ZLebanon Circle - Compendium of Bizarre Magic

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The document discusses a collection of discontinued magic effects and provides instructions to build them. It also talks about moving documentation to electronic format for environmental benefits.

Effects like Ghost in the Machine, Pseudo Psycho, Psychometry, The Spirit Cell, and guides for fake spirit photography are included.

Contact the police immediately, document any damage/stolen items, report the incident to your auto insurance company, and be prepared with receipts/details of stolen goods to speed up the claims process.

The

Lebanon Circle
Compendium
of
Bizarre Magic
Vol.1
http://www.lebanoncircle.co.uk

Welcome
Over the past few years I have spent many a sleepless night devising effects. Some of
these ideas made it to the drawing board, some I actually built and marketed, some are
still locked away in the depths of my imagination awaiting their turn to be realized.
This effects compendium should have been titled Lebanon Circle the early years. It is
a collection of my discontinued effects including everything from the much sought after
Ghost in the Machine to a short paper on faking spirit photography. Included here are
the plans to build your own effects to the same specification, details where to purchase
the components and where to save money on buying certain magic items. I no longer
custom build the effects covered in this book but it seems a shame not to share the theory,
routines and construction details with other budding magicians who are not scared to get
their hands dirty.
The effects included are
Ghost in the Machine the first custom built Lebanon Circle effect and hugely
collectable. An original unit can fetch up to 1000 on EBay. All the original
documentation is included along with all the construction details you need to build your
own.
Pseudo Psycho 12 PK routines that originally came with Ghost in the Machine. Some
good, some basic, some to inspire, theres something for everyone here (well everyone
who owns a magnet anyway!)
Psychometry The original and best method favored by the Victorian charlatans and
used by many mentalists over the past century.
The Spirit Cell Conduct long range ESP and demonstrate EVP. A satisfying project
for any magician who owns a soldering iron and an old cell phone.
*Also included is The Midnight Caller, details on how to use the Spirit Cell to
protect your home or vehicle. Devices similar to this will cost you in excess of
500; learn how to build one for virtually nothing.
A Guide to Fake Spirit Photography Create orbs, vortices and ectoplasm using
nothing more than a digital camera and a few household items. Fools the ghost hunters
every time!

So there you go, I hope you enjoy the book and please do not distribute this electronically
for profit (thats my job!)

Lebanon Circle 2004

Greener Magic
With heightened tension in the media regarding carbon footprints, the rapid depletion of
natural resources and the general poor state of the planet I have decided to make a step in
the right direction. Rather than print reams of paper and burn hundreds of CDs all
Lebanon Circle Magic documentation will be sent electronically to the recipient.
This has an environmental benefit and allows you to own a copy without the worry of
spilling coffee on it, wrestling it off the family dog or losing it. Your purchase will have
been recorded and you are welcome to request another copy from me at any point, free of
charge.
You may want to print your documentation and I cant stop you doing this but in the
immortal words of Dr Seusss Lorax I speak for the trees for the trees have no voice.
This tree hugging moral lecture is over; enjoy the rest of this publication!

Lebanon Circle 2004

Ghost
In the
Machine
A machine to communicate
with the dead

Lebanon Circle 2004

Disclaimer
This effect uses the myth of Edisons legendary machine purely to enhance the
experience. As the original device has never been seen I have not infringed any patent
laws.
The machine is a magical effect, mediumistic stunt, illusion, call it what you will. It is
not designed for use in real sances. However, this does not mean that it will not work in
a real sance.
My design is solely for the purpose of the magician. I cannot be held responsible for any
paranormal consequences due to the misuse of this machine or information divulged
within this document.

Lebanon Circle

Lebanon Circle 2004

Forward
Mediums, spiritualism and sances have until recently resided in the realms of occult
taboo. Its association with old ladies sat around a table asking to speak to their deceased
Uncle Arthur had also tainted it with a certain amount of skeptical ridicule.
It is only of late that the subject of ghosts and spirits has stirred the public imagination
once again and taken on a more open minded investigative stance. The huge success of
programs like Most Haunted, Ghost Hunters and Dead Famous is due to the viewers
fascination with the unknown, something we all posses somewhere in our psyche.
Derren Browns live sance proved only too well that ordinary members of the public,
believers and skeptics alike, were willing to take part in trying to contact the dead.
Like the Derren Brown experiment, this effect takes ideas developed by Victorian
charlatans who claimed to be mediums and gives these concepts a more believable,
modern twist. From a psychological perspective we all like to be scared otherwise horror
films would never pack out cinemas and no one would ever ride the ghost train. When
we consent to the feeling of fear it gives us a buzz that we enjoy and then laugh about
afterwards. It is this theory that makes this effect unforgettable and the amount of fear or
laughter you generate is totally in your control.
You may think that parading as a medium and deceiving people has certain ethical issues;
well it does if used incorrectly. First of all never tell anyone you are a medium, the
audience will assume this for themselves. Do not touch any personal issues; if you know
a member of the sitting has just lost a relative do not exploit this fact. This effect is all
about having fun. Your sitting will be naturally apprehensive at the thought of
conversing with the dead but you are the ring master, you control the fear and the humour
so use this power wisely and most of all enjoy it!

Lebanon Circle 2004

History
To make something believable you need facts, facts that people can go and reference and
this basic feature gives this effect an element of truth. The patter you use can make or
break an effect before you even perform it, which is a problem with so many tricks
available today. The mechanics of the trick are excellent but the patter is limited or so
unbelievable that your audience finds it hard to accept before theyve even seen it.
I read a while back of Thomas Edisons Machine to communicate with the dead and
this naturally sparked my imagination and the result was this routine. Before we start it is
only right that you read about the myth behind this machine, as it will help to make your
performance more believable.
Shortly after World War I the Spiritualist faith had begun its revival and communication
with spirits became an obsession with the millions of people who had lost loved ones.
This also became a fascination for one of the greatest scientists of all time, Thomas
Edison, also known as The Wizard of Menlo Park, inventor of the light bulb.
Edison was a self-taught genius who believed that he could build anything if he had the
right components to do it. In an interview for Scientific American magazine in 1920 he
claimed that it is possible to construct an apparatus which will be so delicate that if there
are personalities in another existence who wish to get in touch with us... this apparatus
will at least give them a better opportunity.
Edison was indeed attempting to communicate with the dead and according to his
journals he began working on the apparatus. Joseph Dunniger, the famous magician,
claimed to have seen a prototype of the machine, but few others say they ever saw it.
Edison continued working on the machine until his death in 1931. The plans for the
apparatus could not be located. Many have searched extensively for the components, the
prototype and the plans but they have never been found
Until now!!!

Lebanon Circle 2004

The Effect
To grab your audiences attention it is best to give a prcised account of the previous
story. This is the way I perform the routine and the build up can be as influential on the
finale as the trick itself. By the way, the results Ive had from this trick are phenomenal
if done correctly!
You describe how the plans for the machine were finally discovered in the mid seventies.
The plans had not been hidden or lost, just disregarded due to their simplicity. For
decades scientists and researchers scoured Edisons papers for this mysterious machine,
assuming it was a large, complicated piece of apparatus. Little did they know that the
schematic for this machine was scribbled down on one page in his diary. A simple
diagram demonstrated its construction beside a few notes:

For years I have been searching for the answer to construct my


machine that will aid me to converse with spirits and for years I
have searched in the wrong place. The tools of the medium are
simple, the ouija board, the spirit bell, the tambourine. No lavish
equipment is required, just a simple method of interaction and an
invitation. The spirit may find it difficult enough to communicate
without having to negotiate a cumbersome item of machinery.
These factors have led me to this final design, so simple that I fear
I may be mocked and my reputation fouled. Therefore it shall
remain on paper although I know it works..

On discovery, the plans were published in a science magazine. At a time when interest in
spiritualism was at an all time low and skepticism was rife the article was soon forgotten.
You explain that you acquired a copy of this article on the Internet and thus built
Edisons simple machine.
You produce a wooden box that is sealed with a padlock. Upon opening the box you
reveal a small electronic circuit. The box and circuit are passed around and inspected.
Positioned on a small board are a battery, a buzzer and two metal plates about 2cm apart.
You explain that the buzzer will only operate if an electrical connection is made across
the two plates and you demonstrate this with a key. You proceed to tell the sitting that
the presence of a spirit will cause fluctuations in the electromagnetic energy in the room.
It is this energy that the spirit will use to communicate through the machine.

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9
A spectator places the circuit in the box; the box is padlocked and positioned in the centre
of the table.
At no point do you touch the box or circuit.
The lights are dimmed, a candle is lit, all those present join hands and the sance begins.
Our beloved spirit, we ask that you commune with us and move among us
Nothing happens, you wait
If you are with us please make yourself known
Again silence, but then suddenly a buzz emanates from the box, then stops.
We thank you for joining us, will you answer our questions? One buzz for yes, two
buzzes for no?
A single buzz sounds from the box, the sance begins..
In turn, those present begin to ask questions:
When did you die?
Buzz
One
Buzz, Buzz, Buzz, Buzz, Buzz, Buzz, Buzz
Seven
Buzz, Buzz
Two
Buzz
One
1721?
Buzz

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10
A few random objects are also on the table. After further questioning the spirit moves a
wooden pencil towards the box, it slowly slides with an unnatural movement and comes
to rest.
Hand in hand you feel the perspiration on the palms of your audience, someone breaks
the circle, and the spirit departs.
As light once more fills the room, someone unlocks the box and inspects it further to find
nothing, everything was as it was left.

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11

Gimmick 1
How does it work?...
The best tricks are always the simplest! On inspecting the circuit it can be seen that the
buzzer will only sound if an electrical connection is made across the two contacts. So
how can a connection be made in a locked box with no one physically touching it?
Hidden within the circuit board is a small reed switch. A reed switch consists of two
magnetic contacts in a glass tube filled with a protective gas. When a magnet comes into
close vicinity of the reed switch the two contacts touch and thus allow an electrical
current to pass through. When the magnet is moved away the contacts disconnect.
Although delicate reed switches are very reliable and will last as long as 3 billion
operations!

