The Elemental Connection: Using Witchcraft Hand Gestures to Channel Earth, Air, Fire, and Water

By admin

In various cultures and historical periods, hand gestures have played an important role in the practice and symbolism of witchcraft. These gestures, often known as witchcraft hand gestures or witches' hand signs, are believed to enhance the power and focus of spells and rituals performed by witches or practitioners of magic. One widely recognized hand gesture in witchcraft is the "horns of the moon" or "horns of the goddess" symbol. This gesture involves extending the index and pinky fingers while keeping the middle and ring fingers folded against the palm. The extended fingers represent the crescent moon and the divine feminine energy associated with goddess worship. It is commonly used in rituals to invoke the goddess and harness her power.


How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

The full duration of a negate 12 seconds , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10 of your max life each 0. Suppression Field is the only DoT in the Dark Magic skill line and could very well be a good self-healing life-saver ultimate for when resources are all low for a Sorc Tank.

Magic suppression field

It is commonly used in rituals to invoke the goddess and harness her power. Another frequently seen witchcraft hand gesture is the "hand of glory" symbol. This gesture is created by folding the thumb and index finger to form a circle, while extending the three other fingers.

Sorc Tank -- Blood Magic and Suppression Field

Sorc's Blood Magic passive seems to be designed to synergize with Suppression Field: the former heals you for a percentage of health every 0.5 second whenerver you hit an enemy with Dark Magic abilities, while the latter is a Dark Magic ability that ticks every 0.5 second. But the Blood Magic heal seems to trigger only once per Suppression field, if at all (for some bosses, it doesn't seem to tick at all). Is this a bug?

Suppression Field is the only DoT in the Dark Magic skill line and could very well be a good self-healing life-saver ultimate for when resources are all low for a Sorc Tank.

PS: the visual for Suppression Field is also very inconsistent when used on bosses. Sometimes the purple bubble stays in place as should be, while other times it disappears when "target is immune" message appears ( I'm not trying to stun the boss of course , just trying to trigger the passive; the DoT is ticking normally though even after the bubble disappears).

#1 November 2018 Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you. Edited by Elwendryll on 21 November 2018 09:53

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

November 2018 Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.

Edited by Elwendryll on 29 November 2018 09:48

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

November 2018 Joosef_Kivikilpi wrote: »


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

Without group control, without AOE removal. With melee damage.

And what's wrong with Dragonknights having high survivability?

Edited by Elwendryll on 29 November 2018 15:53

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.


The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds

Like Dk ultimate, only dk have it better, cause you still can die to a oneshot and they can't.

It cannot be seen, cannot be felt,
Cannot be heard, cannot be smelt,
It lies behind stars and under hills,
And empty holes it fills,
It comes first and follows after,
Ends life, kills laughter.

November 2018 Joosef_Kivikilpi wrote: » Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

November 2018 Witar wrote: » Elwendryll wrote: »

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds

Like Dk ultimate, only dk have it better, cause you still can die to a oneshot and they can't.


I am well aware of that, but as I said in my previous message, you can't expect an AOE damaging and CC ult, with removal of enemy's effects, to bring immortality too.

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.

Thats can be balanced via Synergy activation, like templar Nova have, but more just compare Negate to DK Ultimates

Standard of Might have moderate damage, decrease damage done to DK, increase his damage and those buff are separate from Major and Minor system, it also gives Shackle synergy for CC and damage have duration for 17 seconds and works with Combustion, World in Ruin, and Battle Roar for great sustain.

Or Magma Shell what basically make DK tank immortal for 10 seconds and on top of that's give group support via strong group shields, it also counts for Battle Roar resource restore.

And what Negate gives?
Just stun on NPC what not work on elite and bosses and useless if enemy have immunity up.

Warden Trees are cheap, warden have great ulti gen and what sorc tank can have? We need group support and utility.

Witchcraft hand gestures

The hand of glory represents power and protection, and it is often used in spells and rituals related to spiritual defense, banishing negative energies, or warding off harm. Some witchcraft hand gestures also involve specific finger placements or movements. For example, touching the thumb to the middle finger while extending the remaining fingers is known as the "witches' pyramid" or "witches' sign." It is a gesture used to invoke the four elements (earth, air, fire, and water) and connect with the energies of the natural world. Additionally, the "four-finger sign" is a witchcraft hand gesture that involves extending the thumb, index, ring, and pinky fingers while folding the middle finger against the palm. This gesture is often used in rituals to focus intention, increase personal power, or enhance magical abilities. It is important to note that the use of witchcraft hand gestures varies across different witchcraft traditions and individual practitioners. While some gestures may have shared meanings or associations, others may be specific to certain traditions or personal practices. The interpretation and significance of hand gestures in witchcraft can also be influenced by cultural beliefs, historical context, and personal symbolism. Overall, witchcraft hand gestures serve as a visual and physical expression of power, intention, and connection with the spiritual realm in the practice of witchcraft. They add depth and symbolism to rituals and spells, allowing practitioners to channel and direct their magic in a focused and meaningful way..

Reviews for "Awakening the Senses: Witchcraft Hand Gestures for Sensory Magick"

1. John - 2 stars - I am not a fan of the "Witchcraft hand gestures" book. I found the instructions to be unclear and confusing. It seemed like the author assumed the reader already had a deep understanding of witchcraft, and as a beginner, I felt lost. Additionally, the illustrations in the book were poorly drawn and didn't help with understanding the gestures at all. Overall, I was disappointed and wouldn't recommend this book to others.
2. Emily - 1 star - I was extremely disappointed with the "Witchcraft hand gestures" book. It lacked depth and substance. The gestures described were basic and lacked any real meaning or significance. It felt like the author was just going through the motions without providing any real explanations or insights. I was hoping for a book that would help me deepen my understanding of witchcraft, but this book fell short.
3. Sarah - 2 stars - I found the "Witchcraft hand gestures" book to be misleading. The title made it seem like it would provide a comprehensive guide to hand gestures in witchcraft, but instead, it only covered a few basic gestures. The information provided was surface-level and lacked the depth I was hoping for. I was left wanting more and had to turn to other resources to find the information I was looking for.
4. Michael - 3 stars - While I didn't hate the "Witchcraft hand gestures" book, I didn't find it particularly useful either. The descriptions of the hand gestures were vague and lacked any real instructions. It felt like the author was withholding information or assuming the reader already knew how to perform these gestures. I think this book would be better suited for someone who already has a solid understanding of witchcraft, but for beginners like me, it was disappointing.

Building Intuition: Witchcraft Hand Gestures for Enhancing Psychic Abilities

The Power of Silent Communication: Witchcraft Hand Gestures for Non-Verbal Spellcasting