair bit longer. Samples from the first include, 'Time and Cycles', 'Materials', 'Tethers', 'Unmooring', and 'Ghostly Lands'. The back half of the list's got, 'Scrying', 'Divining', 'Communing', 'Possessing', and 'Transforming'. Among others.
'Time and Cycles' has subchapters on times of day, the days of the week, the moon, the seasons, years, and the relative-to-earth cycles of stars and planets. Apparently, most spells have some time-based requirement or other; they need to be performed at midnight on a Tuesday or Thursday, or under the first quarter moon in this set of years the pattern of which the author was not able to discern, or in springtime. See this page through that one in the Divining section for a set of spells for telling what time it is on a relevant measure; mundane timekeeping doesn't always match with that of magic.
"Different how?" Is it the double axe murder - no, he's leaning into the guess that the guy's parents had it coming, dude was in the hospital for a "fall" down the stairs earlier, and as someone who falls down the stairs sometimes Cam doesn't jump to the foul play explanation but if the recovered hospitalized dude later axe murders his parents you do a little arithmetic on the situation. He's not asking because it's probably a sensitive question and because it could be very bad to juke wrong if he discovered that actually this guy just loves to axe murder.
I feel really bad about it.
The most important things I would tell everyone alive about ghosts being real if I could are:
1) It's REALLY IMPORTANT to die with your body as whole as you can manage, even if it means dying sooner or more painfully
2) Location location location
3) Major religions are all super fake and bad
"Okay. I can probably finish this book before I need to get home if you don't have a lot else to say but feel free to write up notes for me while I'm on that, I have more paper." He grabs the notebook out of the bag to take occasional someone-over-the-shoulder notes on the book as he goes.
Chapter 6. Ghosts are tethered to the place where they died. This means that by default they cannot leave it. Often the boundaries follow property lines, but not always. Common exceptions include: an effective property line such as one visible in the landscape that differs from the legal one; properties that are too small or too big for the number of ghosts they contain; ghosts who died in places with no concept of property attached, e.g. because they're older than the concept of property; and ghosts who died in the high bits of skyscrapers, who are usually confined to some number of floors above and below where they died, instead of having access to the whole building or only one apartment. Places such as hospitals and sites of natural disasters or battles, where by default the density of ghosts would be very high, tend to have much longer tethers associated with them, and ghosts associated with them spill out into the surrounding area. See these pages for spells affecting tethering.
Chapter 7. Ghosts are unmoored in time. This means that they spend most of their time after death not actually existing. It's quite common for a newly-dead person to turn a corner and only arrive on the other side a month later. Ghosts who died together tend to be moored to each other, though sometimes they will separate, usually temporarily. Ghosts spend smaller percentages of time existing the longer ago they died. If you interact with a ghost and later can find no signs of them, this is probably why. But! Some of the time that ghosts aren't at their tethers, they are in fact somewhere else. Not much is currently known about these other worlds, such as where they are, whether they're physical locations at all or merely spiritual ones, or why ghosts can go to them. They are primarily composed of strange biomes, with no buildings in them. They are empty of living people, but not always of other ghosts. In this way, ghosts with unrelated tethers may sometimes meet each other. See these pages for spells affecting mooring.
Cam scribbles down what makes a property "too" big or small for N ghosts and could you graph your guesses about what times you have skipped/not or is it too hard to tell? do you want a clock with the date if I can find a battery op one? while he's reading through this.
Tap tap tap on a page of notes.
The main ways I'm different are that I'm fully moored (no time skipping except sort of when I try to zone out really hard and can kind of sleep) and better at interacting with physical objects. Sometimes ghosts can get really emotional and send a bunch of pots and pans flying around a kitchen or whatever like a horror movie, but I'm better at little stuff. Flying is nice but it would be a lot better if I could go higher or farther. I miss recorded music a lot. I have all of this
(There are probably hundreds of albums up here, between the vinyl and the tapes and the CDs.)
but I can't play any of it without electricity. What batteries does your flashlight have? You can play anything you want if they'll go in my CD player and it still works. I spend most of my time reading; I've read everything here so many times. My night vision is better than when I was alive, I'm pretty sure. Sometimes it's hard to turn the pages. Once people know about ghosts we should play them lots of books on tape. I think it might also be possible to kill objects and that would be pretty great, if we could pass out ghost books. Or ghost food, especially if it can be tasted multiple times. All of my senses are kind of flatter, I think, than when I was alive. I don't know whether colors are as bright. Touch is very different of course.