A magnet is passed beneath the box during the sance. Once close enough the reed
switch will close, the buzzer will sound and hey presto our spirit has joined the sitting!
As the switch is hidden the machine can even be operated in full view of the audience.
The box is purely used to add to the element of mystery. For those over curious members
of your sance the operation of the device can only be determined if it is dismantled and
thus destroyed. Even then the person discovering the reed switch would still require
some electrical knowledge to actually know what they are looking at.
The fact the machine contains a very delicate mechanism led me to include a part in the
disclaimer regarding its use in real sances. I do believe in an after life and Im aware
that interference with electrical devices and changes in the electromagnetic field are
linked to the presence of ghosts and spirits. This fact may cause the machine to operate
without the aid of intentional interference with a magnet. I have never tried this, nor do I
intend to but if you do and get a result please feel free to e-mail me with your story.

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12

Construction
Once you have gathered the small amount of components required it would take you no
longer than 30 minutes to build. I have even included a component list so that you can go
into your local Maplin store and they can do the gathering for you.
You will need:

1x 6V Buzzer (stock number: FL39, 1.49)


1x mini reed switch (stock number: N30AN, 0.79)
1x Battery clip for a 9V battery (stock number: CK65V, 0.65)
1x 9V battery
2x steel nails or hooks (only use right angle hooks as in picture below)
5mm thick Balsa wood, thick card or hardboard (A5 size sheets)
Glue (Hot glue gun or PVA)

Tools:

Craft knife
Soldering iron and solder
Wire strippers

Extras you might like to consider:

Wood stain
Clear varnish
Felt for the base

Lebanon Circle 2004

13
1. Copy the templates on page 12. If you print this page ensure the measurements on the
printed copy coincide with the stated dimensions. In my experience it is best to draw
your own templates as print sizes are rarely exact.
2. Use the templates to cut out all three sections. Sections A and B are constructed from
balsa or hardboard while the base (section C) is card.
3. On section A mark the two cross points where the two nails or hooks will be fixed.
These points are marked on the template directly below the buzzer and battery position.
This is easily done by placing the template on top of section A and pushing a pin
through the cross points thus marking the wood beneath.
4. Remove the hatched rectangle area from section B carefully with a craft knife. This
will be the recess in which the reed switch will sit.
5. Attach the two nails or hooks to Section A. A couple of notes to bear in mind:

Ensure the nails or hooks are conductive i.e. they allow electricity to flow
through them; otherwise the apparatus will not work.

If you use hooks that have a thread, make sure the length of the thread is
just a millimeter or so shorter than the combined thickness of sections A
and B. This is so that the base is fixed flush and also a small amount of
thread is available in the recess for soldering the reed switch to. Each
hook can be trimmed down to size using a small hacksaw.

6. Glue sections A and B together using PVA or a hot glue gun for speed.

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14

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15
7. Once dry turn upside down so that you can see the protruding hook thread/nails in the
recess.
Solder

Screw
Reed switch
Solder

8. Take your reed switch and carefully trim the ends so that it is short enough to sit
diagonally in the recess with each end touching a hook thread/nail as in the diagram
above.
* make sure the two contacts in the glass tube of the reed switch are parallel to the base.
This will make certain that the contacts close when the magnet is passed underneath.
9. Solder the points where the reed switch leads and hook threads touch. Be sure that a
good clean join is made as when the base is fitted youll be unable to access the recess
again.
10. Glue the buzzer and battery clip to the upper side of section A in accordance with the
picture below.

11. Both the battery clip and buzzer will have enough wire already attached without the
need for extra. Take the red (+) lead on the battery clip and strip about 2cm of the

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16
insulation from the end to expose the wire. Wrap the exposed wire around the base of
the left hook/nail and solder it securely in place. Do the same with the red lead on the
buzzer.

Battery clip

Buzzer

Contacts

The remaining black leads can be joined to complete the circuit. For neatness I cut the
black (-) lead on the battery clip and soldered the negative lead from the buzzer directly
to the negative battery terminal. The lead was passed under the battery clip and the clip
was then secured with glue. This hides the majority of the black lead (see photo on
previous page).
12. The circuit is now ready to be tested. Connect your 9V battery and place a conductive
metal object across the two hooks/nails thus completing the circuit. The buzzer should
sound. If not consult the troubleshooting section at the end of this chapter. If you are
successful, which I anticipate you will be due to the simplicity of the circuit, the reed
switch operation can be tested. Place a magnet underneath the base below the reed
switch, again the buzzer should sound.
13. Once you have successfully completed your tests the base (section B) can be glued in
place to cover the reed switch and recess.
14. A wood stain and varnished can now be applied to make the apparatus look more
authentic. Be careful not to get any stain or varnish on the hooks/nails as this will act
as an insulator and no electricity will pass across when you join them with a metal
object during your demonstration. I also glued the small label (below) to the
machine. I aged some paper prior to printing using coffee to distress it. Once dry I
printed the label and applied it with glue.

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17

Aesthetics
Once constructed the wooden base can be stained and varnished, all this adds to the
authenticity of the device. A well-built gimmick will detract the audience from the fact
that it could be a trick. As we all know some gimmicks can be poorly produced and this
usually gives the secret away if you have an over curious spectator. A good old armed
forces term to remember is the three Bs; bullshit baffles brains! If your gimmick looks
the part youve already got your audience convinced that it is a genuine item.
To achieve maximum theatrical effect I housed my circuit in an old wooden box. These
can be found in hardware stores, antique shops and ethnic craft shops. It cost me very
little and looks the part and gives the story more authenticity. A clasp for a pad lock is
optional but the process of locking the box adds to the atmosphere. The box can also be
inspected; it is not gimmicked and may even be left open throughout the sance for the
benefit of the skeptic.
You could use a clear box or a small overturned vase or tank, this way the sitting will be
able to view the machine as it actually works. Most of all use your imagination, this
gimmick can be customized to suit your needs and taste.

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18

Inside Label
The label below can be printed and glued to the inside of your chosen box. Ideally you
need to use a laser printer as inkjet will run when you antique the paper.

1. Print the image below on to A4 paper; you may need to adjust the size
depending on the dimensions of your box.
2. Take the A4 sheet of paper and soak it in a tray of strong tea/coffee
3. Place in the oven on a moderate heat until dry
4. Cut out and glue with PVA

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19

Troubleshooting
If you are unable to get your machine to function ensure the following:

The most unlikely cause will be a bad or broken solder joint. Make sure the
hooks/nails do not move, if they do then this would indicate that the solder has
broken and as a result broken the circuit.

Are you sure that your hooks/nails are conductive?

If the buzzer does not operate when a magnet is held close check that the reed
switch is not broken and make sure that the contacts within the glass tube are
parallel with the base (see diagram below).

Reed switch contacts parallel with base

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20

Gimmick 2
From the operation of gimmick 1 you are now aware that a magnet is required to trigger
the reed switch. Now this is the information that will save you a lot of money.
You need to purchase a 2" x 2" x 1/4" Neodymium block magnet. A few tricks on the
market are supplied with this very magnet and you will pay 70 to 100 for them.
Granted you also usually get an accompanying book with various effects, presentation
notes and tips that someone has researched and developed which on its own would cost
you between 10 and 20. So what do you get for the extra 50? A 2" x 2" x 1/4"
Neodymium block magnet that will cost you around 7 from any industrial magnet
supplier. Buy these in bulk (i.e. 25 or more) and they will only cost you around 4! I do
not condone the plagiarism of other peoples effects, after all I am a magic inventor
myself but to take a low cost item and charge over 10 times the retail price is scandalous
wouldn't you agree?
I purchased mine from www.powermagnetstore.com but you can run a google search on
'neodymium magnet supplier UK' and you will get dozens of hits, usually in the Sheffield
area.
So what makes this type of magnet so special? Neodymium magnets (also known as
NIB, NdFeb and rare earth) are the most powerful permanent magnets known to man.
They are a relatively new invention and have only recently become available for
everyday use. Neodymium magnets are graded to indicate strength; the most powerful
grade currently available is N50. The 2" x 2" x 1/4" Neodymium block magnet is grade
N42! When I ordered mine I also bought a few smaller magnets for use in other effects,
these came in a small plastic bag. I held the bag about 2" away from the large magnet,
the force was so great it ripped the smaller magnets through the bottom of the plastic bag
leaving me with an empty bag in one hand and a fist full of magnets in the other!
If you want even more magnetic power you can also purchase an N48 grade neodymium
magnet (2 x 2 x 1/2) from www.chenyang-ism.com. This company is based in
Germany and an N48 grade will set you back 26. They had to reorder one for me as the
two they had in stock had become stuck together and could not be separated!
As you can probably guess, these magnets are so strong they require careful handling to
avoid personal injury. These safety issues are supplied by the retailer and I strongly
recommend that you read them. It is also wise to stay at least 2 feet away from
audio/video cassettes, computer equipment and other electrical goods such as televisions
or you may end up with a collection of blank cassettes and an odd coloured TV screen.

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21

Wearing the Gimmick


As your hands will be in full view throughout the routine it is only obvious that the
magnet is worn on the leg. This can be the left or right, whatever you are comfortable
with. It is worn as close as possible to the knee on the upper side of the leg. Securing it
in this position can be easily achieved by making a basic strap. If you are particularly
brave and immune to pain you may want to tape it to your leg however, I recommend the
following design that I have devised.
These items can be purchased from your local haberdashery for about 2:

Black elastic 2.5cm wide and 50cm in length


Velcro
Black felt (A4 size max)
A needle and black thread
Strong glue/hot glue gun

1. Copy the templates on page 19. If you print this page ensure the measurements on
the printed copy coincide with the stated dimensions. In my experience it is best to
draw your own templates as print sizes are rarely exact.
2. Pin the template to black felt and cut out.
3. Use your hot glue gun and apply to the felt as shown below.