I realize that between the two of us I'm the one who's an axe murderer, but that doesn't mean I know you. I don't want you to read too much of the book before I have a better idea of you.
Over here's a small (only ten discs or so) collection of classical?
You could start with your name. But I've seen what this book can do in the wrong hands, and I've spent the last eight years trying to figure out what the right ones look like. It's not like I can ask for references on you; anything I say I want in a person is something you can pretend to be.
The pen sets itself down, and a moment later a drawer opens itself and a CD player and a pair of little speakers bob over to the desk.
"I'm Cam. I mean, I could go get my dad, he doesn't have the day off but it's a small town and he can usually sit and wait for a call wherever he wants." He picks out some Beethoven and does the battery transfer. "If this runs 'em down I'm going to need to leave earlier, I don't want to try getting out to my truck in the dark."
Go turn off the music while I find the page.
To Sense the Presence of Ghosts
Cast within the pair of Hours before or after Dawn, Noon, Dusk, and Midnight and not on Sundays, under the Quarter Moons, in the Week surrounding an Equinox or Solstice, on May Eve, or on The Caster's Birthday unless Halloween.
Take in Hand one Grave Flower. Over a plate of any material on which a candle stands centered, destroy it Manually, Incanting:
O candle, you cradle of light and enlightenment's shining
Already revealing the world to my sight
Already disclosing the forms which by night try declining
Now add to this power, by my will and rite
The knowledge of spirits' proximity to your diviningLight the Candle. Its Flame will then burn no other objects, and may not be extinguished until the Candle is spent. In the presence of Ghosts, the Flame will burn blue, and more strongly so the closer they are, until it burns white at closest distance.
"Bossy," mutters Cam, but he turns off the music. "Grave flower mean a flower that was left at a grave or one that grew there or is there just a kind of flower I've never heard of? Does this mean that it's okay to do it before midnight Saturday but not the hour following on which it would technically be Sunday, does it track formal timekeeping like that? What's May Eve, just the last day of April? Week surrounding an equinox or solstice like three days either side of it or like seven days either side of it?"
"I guess I can see that happening. And you -" did not make progress on this while alive because you were resolving the probable abusive parent situation and then fell out of a tree, right. "- hm. Well, if you're interested in performing scheduled stupid ghost tricks I can work the breathing end of the problem, assuming we can come up with a working relationship where I am allowed to read books."
I can perform scheduled stupid ghost tricks. Or non-stupid ones, for that matter. You're welcome to read any of my other books.
I'm sorry about keeping it from you. It's just that I've promised myself to never make a decision to do something that might be obviously stupid and evil in retrospect without really thinking about it first.
I mean, I really thought about my parents, for over a month, and that still ended up being those things.
To be honest you're kind of worringly chill about that. But maybe you're just pretending.
"I mean, I haven't been wanting to directly ask about this so early in our acquaintance, but you were in the hospital before that and Charlie said he tried a couple times to get you to say you had help falling down the stairs before he had to give up, one makes a guess."
Well, if you were making fun of the fact that I can have strong emotions while dead then I'm being sarcastic but if you were good-naturedly trying to lighten the mood then I'm laughing with you, natch.
Sorry.
I really feel like I'm blowing this whole interaction, my one chance, or even if I'm not then I'm wasting the one day when communicating is by far the easiest, and
The pen taps a few times in place, as if that'll help the right words come out of it. Eventually it scratches out the 'and'.
Things affecting mooring, for ghosts. Ways for us to possess you guys, or objects. Ways to communicate. Getting information, becoming more powerful, some healing. If someone dies around you bring them to me as fast as you can, there's a revivification spell that works any time but only for my weird kind of ghost and only while they're fresh.
Not always.
It turns out they didn't actually mean to send me down the stairs.
TheyShe, my mom specifically, just wasn't careful enough about where I was when she was hitting me. But they acted like she did, afterward, I guess because it's really embarrassing to do that by accident and she did mean to rough me up a little. And my dad is actually pretty okay on his own but he went along with it because he wanted to present a united front. But they did, you know, bring me to the hospital, instead of leaving me there or finishing the job or anything.I don't really remember the later parts of the incident itself because of the concussion, but this is what they've told me. They got better in some ways once they realized they weren't going to end up in heaven. Or hell, either. My dad especially.