Glue

Glue

Glue

Glue

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22

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23
4. Place your magnet on the felt in accordance with the diagram below ensuring the
magnetic side is facing up. Fold the felt over, right side first and press down so that
the glue bonds both sides.

Magnet

5. Then finally take the remaining flap on the left side and fold over to seal the magnet
in the felt envelope.

6. When the glue has dried take a craft knife and cut through the felt flaps along the
dotted lines. Then put a few stitches either side of each slit to prevent the felt from
tearing when the elastic strap is threaded through (see page 21)

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24

Stitch

Stitch

7. Take the elastic and measure a length around your leg just above your knee. You
need it to be reasonably tight and secure both standing and sitting. The last thing you
need is for it to slip down your leg before your sitting! Once you have the right
length cut it and thread it through the felt flap rather like a watch strap. Again make
sure that the magnetic side is facing up and that the elastic runs around the back of the
magnet so not to obscure the magnetic face.

Glue

8. Place the magnet in the centre of your length of elastic and glue the back of the felt to
the elastic. This will stop the magnet slipping around the elastic once on your leg.

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25
9. The final step is to attach the Velcro. I purchased the sticky back type as this allows
you to position it properly before you stitch it in place. Remember that one half is
fixed to the top side of the elastic while the other half is fixed to the underside.

Velcro

Elastic

Velcro

10. The strap is now complete and ready to wear underneath your trousers or skirt.

Now you have both of the required gimmicks you are ready to perform!

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26

Routine
If you have a good imagination you will already probably have thought of a suitably
spooky way to perform your sance. If you need some assistance I will run you through
the routine that I have performed many times. It takes a classic sance environment and
adds a few twists to enhance the whole experience.

Preparation
Place the magnet strap on your leg at the beginning of the evening and make sure it is not
visible through your trousers. If it is a casual meeting I usually wear combat style
trousers, for a more formal event suit trousers are sufficiently baggy.
The most important thing you need to check prior to the sance is the thickness of the
table at which you will be sitting. If it is too thick the magnet will not be able to close the
reed switch. The best thing to do is experiment. The box I use is 1cm thick so I know
that the maximum table thickness I can use is about 3.5cm to 4cm. Most modern tables
fall within this thickness range. It is obvious not to use a metal table useless you want to
be stuck to it for the rest of the evening! You could also bring your own card table if you
wish but I find it better to be minimalist and make do with what you have. If the table in
the dining room is too thick suggest the table in the living room. If asked why say that
you feel there is more energy in that part of the house.

The Seance
Sances are generally conducted with three or more people, and some sources say that the
number of participants should be divisible by three. I strongly recommend that children
do not take part as the whole experience could be traumatizing and dont invite more
guests than you can fit around the table.
Invite the guests into the room and ask them to sit around the table. On the table you
have your machine to communicate with the dead, a few candles, a coin, a pencil and a

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27
piece of paper. Once you are seated you pass around both the machine and its box. Do
not ask them to inspect the items as this would suggest you are about to perform a magic
trick, just let the group touch and observe both objects in their own time. While they are
doing this tell them the Thomas Edison story on page 5. Then ask the last person to place
the machine in its box and lock it. This is then placed in front of you so that your
lowered knee wearing the magnet is within range. It is important to keep your knee
lowered or off to the side, you dont want the buzzer to sound before the sance starts as
it could ruin the whole event.
The coin and paper are used as a control object. The coin is placed on a piece of white
paper, which in turn is placed on the table next to the machine where it will not be
disturbed. A pencil circle is drawn around the coin so that its exact location is recorded.
The coin and paper are then left in full view of the sitting. Youll need a magnetic coin
for this. You may already have a steel 10p or an old English penny. If not a post 1992
1p or 2p will suffice.
Light the candles and turn off the lights. Ask the sitting to join hands as in the diagram
below. Note again that the leg wearing the magnet is off to the left and out of magnetic
range.

Select a medium if you wish, it doesnt always have to be you unless you are building
your reputation as a medium. There may be a member who has been to a sance or is
particularly in tune with their sixth sense. Believe me, they will be more than surprised
when a spirit comes through! Once a medium is established, let him/her lead the group.
A sance should be held in an orderly fashion, without random participants yelling out,
"When will I get married?" as soon as the spirit arrives. Make sure this is clear to
everyone before proceeding. You are now ready to begin.

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Depending on your religious beliefs, you (or the medium) might want to say a short
invocation or divine blessing before going further, just in case! Then the medium should
lead everyone in a deep breathing exercise by instructing them to breathe in slowly
through the nose . . . and out slowly through the mouth, while trying to keep their minds
blank. The goal is to get everyone calm, comfortable, and in touch with their senses.
After a few minutes of this, the medium should ask everyone to say these words together:
"Our beloved spirit, we ask that you commune with us and move among us." Repeat the
chant until there is a response.
Nothing happens, you wait and the medium asks:
If you are with us please make yourself known
This is where you take control of the sance. When you are comfortable and happy that
enough suspense and anticipation has been aroused you move your leg towards the box
until a short buzz is heard.

After receiving confirmation that you are, indeed, communicating with the dead establish
a "one buzz = yes, two buzzes = no" system.
We thank you for joining us, will you answer our questions? One buzz for yes, two
buzzes for no?
A single buzz sounds from the box.
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The sitting may now in turn ask the spirit a question. This is the part of the sance
where you can make it as bizarre, frightening or subtle as you want. For authenticity you
may want to research a particular character from the past, no one too famous such as
Henry VIII but someone local that can be traced historically. If you are at a well known
location a quick Google search might give you that snippet of information you need to
turn your sance into a factually accurate experience.
Part way through the sance the medium can then ask the spirit to show physical
evidence of its presence. This is where the control object comes into play.
As I wear the magnet on my left leg I usually situate the control object to the right side of
the box. Move your knee slowly towards the coin and it will begin to move out of the
circle that has been drawn on the paper. Without much practice youll be able to turn the
coin completely over slowly in full view. There are further ideas and construction guides
for more control objects in my other e-book Pseudo Psycho.

After you're done with all your questioning, end the sance by thanking the spirit for its
time and telling it to go in peace. Although this is a mediumistic stunt it uses real sance
protocol and procedures. It is this reason that I included a section in the disclaimer
regarding the use of the machine in real sances. It may actually work!
Once the spirit has departed the circle may be broken and the lights turned back on.
Youll be surprised that you dont get the usual post magic trick comments such as how
do you do that? People may ask to look at the machine again which is fine but I can
guarantee that no one will figure it out!

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Variations
1. Unless your sitting consists entirely of believers you may get the odd skeptical person
who will try and accuse you of using smoke and mirrors. If this happens you can do a
number of things to infuriate him/her further.

Remove the machine from the box and have it in full view throughout the entire
sance.
One thing paranormal researchers do is place objects and equipment in a clear
container such as an overturned fish tank. This allows the objects to be viewed or
filmed and also rules out the use of wires and invisible thread. If you use this idea
then a number of control objects can also be placed in the tank and controlled
alongside the machine in full view.

2. If you purchased one of the super strong N48 magnets you can make the padlock on
the box move and tap the side of the box. Be careful not to position one of these magnets
too close to the lock as you may flip the box over. Another visual effect you might say,
but this is usually too over the top. Remember subtlety is the key. Most people who
have been to sances see and hear nothing so even the slightest movement will be
impressive.
3. Place a coin in the box before you even use the machine. Lock it and use the magnet
to move the coin around inside the box. You can use this effect to make the coin tap the
inside of the box using the one tap = yes, two taps = no" system. The sound of this in
the darkness will guarantee there wont be a dry palm in the house!

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The Apport
An apport is an object allegedly materializing during a sance. Believers see apports as
signs or gifts from spirits. Skeptics see them as evidence of conjuring.
Good magicians and good mediums can produce objects seemingly out of nowhere and
nothing. They can also make objects seem to disappear. When a medium does this it is
referred to as a deport.

The Effect
Before the sance starts you tell the sitting that you will demonstrate how it is possible
for a spirit to make an object vanish and reappear in another location before their eyes.
Once the box and machine has been passed round you take a brown envelope, show that
it is empty and seal it. This is placed underneath the box on the table. You then take a
pack of cards, remove the jokers and pass the rest of the pack to a member of the sitting.
You ask them to inspect and shuffle the deck. Once complete the deck is returned, you
riffle through the deck and the spectator inserts their finger into the end of the deck and
makes a note of the card, no one else sees it. The deck is then placed in the box and
locked. The sance starts.
After a spirit has been contacted and the sitting has posed a few questions you ask;
A card was selected earlier; do you know what it was?
Buzz
What suit was it? Hearts?
Buzz Buzz
Diamonds?
Buzz

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Was it a court card?
Buzz Buzz
Then was it 1 of diamonds?
Buzz Buzz
2 of diamonds
Buzz Buzz
3 of diamonds
Buzz
You ask the spectator:
Was your card the three of diamonds?
Astonishingly they reply,
Yes
You continue with the sance.
Once complete the candles are extinguished and the lights are turned back on. You ask a
member to unlock the box and remove the deck of cards.
First you demonstrate the deport and ask them to look for the three of diamonds in the
pack. It is not there, someone else checks, it has gone.
You then demonstrate the apport. You take the envelope for beneath the box, open it and
to the amazement of the sitting you remove the three of diamonds!

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Preparation
To perform this trick you will require two brown envelopes and two packs of cards. For
this example I use a standard deck of playing cards although you may adapt the routine
and use tarot cards.
Select a card from your 1st deck that you want to appear i.e. the apport, and place it in the
envelope. Take envelope number two and trim the sides, bottom and top keeping only
the address side. Apply glue to the section marked in the diagram below and slide it into
the envelope containing the card.