Clothes show up back on your body after a while, if you take them off. I've already got two shirts; I don't really want to add another top to the ensemble. If it would stick to me the same way.
Or maybe you meant something broader. To which I say: Now I have some batteries.
The spell I've been working on is for giving ghosts more juice—more fuel for interacting with objects. It's been really limited by me not being able to run to the store for birthday candles (metonymy). But with you helping it could be a lot easier / more powerful / faster to write.
I'm not really holding them against you but it's like. There are some things in here I just really don't want to teach someone after only knowing them for a couple hours. So, I'm not going to, even though I know very well that you really want me to, and I assume, I really hope, that you're not going to try and see what methods I have available to physically stop you, so it's like, what are we adding here? With the snark or the pressure every two minutes. It's stressing me out.
The jacket goes and paces.
The second chapter begins with a note on styling: as with time spans in the last chapter and with actions in the next, capitalized words in the middle of a sentence refer to specific terms of art and noncapitalized ones are more general. Some cinnamon could be sourced from the bottom of the box of one's box of toasted cereal, some Cinnamon had better well be the pure stuff with no sugar mixed in. A pool is any little body of water, but a Pool is the one you've done the relevant divnination spell preparation on. A wind chime is any old thing that can be blown around to make noise, a Wind Chime is made of these materials in this configuration tuned to these pitches.
There's a strong warning that everything should either be constructed carefully or gathered naturally. Don't try to fake stuff. If a spell calls for a Stair Board, one had better not get out the drill, remove an existing step, slap on a 2x4, have some tea, take off the 2x4, call it a Stair Board, and put their original step back. No cheating. (The book fails to specify what might go wrong in the event of 'cheating', or to draw a finer line about what counts. Nor does it offer a concrete way to distinguish that which should be constructed from that which should be gathered.)
And then there's just a whole list of objects and substances that can be used in spells, and their definitions. Air (Cellar Air, Exhaled Air, Frigid Air, Ocean Air...), clay (Baked Clay, Dried Clay, Sifted Clay, Wet Clay...), dirt (Garden Dirt, Grave Dirt, Graveyard Dirt, Home Dirt...), dust (Abandoned Dust, Attic Dust, Sill Dust, Stair Dust...), glass (Drinking Glass, Glass Shard, Molten Glass, Wine Glass...)—there's a lot here. Specific plants, specific crystals. Products of specific basic rituals which can be used as components for more complex ones, defined only by the page number of the relevant spell. Ectoplasm.
I mostly hope there isn't. It's been bad enough hanging out here with all my books for not even a decade. I really don't want to have to see what happens a million years after the sun envelopes the Earth or whatever.
Maybe unless we convert all society into ghosts first. We'll see.
Thoughtful tap-tap-tap...
I think not the way you mean it. It doesn't hurt, right, for my dad to have an axe in his face. We don't hurt, on our own. But things still impair us in obvious ways. If I'd died before my broken arm healed, it wouldn't hurt to use it but it'd be kind of wiggly and not as stable as the other one.
Cataracts moreso than wobbliness.
The jacket glides to be rather more than a little taller than Cam, at the shoulder. It stays up there to write, in significantly worse handwriting,
ι十`s ħo + լ|к
cш୧ '/e ப ട
It descends.
It's not like we're using our bodies to interact with the world much. Although apparently telekinesis is a lot better at slamming doors than writing. Maybe if I practiced. Or was closer.
I already said that I could.
The papers shuffle themselves around until the relevant page is on top.
Lots of things that seem likely to have been picked up secondhand, and are a fair few obvious library discards. Some Baudelaire, some Dostoevsky, some Homer, some Hugo, some Orwell, some King, some Christie, some Lackey. Sci-fi omnibus. Poe Omnibus. Doyle Omnibus. The Kite's Attending 100th anniversary illustrated set, in far better condition than anything else on the shelves. A collection of textbooks that overlaps by almost half with Cam's set for this year. Medical history, history of plagues, of witches, of esoteric societies.
I pretty much always let people in my room, I just don't let them take stuff out with them.
It's gotten easier over time, now that it's been so long and everything in here's fine even though the rest of the house isn't. I don't have to be as spooky because the situation already is.