Glue

The card is now hidden. When the envelope is presented to the group you can hold it
open with your fingers and it will appear completely empty.

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When you reveal the card you open the envelope by tearing the left or right side off and
tip the card out. No one will see that the interior of the envelope has two compartments.

Tear here
Next you need to prepare your deck of cards. This uses an idea conceived by the
magician Tom Sellers. Take the second deck and remove the jokers and the same card
you placed in the gaffed envelope. *Note in the diagram I have used the six of diamonds
instead of the joker.

Place the two of hearts horizontally over the top half of the six of diamonds and cut the
two of hearts in half.

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Then glue the two of hearts down the right side so that it forms a flap. You should be
able to lift the two of hearts and reveal the rest of the six of diamonds underneath.

Glue

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Routine
I will leave it your discretion at what point you incorporate this effect into your sance
routine, if indeed you use it at all. You may feel that a card trick in a sance may
discredit your reputation and performance. This routine is for the less serious gathering
and will lighten the mood of the sance if things get too heavy.
Begin by showing the empty envelope to your audience. Open it towards them and
show that it is indeed empty. Be brief and try not to make too much of a fuss, I usually
take the gaffed envelope from a stack of normal ones just to make the matter less
conspicuous. Seal the envelope and place it underneath the box on the table.
Take the deck of cards and tell the sitting that you will remove the joker. It is known
sance etiquette not to humour spirits as it could anger or upset them. You explain for
this reason you will remove the jokers. One joker will be your gaffed card with the force
card stuck to it and the other will be a normal joker. Hide the gaffed card beneath the
normal joker and place them on the table in front of you face down so that the gaffed card
is on the top. Note again that the diagram below displays the eight of diamonds instead
of the joker.

Hand the cards to a spectator and ask them to shuffle the deck. Once they are happy take
the deck back and explain that you will riffle through the deck and they are to insert their
finger into the deck at any point. When this is done you take the gaffed joker and insert it
into the break as shown below.

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You grip the lower half of the deck and open it at the break and ask the spectator to note
the card below the crosswise joker, they will note the two of hearts and the force is
complete.
Lower the deck and remove the joker face down so that the gaffed face is not seen and
return it to the table with the other joker. Give the deck back to the participant and ask
them to place it in the box next to the machine. Make sure that they do not place the
machine on top of the deck within the box; the added distance may be too far for the
magnet to work. Ask them to lock the box and casually remove the jokers from the table
and place them in your pocket. You are now ready to perform.
You know the force card so how the spirit reveals this is up to you. You may want to
use the script supplied on pages 28 and 29.
When the sance is over and the lights are back on ask any spectator to unlock the box
and remove the deck. They will look for the two of hearts in vain, it has disappeared!
You then take the envelope, tear the edge off and tip out the two of hearts on to the table
thus demonstrating an apport and deport.
Handled carefully there are very few things that can go wrong with this trick, just observe
the following points:

Do not let anybody handle the envelope; they will be able to feel the hidden card.
Let no one see the face of the gaffed card.
Make sure it is you who makes the final revelation. Tear the edge from the
envelope, tip the card out and casually pocket the empty envelope.

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Pseudo
Psycho
A guide to simulating
Telekinesis and Psychokinesis

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Forward
Telekinesis: the movement of objects by scientifically inexplicable means, as by the
exercise of an occult power.
Psychokinesis: is the production of motion in physical objects by the exercise of psychic
or mental powers.

We all have the desire to possess super human abilities and this has stirred the human
imagination for thousands of years. While we will never be able to perform feats like the
X-Men, Spiderman and a multitude of other superheroes we are still able to do things that
perplex the scientists.
Uri Geller sprang to public attention in the 70s with his spoon bending and object
moving antics but does he really have psychokinetic powers? His arch critic, the
magician James ("The Amazing") Randi believes not and aimed at demonstrating that
Geller was a fraud. On a famous television show Randi was able to match Gellers feats
using just his knowledge of magic. Although I do not cover spoon bending, it proves that
the ability to perform telekinetic or psychokinetic stunts will get you noticed.
So do people have psychokinetic and telekinetic powers? Do you? Is there a way you can
test and develop your PK abilities? The answer is yes! But to develop and hone your
skills will take years. What if you could demonstrate your psychokinetic and telekinetic
today?

"If Uri Geller bends spoons with divine powers, then he's doing it the hard way."
James Randi

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Effect 1 The Psychokinetic Coin


Scattered on a table are 30 or 40 one penny and two penny coins. You have the same
amount of one penny and two penny coins in a bowl. Passing the bowl to a spectator you
ask them mix the coins and select one. You then hand them a permanent marker and ask
them to initial one side of the coin.
You then ask them to place the coin face down on the table and mix them amongst the
others. You leave the room while they do this so that you see nothing. You return a
moment later once the spectator is happy that their coin is well mixed.
Seated at the table you concentrate on the coins, staring intensely you pass you hand over
the strewn money. Suddenly one of the coins moves slightly, you begin to channel your
power over that area. The spectator then gasps in amazement as the coin slowly turns
over to reveal their initials!

Preparation
The secret lies in the year the coins were minted. British copper coins minted after 1992
are made from copper-coated steel, and steel is magnetic because it contains iron. Prior to
this copper coins were made from bronze, an alloy of copper and tin, which is not
magnetic.
So you need to empty your copper jar and sort your coins into two piles: one dated 1992
and later, the other dated 1991 and earlier. Take about 30 or 40 of the coins dated 1991
or earlier and lay them out on the table. Place the pile of coins dated 1992 and later in the
dish.
For this effect wear the magnet on your leg, just above the knee. Just to prove there is
nothing up your sleeves it is more dramatic to wear a t-shirt.
You will also need a black permanent marker pen.
Warning: In 1998 bronze versions of 2p coins were made for a short time due to
operational reasons. Approximately 55% of 1998 2p's are bronze, and 45% are copper
plated steel, according to the Royal Mint. Not a lot of people know that!

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Routine
Pass the bowl of coins to the spectator and ask them to mix them thoroughly before
selecting one. Then hand them the pen and tell them to mark the coin with their initials.
Turn your back or leave the room just as long as you cant see the spectator place the
initialed magnetic coin amongst the non magnetic coins on the table. They tell you that
they are satisfied the coins are mixed and you return to the table.
Make sure the coins on the table are within range of your knee once seated. A way to
ensure this is to place the coins on a tray before you start the trick, this way you are
restricting how far the coins can be spread. You can then position the tray directly above
your knee when you sit down.
Begin to concentrate on the coins and move your hands in a circular motion over them.
Take as long as you wish, the more anticipation you introduce the better, but not so much
it bores them! Slowly bring your knee towards the table top. Once the coin is in
magnetic range it will begin to move. Keep going slowly until it reaches a point where
you are able to turn the coin completely over thus revealing the initials!

Tray of coins

Knee position

The most important thing you need to check prior to the performance is the thickness of
the table at which you will be sitting. If it is too thick the magnet will not be able to

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move the coin. The best thing to do is experiment. I know that the maximum table
thickness I can use is about 3.5cm to 5cm and most modern tables fall within this
thickness range. It is obvious not to use a metal table useless you want to be stuck to it
for the rest of the evening! You could also bring your own card table if you wish but I
find it better to be minimalist and make do with what you have.
You could if you wish perform this trick with a number of people and find their coins
simultaneously, but that would be showing off wouldnt it?

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Effect 2 Psychokinetic Match


Sat in a bar you remove a spent match from an ash tray and place it in the palm of a
friend. You tell them that you will demonstrate your psychokinetic power on the match,
being small and light they are one of the easier objects to move.
You grip their arm to channel the power and wave your hand over the match in their
palm. Slowly the match begins to move until it is standing upright in their hand! You
snap your fingers and the match falls back to its original position.

Preparation
You will need the following items:

A box of matches
26 gauge steel wire or a steel pin
PVA wood glue
Craft knife
Wire cutters

Split the match down the center with your craft knife and carefully make a small diagonal
incision just below the head. Remove this section and put it to one side (see diagram on
page 15) as you will require this later.

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Take your pin and dig out a very small channel about 2/3 the length of the match and not
right to the end. Once youve done this cut the pin to the size of the channel with a pair
of wire cutters

Pin

Channel

Coat both sides of the match (inside) with PVA glue and place the pin section in the
channel. Sandwich the two halves of the match back together thus hiding the metal inner
and wait until dry. If done carefully there should be no sign that the match has been split.
Once completely dry very carefully strike the match and extinguish immediately. If you
wish you can leave it as it is. Granted, these are fiddly to make but once you have done a
few they will become easier, you only need one anyway!
You will need to wear the magnet on your wrist.

Routine
While nobody is looking place your match in an ash tray. Explain to those around you
that you have been reading a book on how to develop you psychokinetic and telekinetic
skills. You remark that it tells you to start with small light objects and to gradually work
your way up. To demonstrate this you casually remove the match from the ash tray and
place it in the palm of a spectators hand.
You tell them that you will channel your power through their body and make the match
move. You then grip their forearm from underneath so that the back of their arm is
resting on the inside of your forearm. This should be done so that the magnet on the
inside of your forearm is directly beneath the back of their hand. Move your other hand
in a circular motion, palm down, about 12 above the match and concentrate. Slowly
move your wrist wearing the magnet towards the back of the spectators hand and the
match will begin to move until it is eventually standing on end. Gradually move your
wrist away and the match will begin to fall back down to its original position.

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Return the match to the ash tray and retrieve it later (before someone empties the ash
tray!).

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Effect 3Electronic Interference


This section will tell you how to gimmick electrical objects so that you can make them
turn on and off without touching them! These ideas can also be adapted for simulating
poltergeist activity.