I think it's a mix of that and, a lot of times people just don't think about the implications. Which is probably a good thing. I guess my parents—again, more my mom specifically—talked while I was in the hospital about whether it would be better to kill me, if I'd be more likely to go to heaven that way, and they'd have a better chance of repenting of that than I would of being gay, or maybe if not then wouldn't it be noble of them to go to hell instead of me. So I guess it runs in the family, but most people don't take their religions that seriously in that way. So why shouldn't it be the same with ghosts?
Correlated has one L. Cam decides not to mention this. He could say he expects he will one day broaden his dead people social circle. He does not really think he should say that either. Wow, not saying the first thing that pops into your head sucks, he feels like he's made of cardboard. "I am none the worse for wear," he says after what feels like way too long.
Conversation conversation. The jacket goes and sits on the side of the bed.
The pen budges. Rolls, a little bit. Budge. Budge budge. Gets a bit of angle up, falls back down. —There it is, up and putting ink to page, a wavy squiggle—it falls again, onto the floor this time.
The jacket returns.
J: They'd prefer I do it.
J: They're thinking about it. If there's any obviously supernatural noises or moving objects in the room that's them disapproving of something I've written. If we picked a specific thing there's a chance I could just hold it still but I can't do that for everything in here.
Or if you get chilled all of a sudden.
I would guess not but I might be wrong.
Th
MA: We won't do it unless the other options don't work.
J: Which they will, because I won't try and stop them, and also hope to not get to that point in the first place.
D: It's a precaution.
MA: More forhis syour sake than ours.
D: Most likely sooner than that. There seems to be a bit of an unevenness around Halloween, from what we can tell. If one's already around for it, they'll tend to stick around for and through it, but if you show up on the day itself it'll probably only be a few hours. But we haven't missed an entire year yet.
MA: We just got back from a little world all covered in water. Decent to fly around on, but a little small and no variety. Or, it feels like we did; of course it could have been any amount of time.
D: We'd love some books for learning other languages. There were other ghosts there but we didn't have any tongues in common with them.
MA: Oh, yes. And—I don't know if there are any books about, can you look at the stars and figure out where a place is. I don't know that I'd have the mind for it, since we can't write anything down, or draw it for comparison, but if there's anything with general principles, there's a chance we could meet someone who meets someone with a steel-trap mind, you know.
Conversing conversing.
D: If you're going to be sticking around, the best shot might be to ask for a message we can memorize phonetically. But our stays in different places are almost always too long for that to be the best thing; we could memorize a few of them before we came back but probably not dozens.
MA: It might be best to stick to things that are a little more immediate. Maybe just a basic, friendly greeting.D: I'm thinking Latin for the first language, or Ancient Greek. If we have to pick a set of Europeans it's better to sort by education than geography.
MA: Do you know, or can you find out, which one was spoken more? Throughout all of history.
MA: You might do better to bring in a circle of people you can really trust and who are interested, if you can source any. This is big stuff and eighteen isn't as old as it might feel.
D: With respect.
MA: With respect.
D: And it might still be a good idea even if you were a little older.
D: When Jeremy got his tonsils out, there was a supply closet across the hall with a tape player in it that was always playing Patty Duke, and I mean always. The staff made sure to flip it over regularly. For the ghosts. Melody Anne thought it was nonsense, I thought it was a little silly but sweet enough; now we figure there was probably something to it, even if the ghost who wanted that wasn't there all the time and maybe would have asked for more variety if they could've.
MA: What would you do, if you found us but there wasn't a handy book of spells? What if Jeremy couldn't write with you? Would you become a medium, go on TV, and get made a fool of when your contact disappeared? I think folks mostly give what comfort they can to those around them, and carry on with their lives while they have them.
D: Anything you'd li
The jacket turns around and has an animated conversation with the center of the room. For at least two minutes.
J: Let it be known that I don't prefer to ask this, but if I don't my parents will signal that I'm misrepresenting them to you.
D: Anything you'd like to let us all know before Jeremy lets you at the launch codes?
Chatter chatter.
D: I think the idea is that we're better than nothing in terms of second opinions for Jer, and if you convice us you won't blow up Russia (That's metonymy.—J.) then he'll be faster to let you at them.
J: Personally I think this is a useless line of questioning because if you would, A) you can lie, and B) I don't want you to know that that's on the table, and if you wouldn't, it's probably not great for our interpersonal relations. Sorry about this.
It's lighter outside, but with the walls of the room blocking the sun it's starting to get a bit hard to make out the writing at its current size.