Preparation
So how can an electrical object that is turned off suddenly spring to life without you
touching it? Simple, hidden within the circuit is a small reed switch. A reed switch
consists of two magnetic contacts in a glass tube filled with a protective gas. When a
magnet comes into close vicinity of the reed switch the two contacts touch and thus allow
an electrical current to pass through. When the magnet is moved away the contacts
disconnect. Although delicate reed switches are very reliable and will last as long as 3
billion operations!

Dont worry, it isnt as complicated as it sounds and an object such as a torch can be
gimmicked very quickly.
Once you have gathered the small amount of components required it would take you no
longer than 30 minutes to build. I have even included a component list so that you can go
into your local Maplin store so that they can do the gathering for you.
You will need:

1x mini reed switch (stock number: N30AN, 0.79)


Insulated wire
Thin copper sheet (from craft and modeling suppliers for about 2.00 per sheet)
Thick card
Glue (Hot glue gun or PVA)

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A cheap electrical object e.g. a torch (1.00 Poundland)

Tools:

Craft knife
Soldering iron and solder
Wire strippers

Cut a 1cm2 piece of card and two 1cm2 pieces of copper sheet. Glue the squares of
copper sheet to either side of the card to form a sandwich. The card will act as an
insulator and prevent electricity being transferred between the two copper plates.
Take the reed switch and trim the leads so that there is about 10mm left either side. Cut
two lengths of wire to 60mm and strip a few millimeters of insulation from the ends.
Solder a length of wire to each lead of the reed switch and ensure you have a good clean
join. Take the first wire and solder it to one of the copper plates then solder the other
wire to the other plate (see diagram below).

Card
Reed
Switch

Metal foil

What you have constructed is a circuit breaker that can only be closed (i.e. let electricity
flow through) once a magnet is bought into close vicinity of the reed switch.
The electrical device I will use in this example is a torch as these are the easiest to
gimmick. You can gimmick lots of other items such as toys and radios, just have a
wander around your local Poundland or hardware store and use your imagination.

Most torches have 2 batteries, remove one of these and stick the reed switch to it with
sticky tape as shown below.

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One side of the copper plate needs to be in direct contact with the positive battery
terminal and the other side needs to be in contact with the bulb terminal. This means that
the gimmick needs to be attached to the first battery that is inserted.
If you have trouble keeping the copper plate in place just secure it using blu tack. Just
remember not to obscure the connection between the + battery terminal and copper plate.

Blu tack
Copper
plates

This is only really required for appliances where you have to drop the batteries in one at a
time such as a torch. For toy cars and radios you can just slip the copper plate between
the terminals.
To test your appliance, turn it on. Nothing should happen until you bring your magnet
into range. The reed switch will then close and the appliance will work.
You can wear the magnet on your leg or wrist depending whether you are standing or
sitting.

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Routine
Sat at a table you hand the torch to a spectator. You explain to them that the switch has
broken and therefore it does not work. They try to turn the torch on but nothing happens
You recall a time when you saw Uri Gellar on TV and he was able to will broken items
such as watches to work again through the power of the mind. You say that you will try
and replicate this experiment by using your PK skills.
The torch is passed back and you place it in front of you. Position yourself at the table
(see below) and pretend to concentrate intently on the torch. If you wish move your
hands around the torch in the same manner as the previous effects. Gradually bring your
knee towards the torch underneath the table. Once the magnet is in range the torch will
amazingly flicker to life!

Torch

Knee position

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Effect 4 Psycho magnetism


While in restaurant you take two spoons and tell the other people at the table that you are
about to demonstrate how you can harness the human magnetic field. You rub one of the
spoons on your trousers vigorously and take the second spoon in your other hand.
You hang the magnetized spoon from your left hand and place the second spoon
underneath so that just the tips of both handles are touching. You let go of the second
spoon and miraculously it hangs there, stuck to the spoon in your left hand! Once youve
finished you hand the spoons around the table for others to try though try as they might
they are unable to repeat your gravity defying feat!

Preparation
For this very simple effect you will need a thumb tip and a small neodymium magnet.
This can be a block or disc just as long as it fits comfortably into the end of the tip.

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Routine
Don the magnetized thumb tip casually during the meal and take two steel spoons. Rub
one of the items on your leg as if you are charging it with your magnetic energy. Hold
the bowl of the spoon between your fore finger and thumb tip. Hold the spoon so that
your fore finger faces the audience thus hiding the thumb tip. The magnet in the tip will
then magnetize the spoon. You can then amaze your audience by dangling another spoon
directly beneath it! You can even make the other spoon spin!
Try this routine with other magnetic metal objects such as steel rings and coins.

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Effect 5 Ultimate Ouija


You gather a small group of people together for a sance. Upon the table you have a
ouija board and a few candles. You explain that the conventional way to operate the ouija
is to have all the members place a finger on the planchette. Once contact with a spirit has
been established the planchette will move to spell out answers to questions asked.
This ouija operates a little differently! At no point does anyone touch the board or
planchette!
You place the planchette on the board, the lights are dimmed, a candle is lit, all those
present join hands and the sance begins.
Our beloved spirit, we ask that you commune with us and move among us
Nothing happens, you wait
If you are with us please make yourself known
Again nothing, but then suddenly by an unseen force the planchette moves slightly, then
stops.
We thank you for joining us, will you answer our questions?
The planchette points to yes and the sance begins..
In turn, those present begin to ask questions:
When did you die?
The planchett in turn slowly points to 1, 7, 2 and 1
1721?
It points to yes
Hand in hand you feel the perspiration on the palms of your audience, someone breaks
the circle, and the spirit departs.

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Preparation
When I was in the US on holiday I was surprised to find that you could buy ouija boards
in toy stores such as Toys R Us and Toymaster. You can find them on EBay but they
tend to be expensive so it works out cheaper to order one online from the states. Mine
cost me $19 but its just as easy to make your own.

Any type of board can be used but the most important item you require is the planchette
or pointer. These are lightweight plastic pointers which stand on three legs. You are
supplied with three sticky backed felt feet that you attach to the legs so that the pointer
moves smoothly across the board. Before you attach the felt feet you just insert a few
small neodymium magnets into the hollow leg at the apex of the point.

Felt
feet
Magnet

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This size of neodymium magnet will set you back about 17p; I used two stuck together
for added magnetic strength.
Place the magnet strap on your leg at the beginning of the evening and make sure it is not
visible through your trousers. If it is a casual meeting I usually wear combat style
trousers, for a more formal event suit trousers are sufficiently baggy.
The most important thing you need to check prior to the sance is the thickness of the
table at which you will be sitting. If it is too thick the magnet will not be able to move
the planchette. The best thing to do is experiment. The board I use is 3mm thick so I
know that the maximum table thickness I can use is about 3.5cm to 5cm. Most modern
tables fall within this thickness range. It is obvious not to use a metal table useless you
want to be stuck to it for the rest of the evening! You could also bring your own card
table if you wish but I find it better to be minimalist and make do with what you have. If
the table in the dining room is too thick suggest the table in the living room. If asked
why say that you feel there is more energy in that part of the house.

Routine
Sances are generally conducted with three or more people, and some sources say that the
number of participants should be divisible by three. I strongly recommend that children
do not take part as the whole experience could be traumatizing and dont invite more
guests than you can fit around the table.
Invite the guests into the room and ask them to sit around the table. On the table you
have your ouija board with gimmicked planchette and a few candles. The board is placed
in front of you so that your lowered knee wearing the magnet is within range. It is
important to keep your knee lowered or off to the side, you dont want the planchette to
move before the sance starts as it could ruin the whole event.

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Light the candles and turn off the lights. Ask the sitting to join hands as in the diagram
below. Note again that the leg wearing the magnet is off to the left and out of magnetic
range.

Select a medium if you wish, it doesnt always have to be you unless you are building
your reputation as a medium. There may be a member who has been to a sance or is
particularly in tune with their sixth sense. Believe me, they will be more than surprised
when a spirit comes through! Once a medium is established, let him/her lead the group.
A sance should be held in an orderly fashion, without random participants yelling out,
"When will I get married?" as soon as the spirit arrives. Make sure this is clear to
everyone before proceeding. You are now ready to begin.
Depending on your religious beliefs, you (or the medium) might want to say a short
invocation or divine blessing before going further, just in case! Then the medium should
lead everyone in a deep breathing exercise by instructing them to breathe in slowly
through the nose . . . and out slowly through the mouth, while trying to keep their minds
blank. The goal is to get everyone calm, comfortable, and in touch with their senses.
After a few minutes of this, the medium should ask everyone to say these words together:
"Our beloved spirit, we ask that you commune with us and move among us." Repeat the
chant until there is a response.
Nothing happens, you wait and the medium asks:
If you are with us please make yourself known

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This is where you take control of the sance. When you are comfortable and happy that
enough suspense and anticipation has been aroused you move your leg towards the board
and the planchette will begin to move.

After receiving confirmation that you are, indeed, communicating with a spirit initially
establish a yes no system.
We thank you for joining us, will you answer our questions?
Move your leg so that the planchette points to yes

The sitting may now in turn ask the spirit a question. This is the part of the sance
where you can make it as bizarre, frightening or subtle as you want. For authenticity you
may want to research a particular character from the past, no one too famous such as
Henry VIII but someone local that can be traced historically. If you are at a well known
location a quick Google search might give you that snippet of information you need to
turn your sance into a factually accurate experience.

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After you're done with all your questioning, end the sance by thanking the spirit for its
time and telling it to go in peace. Although this is a mediumistic stunt it uses real sance
protocol and procedures. For this reason you may not need the magnet. It may actually
work!
Once the spirit has departed the circle may be broken and the lights turned back on.
Youll be surprised that you dont get the usual post magic trick comments such as how
do you do that? People may ask to look at the board which is fine but I can guarantee
that no one will figure it out!

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Effect 6 Magneto
Use your psychokinetic powers to make the needle of a compass spin and point to things
using just the power of your mind!

Preparation
All you require for this simple effect is a compass. You can wear the magnet on either
your leg or wrist depending whether you are standing or sitting.

Routine
Place the compass on a table or in the palm of your hand (the opposite of which is
wearing the magnet). The compass will then move once the magnet is bought into range.
Adopt a serious composure and concentrate on the compass. Youll be able to make it
spin by moving your hands a few inches away from it.
This trick is more effective if the compass is controlled using the magnet on your leg
from underneath a table. This was you can control it to point in certain directions or
follow another person around the room!

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Effect 7 Psycho Deck


A deck of cards is shuffled and fanned out before a spectator. They are asked to select
any card, look at it, and return it to the deck. The deck is placed on a table and you
explain that you will use your PK powers to reveal the card. You concentrate on the deck
and move your hands over it. Gradually top half of the deck begins to move as if being
cut by an unseen hand. Eventually the top half slides off, you ask the spectator to pick up
the top card in the break. Inexplicably it is the card they originally chose!

Preparation
To perform this effect you will need:

Thin copper sheet (from craft and modeling suppliers for about 2.00 per sheet)
A deck of cards
Glue

Select two cards, one of these will be your force card. Cut a piece of thin copper sheeting
to 55 x 80 mm. These dimensions are for use with a Bicycle deck so you may need to
alter the size of your copper sheet accordingly. Stick the copper sheet to the face of one
of the cards and then stick the force card on top to form a sandwich.

Copper sheet

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You now have a card with a copper magnetic core. If you are very careful you can also
separate a single card from its backing and insert the copper sheet before gluing it back
together.
You can wear the magnet on your wrist or knee.

Routine
This uses the same concept used in the haunted deck routine but takes it that one step
further. I will assume that you are conversant with some basic card routines; if not there
are many excellent books available to get you started.
Return your gaffed card to the deck. This card needs to be controlled so that it is always
at the bottom. Do a quick false shuffle and fan the cards out to your spectator with the
faces towards them. Ask them to point to a card. This is important as you may get the
difficult spectator who picks the gaffed card. Should they take it they will feel that it is
thicker than your standard card and ruin the whole effect. If they point to this card ask
them to remember it, remove it from the bottom of the deck and insert it into a random
point in the middle of the deck.
If they behave and point to another card, ask them to take it, remember it and place it
back on the top of the deck. You then cut the deck in half and place the bottom half on to
the top half. This positions the gaffed card directly above the chosen card.
Place the deck on the table. If you are seated bring your leg slowly towards the deck
from beneath the table. The gaffed card will begin to move slowly carrying the top half
of the deck with it until it finally falls away to leave the chosen card on top. If the
magnet it on your wrist, wiggle your fingers slowly about 2 above the deck and lower
your hand until the cards begin to move.

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Effect 8 Reanimated
How would people react if you were able to make the bone of an animal jump back to
life? Well this effect takes the concept used for the psychokinetic match and applies it to
bones. Everyone knows that wood, plastic and even bone are not magnetic thus adding to
the mystery and excluding the idea of magnets from the spectators mind

Preparation
Next time you go to KFC or have a chicken for your Sunday lunch dont be so hasty in
throwing the carcass away. You need a wing bone or small leg bone. The good thing
with bird bones is that they are hollow. This means that they are light and easy to
gimmick. You will need:

A chicken wing bone or small leg bone


Steel wire
Modeling putty (the type that dries hard at room temperature)
Drill

Using a fine drill bit, drill a small hole in the joint until you reach the hollow inner of the
bone. Cut a length of wire and thread it into the hollow cavity, you may want to secure it
with glue. Take a small amount of modeling putty and seal the drilled hole.

Wire

When this is dry you are ready to perform. Again the magnet can be worn on either the
leg or wrist.
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For added eeriness I drew symbols on the bone and tied a few lengths of dirty thread
around it to give it that voodoo hex bone look.

Routine
Explain to those around you that you have been reading an ancient book on necromancy.
This, you reveal, is ancient taboo magic that is used to reanimate the dead. To
demonstrate this you casually reveal the gimmicked bone and place it in the palm of a
spectators hand.
You tell them that you will channel your power through their body and attempt to
temporarily bring the bone back to life. You then grip their forearm from underneath so
that the back of their arm is resting on the inside of your forearm. This should be done so
that the magnet on the inside of your forearm is directly beneath the back of their hand.
Move your other hand in a circular motion, palm down, about a 12 above the bone and
concentrate. Slowly move your wrist wearing the magnet towards the back of the
spectators hand and the bone will begin to move until it is eventually standing on end.
Gradually move your wrist away and the bone will begin to fall back down to its original
position.
Gimmick a number of bones and with practice you can give the impression that they are
trying to connect back together. People feel uneasy holding bones at the best of times so
seeing one move in the palm of their hand is guaranteed to give them a real fright!

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Effect 9Coin Departed


You ask a spectator to hold their hand out in front of you face down. You then place a
coin on the back of their hand. You show both of your hands to be completely empty and
begin to pass them back and forth about 2 inches above their hand with the coin in full
view. You pass your hands over a final time and before their eyes the coin is no longer
there. You again show your hands to be empty, the coin has vanished!

Preparation
For this routine wear the magnet on your wrist. I usually perform this in a dark shirt,
preferably one with longish baggy sleeves. However, this is only my preference and you
may find it works better wearing a coat or jacket. The reason I wear a shirt though is due
to the cuffs. With your cuffs buttoned you usually have a slit that exposes your wrist and
this is where the magnet is situated. This allows the coin to be picked up by the magnet
and then hidden under your shirt sleeve when you reveal your palms and show them to be
empty. If this slit were not there the coin would just stick to the exterior of your sleeve
and thus still be visible.

Slit in sleeve with


magnet situated
underneath

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Routine
Take a copper coin as 1p or 2p just as long as it is post 1992 as pre 1992 coins are not
magnetic (see effect #1) and place it on the back of the spectators hand. Show that your
hands are empty and then ask the spectator that they may also inspect the coin if they
wish just to prove it is genuine.
Now keeping your hands face down pass both of your hands and wrists over the top of
theirs with a fast motion, but not too fast. Keep your hands and wrists about two or three
inches away and gradually drop them closer to the coin on each pass. Once the coin is in
magnetic range it will jump off the back of the spectators hand and stick to the magnet.
The spectator will be amazed that it has disappeared without you even touching it. When
they inspect the back of their hand in amazement you then once more display your empty
palms to the audience. By twisting your hands at the wrist to reveal your palms, your
shirt sleeves should not move (providing they are not too tight!).
The fact that the magnet is covered in felt will also reduce the tell tale clunk sound as
the coin hits the magnet.

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Effect 10Time Slip


You look at your friends time piece, that looks like an expensive watch, may I have a
look at it? Of course he replies and removes it from his wrist.
Is it reliable? You ask with a hint of puzzlement in your voice.
Of course, its given rock solid time for over ten years, why?
Because its just stopped!
He gazes at it with a look of panic in his eyes and sure enough the hands are no longer
moving!
Angrily he snatches it back and to his amazement it begins to tick again, albeit a few
seconds slower!

Preparation
All you require is the magnet on your wrist and a friend who wears a very expensive
watch that they are proud of! We all have a friend who is a bit materialistic and flash
with their cash so this is a good one to catch them out down the pub!

Routine
Wear the magnet on your wrist under your shirt in the same way that you would wear a
watch. Borrow a watch from a friend or spectator and ask them about its price and
reliability. Most people will comment on how their watch has always kept good time if
you ask them. Place the watch on your wrist over your shirt as is you are trying it on.
The magnetic field directly underneath the watch will cause the mechanism to stop.
Comment that it has stopped and wait for the look of disbelief on their faces! Of course
when you hand it back it will begin to tick again, at least you hope it does

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Effect 11Telekinetic Test

This item was developed as a tool for developing and practicing your telekinetic skills.
You simply try and make the metal wheel rotate by using the power of your mind.
Unfortunately the device is so delicate that the slightest breeze or breath will cause it to
rotate.
What if you could get it to turn in a transparent enclosure away from any external forces,
surely that would be a true demonstration of telekinetic power!
Or would it?...

Preparation
You will need the following items:

Thin copper sheet (from craft and modeling suppliers for about 2.00 per sheet)
A block of wood 50 x 50 x 25mm
A long nail
A transparent box (small overturned fish tank or glass vase)
Hammer
Craft knife

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The copper sheet need to be about 1mm to 2mm thick so that it is not too thin but thick
enough so that it can be firmly shaped with your hands. Copy the template on page 36
and transfer it to the copper sheet before cutting it out with scissors. Take your nail and
then press a small dint in the in the centre of the central square section.

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Fold each of the four legs down the centre and bend them downwards so that each is
roughly at a 45 degree angle. It should now look like the top part of the apparatus in the
photograph on page 35.
Take the wooden block, mark its center and knock your long nail through. I used a 6
nail which I purchased from local hardware store but any long thin object such as a
knitting needle would suffice.

Nail

Wooden block

Turn the block upside down so that the nail protrudes upwards. Next balance your
copper wheel on the nail at the central point. It should now balance and be able to spin
freely. You may need to spend a few minutes positioning the four legs to obtain a
uniform balance.
Place your transparent tank or vase over the PK wheel, wear your magnet on your wrist
and you are ready to perform.

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Routine
Most PK experiments conducted under laboratory conditions include placing objects in a
transparent tank or box. This removes the possibility of causing the objects to move by
blowing on them or using wires.
You produce your PK wheel and give a brief explanation what it is used for. You then
place the transparent enclosure over the top and ask a spectator to try and move it using
just the power of thought. After a few minutes of trying nothing happens (surprise!
surprise!). You then ask them to step aside while you have a go.
Sweep your hand (the one with the magnet attached) rapidly over the top left side of the
wheel. It is important to get the speed right, too slow and the wheel will jump off the nail
as the magnetic force is too great. Too quickly and the wheel wont remain in the
magnetic field long enough to generate any movement. Youll soon get the right speed
and the wheel will begin to spin faster with each pass of the magnet.