J: I think I'm less worried that you might currently want to blow up Russia than that you might someday be convinceable. Or, yeah, not careful enough on letting other people know.
"I... guess I could concoct thought experiments in which I might want to blow up Russia, but I think circumstances might have to get to be pretty specific. And that might not be the kind of thing I want to go around telling people anyway, if I come up with ways to get me to blow up Russia."
"You're welcome." He leaves the rest of the battery pack on the bookshelf, arranges all the new books open to their first pages on the floor. Some of them are paperbacks and won't stay open, but he brought some rigid bookmarks that will be able to lever open the books they're in with little application of force.
J: It's certainly less feelable than something going through your living body? And it might also be less than almost anything living people experience; I'm not sure. But it's the main thing we can feel and we definitely can feel it. Even air, a little bit. Moreso when it's moving.
J: It's not as fun as you'd think to be able to pet wild animals, because anything we don't actually touch feels kind of hard. Pillows only feel squishy if you squish them; otherwise they're just kind of un-dense. And of course if you actually touch a bird it freaks out.
Chapter 3, Actions, is another relatively dry glossary chapter. This time of the things one does to complete a spell, naturally, instead of the ingredients one uses. The same capitalization scheme applies. Also: hands are really important for spellcasting! Take care of yours. You can probably write your own spells which don't specifically need hands if you have to, but actions need to be performed as described. Here are the page numbers of spells for if you expect to have trouble with that (increasing manual dexterity, hand-specific healing, etc).
Most of the actions themselves are pretty straightforward. They flip back and forth between entries that are completely mundane and ones that are clearly terms of art that the author defines rigorously. Many of the latter are in French; the author might be dipping into ballet terminology at times.
A handful of the mundane definitions have odd specifications to them; apparently using lighters to set fires directly is unacceptable. Matches work, and so do more primitive methods. If really all you have is a lighter, you can light some other source, preferably bigger than the one you're going to be using for the spell, enjoy it on its own merits for a while, say the spell on this page number, and transfer it over.
There are instructions on what to do if things go wrong in various ways. If the wick in a time-sensitive spell won't light, just keep trying; timings are often somewhat lenient if you're already taking the relevant actions. (If it's not time-sensitive, just keep trying anyways, obviously.) But really you should be testing copies of your materials beforehand and leaving yourself as much time as you can. If you mess up a bit of hand choreography, you can make this sharp gesture and start over from the beginning of the move. If you spill a capitalized particulate ingredient on a table, you can scoop it up again if the table is clean; if you spill it on the ground, replace it or give up on the spell entirely (unless the ingredient is Dirt).
There are not descriptions of what exactly goes wrong if you fail to follow the instructions.
Cam dug a plastic spinner out of a copy of the Game of Life that he found in his dad's garage. Charlie says he couldn't give it to Goodwill because it's got a huge rip in the board. So the spinner won't be missed at all. It goes from 1-10, but the spinner can rest on the left or right of the tickmarks that bound each number, or float between them, which is potentially a lot of granularity. "First of all, can you turn this. If you're watching at all, which I guess I don't know."
He pulls out a sheet of paper:
1 left: yes
1 center: maybe/it's complicated/rephrase that question
1 right: no
2 left: spelling to follow
And then there's a scheme for matching letters to parts of the spinner.
After some fairly tedious back-and-forth during which Cam keeps accidentally asking negatively framed questions and needing to backtrack to double check whether yes means yes or not, Cam determines that it's almost certainly safe, and starts practicing hand gestures as he pages through the book.
Jeremy turns out to want a separate position shortcut for 'I don't know', over the course of that.
The house isn't the warmest, or the most insulated, so it's hard to tell whether the fact that Cam's left hand is growing colder than his right is due to a natural draft or something spooky.
The start of a Divining spell. "To Discern the Quality of an Action." Apparently for the cost of an intact double-sided whirligig Ash seed, a poem, and a detailed specification, one can determine whether they're correctly performing an action associated with a specific spell.
"...I can take a couple, or possibly twenty-one because you don't seem to be using the order of magnitude shortcuts, but I should not take... a hundred million, or something, because again... Mostly I just want to learn to identify the kind of tree, there's so many trees, I'm sure there are multiple of any given species that likes the weather."
"- yeah, valid." He folds up a strip of paper into a little triangle slotted into itself, after some trial and error, and colors in the outer sides - one blank, one solid, one crosshatched. Writes down that blank side down means standard meanings, solid down means letters, crosshatch down means numbers. "You good to flip that over as needed?"
The Incantations chapter, when Cam gets there, is the shortest so far. If you're not a native speaker of whatever language the spell is in, the book claims, you should consult with one until you have a native-quality accent for that incantation specifically. (Or just have them cast it, if it doesn't need to be you in particular.) It's possible to translate spells, if you want to; you should stay as close as possible to the original in both format and text. Consult with or be a fluent speaker. (For translated spells in this volume, the original incantation is also included.)
Incantations don't inherently have to be poetry but it's much easier to craft ones that are. Spells in general are about setting up a framework where it's very obvious what you want to happen, and then adding a lot of internal connective material. At least one of symbolism of objects and symbolism of time is essential; having both helps. Internal meter and rhyme help; err on the side of more structure rather than less. For those with absolutely no knack for poetry, it's possible to add scaffolding with mathematical properties of words, or with music, or with diagrams. Some spellcasters work only in drawings and don't use incantations at all. Generally, the more powerful or more delicate the thing you're trying to accomplish is, the more detail and support—the more fanfare, the more limitations, the more different types of things—the spell will need to have.
Once you think you have something you think is good enough to be a spell, you can use the divination on this page for a basic test of the result, and if that goes well you can use the transformation spell on this page to magically solidify it into something that will actually work. If you don't perform the transformation spell yours will never work; it's approximately impossible to make a new spell by accident.
If you stumble over your words while casting a spell, you can say 'pfeh', wait at least one second, and start over from the beginning of the line.
Chapter 5, Dreams, is also pretty brief. If you sleep near a ghost, he or she might affect your dreams. This is an innate ability that they have and not based on spellcraft, but check out these imbuing and transforming spells for how to ward against that.
Some spells have as a prerequisite that you must have dreamed about a particular subject within a certain timeframe beforehand. The author recommends various basic lucid dreaming tips in addition to ways to stress yourself out about the thing in such a way as to cause dreams about them. Sometimes placing relevant objects around or in your bed can help. It seems possible that thinking sufficiently hard about the subject while under hypnosis or the effects of hallucinogens might qualify, but as the book went to print the evidence was not conclusive. Naturally, if you have a ghost handy, they can help you.
Sometimes dreams are prophetic but it's really only a very small fraction of them; most dreams mean nothing. Some people claim to have a talent for it and most of them are probably wrong, but if you have strong reason to believe in retrospect that you had one, you can watch out for commonalities between it and dreams you have going forward.
Chapter 8: Dying. (Chapters 6 and 7 are as Cam remembers them.)
This one's written in a much more personal and casual style than the others so far—the other chapters refer to 'the author' without use of first person, but this one starts with, "You've only got one shot at dying, so you might as well make the most of it. Here's my advice."
She suggests dying in the house of a friend, or ideally some friends, and most ideally some friends with children you can tolerate who are going to inherit the place. Establish signals ahead of time for when you want music or television or quiet or page-turning; teach them untethering and manifesting spells. "End things at an appropriate age, before you deteriorate—but be wary of acting too soon! Youngsters too often think youth is everything there is to life, but there's fullness and richness well beyond your twenties. Leaving a pretty little ghost is not at all an equal trade for another thirty or forty years of heartbeats." She excepts people with debilitating diseases or injuries from this, though she notes that "Little things like arthritis will clear right up upon death and need not factor into your consideration."
Once a place and time have been decided, the author recommends using the act itself to further any goals you might have. "There's a lot you can do with a corpse, and much more so with an expected one and a bit of cleverness!" She recommends implicating people you don't like in your murder. There are lots of ways to do this but in particular she recommends getting some friends to banish your corpse and then retrieve it somewhere inconvenient for your enemies (see chapters 18 and 19). "As for the method, you yourself know what sorts of pain you tolerate best. I recommend morphine, if you can get a hold of it without suspicion, or drowning. And you may always ask your associates to desecrate your corpse once your ghost is well secure."
Ghostly Lands! The author continues to know very little about what is actually up with these (see chapter 6), but here are the bits and pieces she's picked up so far.