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Effect 12PK Pencil


By the time you get to this point in the book you should already be brimming with your
own ideas for PK routines. All you need is a little imagination and your trusty magnet.
This last routine uses the same principles as those used for the PK match and bone effect
to again make a non metallic object magnetic.

Preparation
All that is required is a pencil and some small neodymium magnets. The size of magnet
you require will set you back about 17p. You will need a pencil that has an eraser in the
end.

Carefully remove the eraser, this should just twist out. Then take your magnet and place
it in the end and replace the eraser. You may need just a drop of glue to re-secure the
eraser. You now have your magnet pencil. Of course this same idea can be used for all
manner of writing apparatus. All pens have a cavity that will easily accommodate a small
magnet.
Magnet

Pencil
The magnet is best worn on your leg for this routine.

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71

Routine
Seated at a table, possibly in an office or at work, you take your magnetic pencil and tell
some of your fellow workers that you will demonstrate your PK skills.
Bring your knee wearing the magnet up to the underside of the table. Then take your
pencil and stand it upright with the point facing upwards. The magnetic force will hold
the pencil in an upright position for as long as you wish. This way you can make the
pencil fall over at will, you will also find that most people wont even be able to balance
the pencil and make it stand up! Remember that the amount of patter you introduce will
make a more believable performance. If you position the pencil over the edge of the
table you can also get it to fall off at will.
You may also wish to incorporate use of the transparent tank from the previous effect to
demonstrate your PK skills by moving the pencil or bone.

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Psychometry

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Psychometry
Psychometry is the ability to read the history of certain objects by holding the object in
your hand or placing it to your forehead. Usually small personal objects such as a watch,
ring or key are the best.
It is generally thought that Psychometry is a natural power of the human mind, but some
people believe that it is controlled by spiritual beings.
This routine is ideal for parties or situations where you have a large audience. You take a
stack of envelopes and hand about 12 or 13 to members of the audience. Requesting
those with envelopes to pay close attention you then ask them to select a small personal
item in their possession. This could be a key, cuff link, ribbon or ring just as long as it
does not display anything that would reveal their identity such as a bank card or
personalized stationary.
You turn your back to them while they each place an item in the envelope, seal it and
return it to the front where another member of the audience mixes them. You turn around
and pick one of the envelopes at random. The end is torn off and you tip the contents into
your hand. Clasping the object in your fist you enter a lucid state and begin to describe
the person that the item belongs to. You start with their sex, then age, appearance and
attire. You open your eyes, walk towards the audience and return the item directly to its
amazed owner! This is then repeated until all the envelopes have been emptied and the
contents have been returned to there rightful owners correctly every time!

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Preparation
This trick is pure simplicity and brilliantly effective. You might want to add this to your
routine to make a break from using the magnet all the time.
All that you require is a stack of envelopes and a pencil. Take about 12 envelopes and
number each one lightly on the inside about an inch from the fold of the flap.

Restack the envelopes in numerical order and you are ready to perform.

Routine
Hand out the envelopes to your audience from left to right or right to left whichever suits.
These are handed out in numerical order so each person can be identified as a number.
You turn your back to the audience and ask them to insert a small personal item into their
envelope. Emphasize that it is important that the item bares no identifying marks such as
a name, for this reason bank cards are no good. Once they have sealed their envelope ask
for them to be returned to the front and have them mixed further.
You turn back to face the audience, take any envelope and tear the end off as shown
below. As you peer into the envelope to look at its contents you will be able to glance at
the number which has been lightly written on the inside. If you see, for example, number
4 you know that the item belongs to the 4th person you handed an envelope to, simple!

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As you already know the identity of the owner you can then pretend to go into your trace.
I usually start by saying I can sense the owners gender and then elaborate on that.
Exploit some of their features such as age, size and looks i.e. they may look friendly, sad
or angry. If you know other things about them through word of mouth etc, bring up some
of these facts to enhance your performance. In fact this trick is all about performance,
how believable you make it is up to you!

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Guide to Fake
Spirit
Photography

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Spirit Photography
The holy grail of a sance or a ghost hunt is to come back with a picture of a spirit.
However, since very few ghost hunters are trained, experienced photographers, the
pictures they take can have artifacts which are misinterpreted as spirits. Some of these
pictures are said to contain orbs, vortices or ectoplasm but a little common sense and
knowledge of digital photography proves otherwise.
Luckily for us spirit photography is one of the easiest hoaxes to create. Combine this
with an EVP sance or poltergeist visitation and youll have audible and photographic
evidence of the after life that your audience can take away.
Youll be able to create convincing spirit photography in seconds almost impromptu. All
you need is a camera and a few items that cost literally nothing.
To see how convincing the pictures could be I went on a recent ghost tour in my home
town. I took some photographs to document the tour with a basic digital camera and
employed some of the following techniques to create hoax spirit photos. I even managed
to make other people take hoax photographs on their cameras without them knowing!
After the tour I looked through my pictures over a coffee with a few other members. I
was shocked to discover all manner of orbs and vortices on some of my pictures. This
caused the others to check their cameras and unbelievably they too had also captured
similar images in the same locations. Now what are the chances of that happening?
No knowledge of photo editing is required, just point, shoot and shazam! A convincing
spirit photograph every time!
All of the following techniques require a digital camera with flash, if no flash is used
your spirit will fail to make an appearance.

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Spirit Vortex
A vortex is a tornado-like mass of spirit energy that spins around very fast, creating a
vacuum to pull objects into its empty centre. They can vary in size and length when
moving.

Hair or nylon thread can be used to create this photographic anomaly. Just hold a hair or
thread in front of the lens and take a photograph using your flash. The closer the hair is
too the lens, the more it will dominate the photograph. Experiment with distances and
types of thread or hair. I use fine nylon fishing line, similar to invisible thread which is
available from magic stores. This has the advantage of being barely visible making it
ideal for planting on other peoples cameras.
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I have used the following technique many times to create spirit photographs on other
peoples cameras. This idea is great for when youre on a ghost walk or historic tour
around a castle for example. When you see a couple taking photographs of each other
approach them and just ask if they would like a photo taken together. The response to
this friendly gesture will be yes 99% of the time.
1. Take a length of fine nylon fishing line about 15cm in length and tie a loop in one
end.
2. Place the index finger of your left hand through the loop.
3. When you take the picture ensure the thread dangling from your index finger is in
front of the camera lens.
4. Make sure the flash is on and press the shutter button.
The result will be similar to images you see here. During your sance you may want to
take some pictures. To save messing around with a loop of thread simply attach the
thread to your camera with a small piece of clear tape just above the camera lens.

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Ectoplasm
Ectoplasm is an odd and elusive substance that, while sceptics refute its existence at all,
is reported to be totally repulsive. It is a seemingly lifelike substance, solid or vaporous in
nature that allegedly exudes from the body of the medium and can be transformed into
materialized limbs, faces and even the entire bodies of spirits.

This effective way of capturing of ectoplasmic clouds on film is achieved with nothing
more than a piece of cling film. Tear a sheet of cling film and hold it loosely over the
lens and shoot, its that simple! Try holding the cling film at varying distances from the
lens to create subtle or dramatic effects.

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I particularly like this photograph of an old tree taken in the local graveyard. The cling
film has created what appears to be a travelling apparition sweeping down from the tree
towards the camera.
A small sheet of cling film can be easily be placed in front of a lens undetected when
borrowing a camera. If Im going on a castle tour, Jack the Ripper tour, or ghost walk I
never leave without a trusty piece of cling film!

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Another way to create ectoplasm is by using aerosols such as air freshener. Just spray the
can and take a picture! This way is only viable when you are alone.

Orbs
An orb is, essentially, a spot, mark, or other mysterious image in a photograph that isn't
visible when viewing the scene with the naked eye. Most of them appear as round dots or
blobs, although some can be smeared in a direction along the frame or even in the form of
weird-looking shapes, even faces.

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By far the easiest spirit photography to fake is pictures containing orbs. The reason they
are easy is because they can be taken accidentally. If you are in a dusty environment
such as a cellar or an old building any airborne dust of moisture particles will appear as
an orb if photographed with a digital camera and flash.
Take a duster, run it along a shelf that hasnt been dusted for a while and shake the
duster. Next quickly take a photograph and see how many orbs youve captured on
film!
Orb clouds can be created with an ordinary water atomiser available from your local
garden centre. Just spray into the air and take a picture.

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Further ideas

Silly string can create very good ectoplasmic strands if sprayed in front of a flash.

Use a tripod and a slower shutter speed to create the illusion of movement.

Smoke from a mini fogger or cigarette (as a last resort!) will also create a very
good ectoplasmic cloud.

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The Spirit Cell

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Disclaimer
This effect uses mobile phone technology that needs to be slightly adapted so be aware
that you will need to dismantle a phone in order to do this. Use a handset that is no
longer required for normal everyday use. The modifications covered in this book are
reversible if carried out correctly and with care. I will not be liable for any damage,
material or personal, caused as a result of these modifications.
My design is solely for the purpose of the magician. Although my design may be used as
a covert listening device I do not endorse the use of `bugs' as it is a criminal offence to
use them.

Lebanon Circle

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Forward
"Raise your hands up all those people who have a spare mobile phone lying in a drawer!"
I would guess that anyone who already owns a phone has their hand in the air right now.
In this age of disposable technology we are encouraged to move with the times and
change our phone every 12 18 months for a newer model. If we didn't the mobile
phone companies would have no custom. So where does that leave us? You have the
latest 3 network video phone, great, but you also have that MP3 phone from last season
and the camera phone from the season before dumped in a drawer only to be used again
when
you
accidentally
drop
your
new
one
down
the
toilet!
This effect uses something we all have, an old mobile phone. If you are one of the lucky
few unaffected by technological trends and the marketing machines then don't worry,
you'll
be
able
to
pick
one
up
for
next
to
nothing.
This ultra modern gimmick uses old ESP routine principles and adds a technological
twist so that the magician/mentalist can operate on their own. Why have a confederate or
stooge in the audience when you can have the electronic equivalent?
Read on and before long you to will be exploiting the airwaves and baffling people with
your unbelievable feats!