Ghosts tend to visit them for more regular stretches of time than they tend to exist or not exist, though the periods still do grow longer as the ghost grows older. A typical visit for a relatively new ghost will be around two weeks, sometimes half that and sometimes twice it, but without the wild differences in range that occur for existing or not at their tether.
Ghosts have much wider range in Ghostly Lands than on earth; Ghostly Lands are approximately ball-like in shape and ghosts can fly across their whole surface. (And underneath it, and up from it to a certain height that varies with the size of the Land.) The 'approximately' there is key; at least one is made of enormous and very thin spikes, like a miles-big sea urchin. The sizes, even accounting for the variations in shape, are clearly also quite different from each other. Some are small enough to walk around in a handful of paces; some take hours to circle at top ghost flying speed.
Whether a ghost (or moored set of them) will meet others they're not moored to in a given Land is inconsistent; it seems to be more likely the larger the Land is.
An incomplete list of Lands the author has heard of: One that's on fire. One with an elaborate cave system, made of various crystals, more translucent towards the top and more opaque going down. Lots of ones with both water (or at least liquid more generally) and rock formations, such that there are beaches and cliffs overlooking the sea. Many desert ones. Many with thick, dense fog in various colors, much larger than the solid portion. Ones with interesting sky colors, in combination with whatever other traits they have.
Negotiations. This is another casual chapter; it's not immediately obvious why those weren't put next to each other. There are suggested page numbers for untethering spells, for the most convenient possession spells for bribery (balancing being pleasant for the ghost against the comfort and safety of the host), for an exorcism spell that can be performed fast, for something to give a ghost a little zap of pain.
There are several pages of what appear to be completely mundane cooking recipes, with which to bribe possessors.
"Push and pull (carrot and stick, if you will) are both essential. However, a light touch is required with negative motivation; spirits are much less stable than their living counterparts, as a rule, and it's quite easy to ruin a working relationship with only a little sharpness. Often, all that is necessary is to remind the spirit that your support and continued presence relies upon his or her cooperation. Gently, gently: that's the way.
"But this fragility is also to your benefit—of course one may motivate ghosts with messages conveyed to living persons, or with sensory experiences, but even a little expressed sympathy, costless to you, can sometimes get you what you want. The offer of a hug to a possessor about to leave his or her host has more than once been the act that convinced a spirit to work with me. But perceived insincerity or aggression is intensely detrimental; use careful judgement."
She notes emphatically that work and entertainment should be kept separate, when it comes to ghost relations. The spell on this page to put a ghost in more extended pain may be amusing to some, "but even those who find joy in these things should really know better than to sling it out on a spirit from whom they want something. It does not help. Only fools do this."
(Though she does mention that she suspects that if both you and the ghost believe in free love, this could be useful on both the sensory-bribery and social fronts. She has not personally tried it although she knows of spellcasters who have; it seemed to work pretty well for them although you have to be mindful of keeping your hosts cooperative, if you don't have lots of options handy.)
There's also a warning about lying to ghosts. The ability to visit a Ghostly Land and happen across another spirit with a language in common—potentially at any time—rules out nearly all of the most elaborate deceptions one might otherwise attempt. Of course the risk with lesser fabrications is not so high; one can often lie to ghosts about their geographically-distant relatives quite safely.
Ultimately, interacting with people is a skill you have to develop over time—whether those people be dead or living. Go with what works best for you on a personal basis, she instructs.
All the ones referenced here have the approximate structure of drawing some diagrams or placing some objects on the floor, and then having the host-to-be stand in a certain spot and perform an incantation. They're also all time-limited, lasting between hours and a week. None of them seem to allow the host to take actions while the ghost is in residence, seemingly including by communicating telepathically with the relevant ghost. But 'Possessing' is its own entire chapter of spells; he sees one on an opposite page where both parties can share at least some control.
The last chapter of the "Background' section is Locations of Note. Mostly it seems to be a Yellow Pages of ghost tether spots, centered in the Midwest US but with occasional forays into Europe. Here's a ghost who knows a lot about math; these ones are good at composing music and have done so for spells before; this one rewards in mysterious ways any impressive and interesting magical accomplishments brought before them; this one loves to know what's going on and will do useful tasks for anyone who brings them sufficiently detailed world news.
The first 'Application' chapter is on Scrying, and the next is on Divining. They're strictly lists of spells with no introduction, but there are commonalities within each chapter and differences between them.
Scrying spells, it seems, let the caster receive direct sensory information about a distant place. The material components they're focused around are consistently man-made. Here's one that uses a mirror to see the view at a specified latitude/longitude/direction; here's another that uses spectacles to see through the eyes of someone wearing an Imbued handkerchief. The last third or so of the spells are for warding against Scrying; some of them are broad and somewhat weak, with descriptions noting they might fail under certain circumstances; others target specific previous spells and prevent them from working on a given target (person, location, etc.).
By contrast, Divining spells give the caster information that's more specific and less observational, and the ingredients involved are by and large from the natural world. There's the helicopter seed spell from earlier; there's one to learn the weather in a chanted location by setting up a circle of objects and seeing which one a stick points to; there's one for describing the effect of a future spell which is yet to be written into magic. In spite of this, there's a notable absence of anything which provides concrete information about the future. The closest anything gets is conditionals: 'if this narrow and precisely-defined set of actions were to occur, then what would the natural result on this specific axis be?' Useful for avoiding disaster in spellcrafting, not so much for fortune-telling, getting the next set of lottery numbers, or predicting the next hot news item without already knowing what you're looking for. And there aren't any wards, in this one.
They aren't explicitly labelled as such, but there are some spells in both chapters that might serve as the tracking spells Jeremy mentioned. In particular, there's a Divining spell which will arrange a set of scattered cabbage seeds into a map of sorts, wiggling them into positions corresponding, to scale, to the locations of every instance of the same object. It wouldn't align with anything, if one placed an actual map underneath it, but it gives an idea of the number and spread. And there are Scrying spells which target objects with the right sort of specificity to complement that.
Cam can't actually think of a situation where he would really want to know the weather in a faraway place and consider his best route to finding out to be casting this spell, but it's perhaps at least a useful proof of concept. Maybe one day he will really want to know the weather on Mars. It could happen. Unless the spell is designed in such a way as to exclude Mars.
The spell actually has the chanting in the format of, for example, "The Frazier House, Forks, Clallam, Washington, United States of America, North America, Earth." Apparently you can get somewhat more or less specific at the beginning, though this may throw off results; it doesn't say what happens if you go broader than planet.
"Use every applicable Place Name, in order from smallest to largest. Focusing too narrowly will give poor results (for example, any particular inch may have no rain in it at a given moment, even during a storm), and focusing too broadly will give contradictory ones (as the weather may not be the same throughout it). Repeat the list a total of three times."
Chapter 14, Communing, is mostly full of spells for interacting with or observing ghosts, but it also has a scattering of magic equivalents of telecommunication between living parties. Magic phone, magic video call, magic text message. Those are structurally very similar to the Scrying ones, and generally involve both parties performing the spell at, if not exactly the same time, then within a fairly narrow window of each other.
But much more numerous than these are the ones to do with ghosts. The ingredients used tend gothicish, as with the Grave Flower. Things generally related to death, as opposed to the manmade/natural contrast with the previous two chapters. There's the spell Jeremy recommended him before, one for seeing the locations of ghosts as represented by cool-toned flames centered in their chests for a day (with a Burial Shroud as a component), one for hearing them that only works for an hour on the new moon and wants a Church Bell. Lots that work for longer but that work only in the range of a specific tether. One that works everywhere, indefinitely, but has as a prerequisite the Transforming spell on this page.
The bit where they require simultaneous action is the most inconvenient part. The audio-only ones seem strictly worse than phone calls, but hey, if he wants to talk to someone and see their face and have them see his face in real time, he could do that!
Transforming is the last chapter. The referenced spell is very simple.
To Amass Power
Cast at any time.
Kill by any method of your own direct Action at least one Human. Between the time of their Death and when 1,000 of your own Heartbeats have since passed, stand near to the body or bodies and Incant:
By this act, I claim as mine
The product of this vital essence
By this death, I frame as just
Our misapportionèd concresence
With my will, I life-force twine
And relegate the rest to dustAdditional Sacrifices, at once or with repeated castings, will yield additional results.
T H A NK S. T HE R E S A P A T E RN W H E R E S P E L S G E T SO M U CH MOR E C OMPL E X T HE MO R E PO W E R F U L T HE Y A R E. PR E R E Q ON E S V A ST L Y S I MPL E R. I D ON T KNO W H O W S HE FIG UR ED I T O U T A T FI RST B UT ON CE T HE R E S ON E T HE R E ST M A K E S E N S E.