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What is ESP?
ESP is most commonly called the "sixth sense." It is sensory information that an
individual receives which comes beyond the ordinary five senses of sight, hearing, smell,
taste, and touch. It can provide the individual with information of the present, past, and
future as it seems to originate in a second or alternate reality.

History
The term "ESP" was used in 1870 by Sir Richard Burton. A French researcher, Dr. Paul
Joire, in 1892 used the term ESP to describe the ability of people who had been
hypnotized or were in a trance state to externally sense things without using their
ordinary senses.
However, the phenomena of ESP activity has been indicated much earlier, some say even
in Biblical times. Although there is no clear evidence as to the certainty of the
phenomena it has attracted the attention and enthusiasm of many throughout the
centuries.
In the 1920's a Munich ophthalmologist, Dr. Rudolph Tischner, used ESP in describing
the "externalization of sensibility." Then in the 1930s the American parapsychologist J.
B. Rhine popularized the term to include psychic phenomena similar to sensory
functions. Rhine was among the first parapsychologists to test ESP phenomena in the
laboratory.
The first systematic study of ESP was conducted in 1882, when the Society for Psychical
Research was founded in London. The journals of this society Proceedings and Journal
were published as well as other publications in the United States and the Netherlands.
Soon other countries were reporting similar findings.

However, these first studies of ESP were rarely experimental. The studies consisted of
mostly spontaneous incidents that were located. Many of the individuals studied were
self-claimed "sensitives" or psychics. Rarely were they examined under anything
resembling laboratory conditions. The researchers conducting the examinations
resembled prosecuting lawyers. The subjects were bombarded with questions; those
standing up the best were judged creditable

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The first card-guessing ESP experiments were conducted by Rhine at Duke University in
1930. The cards consisted of five designs, now called Zenner Cards, a square, a circle, a
plus sign, a five pointed star, and a set of three wavy lines. The symbols were printed
singly, in black ink, on cards resembling playing cards.

In the classic Rhine experiments on ESP, the subject tries to guess or "call" the order of
the five symbols when they are randomly arranged in a deck of 25 ESP cards. The
likelihood of calling a card correctly by chance is one in five. Therefore, it is possible to
calculate how often a particular score is likely to occur by chance in a given number of
calls. It was Rhine's argument that when his subjects made high scores that could be
expected by chance only once in a thousand tries, or once in a million, they displayed
"extra-chance" results or ESP.
There is increasing evidence in demonstrating that ESP does exist, but it cannot be
explained or quantified by physical laws; and furthermore, that the mind (consciousness)
and the brain are two separate entities. In function, ESP is dissimilar to the ordinary
senses. There is no location like governs the other senses which receive information
through various parts of the body; and it is not dependent on any of the other five senses.
ESP is independent of such factors as geography, time, intelligence, age, or education.
Psychical research does support the theory that everyone is born with ESP capability,
though some may possess more than others. Most people have experienced at least one
ESP experience in their lives. It was found in a survey published in 1987 by the
University of Chicago's National Opinion Research Council, that 67 percent of all adult
Americans believed they have experienced ESP. Eleven years earlier the figure was 58
percent. It was thought the increase indicates an increased acceptance of the possibility of
ESP among the general public

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What is EVP?
Electronic Voice Phenomenon is the receiving of voice on electrical devices such as tape
recorders, televisions, video tape and telephones for which there is no known physical
source. The electronic voice phenomenon {EVP} is controversial; EVP researchers
believe they can capture on tape the voices of the dead, spirit beings and extraterrestrials,
but skeptics contend the voices come from radio, television and city band (CB) radio
transmissions or are imagined from static and white sound. EVP voices often are faint
and difficult to understand; to some, they seem more like aural simulacra than real voices.

EVP is the first high-technology attempt to communicate with the dead and other
discarnate beings. Thomas Alva Edison believed that an electronic device could be built
for such a communication. He was fascinated by spirit photography and believed that if
spirits could be captured on film, they could be reached electronically. Edison announced
in the October 1920 issue of 'Scientific American' that he was working on such a device,
but it was not completed prior to his death in 1931. He left behind no machine and no
plans for one. For more information on Edison's machine read my other book `Ghost in
the Machine'.

EVP has moved into other media as well, including computers. In 1967, Edison
purportedly came through a West Germany medium, Sigrun Seuterman, with advice for
tuning television sets to 740 megahertz in order to receive paranormal effects. Many
technological advances were made in the 1980's. Hans Otto Koenig of West Germany
developed sophisticated electronic equipment that used ultraviolet and infrared lights and
extremely low beat frequency oscillators. Other electronic systems were developed by
Jules Harsh and Maggie Harsh-Fischbach of Luxenburg. Researchers in several countries
reported a spontaneous appearance of images of the dead on their television set. In 1985,
Klaus Schrieber of West Germany, assited by Martin Wenzel, reported successful audio
and video contact through televisions. Two of the subjects were Schrieber's dead wives.

EVP is a fast-growing phenomenon and has recently garnered world-wide attention in the
media. A recent movie, White noise made its debut on January 7, 2005. The movie deals
exclusively with EVP and the movie trailer contains examples of actual EVP recordings.

One of the routines covered in this book will use a demonstration of EVP for a sance
situation.

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The ESP Effect


You ask for three volunteers from the audience to help you with a long range ESP
experiment. One remains seated and you hand them a note book and pen. You call the
other two forward and also present one of them with a note book and pen.
You explain that when the signal is given the two volunteers must go to a room at the far
end of the house, furthest away from your current location. Once in the room they will
find two decks of cards, one standard deck and one zenner deck. One of them must then
shuffle the cards and remove one card at a time from either deck and note each one in
sequence. It is up to them how many cards they choose. You will attempt to visualize
each card using ESP, the person with the clip board and pen will write down what you
say.
The lights are dimmed, you ask for silence and then don a blindfold and a set of ear
defenders (which may be inspected) so that you can neither see nor hear. You give the
signal and the volunteers leave the room and make their way to the designated location.
You enter a lucid state, all is quiet for a moment and then suddenly the first card
materializes in your mind...

"A star"
This is noted.
"The King of hearts"
A pause...
"Wavy lines and the two of diamonds"
A further pause;
"Ace of clubs"
You reel off another seven cards before silence once again fills the room.
The two volunteers return and you remove your blindfold and ear defenders.
To see if the experiment was a success you compare notes. You ask your note-taking
volunteer to count the total number of cards chosen.

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"Twelve" she exclaims.
To the audiences surprise this matches the amount chosen by the volunteers!
It must be a fluke...
"And will you call out the twelve cards in sequence please" you ask.
One by one each card is called and each miraculously matches the cards chosen in
sequence by the volunteers without error!
How can this be?
Surely this must be the greatest demonstration of extra sensory perception ever
witnessed!

Remember:
Any number of cards can be chosen and in any sequence, you will always get this
number and sequence correct!
You don't need to use cards, how about the ultimate long distance book test by
selecting names and numbers from a telephone directory!

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The EVP Effect


You arrange a sance for a small group of friends. You ask for two volunteers from the
group to help you with an EVP experiment. You pass one volunteer a notebook and pen.
On the table you have arranged a small group of electrical objects including a transistor
radio and a cassette recorder. You give a brief explanation of EVP and how you will try
to capture the voices of spirits during the sance. You place your mobile phone on the
table and ask the others in the room to place theirs on the table too. The more electrical
objects you have present the more chance there will be of capturing EVP.
You explain that when the signal is given during the sance the two volunteers must go to
a room at the far end of the house, furthest away from your current location. Once in the
room one of them must choose any page in the book and read any sentence he or she
wishes. The person with the clip board and pen will write down what is said.
The radio is turned on and tuned in between stations so that it emits a hiss of white noise,
the tape player starts to record. The lights are dimmed, a candle is lit, all those present
join hands and the sance begins.

"Our beloved spirit, we ask that you commune with us and move among us"
Nothing happens, you wait......
"If you are with us please make yourself known"
You give the signal for the volunteers to leave the room.
"We ask again that you commune with us and move among us"
Again nothing....
"If you are with us please make yourself known"

Suddenly the transistor radio begins to buzz and crackle, the speaker of the cassette
recorder emits a pulsing sound then a phone begins to ring. Not your phone, but one
owned by a member of the sance. You ask for them to pass you the phone and you press
answer.

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Your head drops, you go into a lucid trance and you start to converse with the spirit
caller. You pick up a pen and begin to write, not looking at the page you scrawl a
message as if controlled by an unseen hand.
The caller hangs up; you drop the pen, the sance ends.
The lights are turned back on and the volunteers return to the room.
You ask the volunteer with the pad to read aloud the randomly chosen sentence. You
then ask them to read out what you wrote and heard over the telephone.
A cocktail of fear and amazement fills the room, the two sentences match!
The tape recorder is stopped and rewound.
"Shall we listen to see if our visitor has left a message?"

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Gimmick 1
How does it work?
In simplest terms, the mobile phone at the remote location is gimmicked so that it calls
you when someone enters the room at the remote location. The line is left open so that
you can hear everything that is happening in the room. To hear what is happening you
wear a concealed mobile phone on your person and thus, the long range ESP link is
made. Puzzled? Well all will become apparent and don't worry, it is very easy to
construct and what's more, easy to perform.

Construction
Once you have gathered the small amount of components required it would take you no
longer than 30 minutes to build. I have even included a component list so that you can go
into your local Maplin store and they can do the gathering for you. The Kyosho and
Tamiya connectors are optional but as you will see later the gimmick can be modified for
different uses. The rest of the items are easily obtainable from a hardware store, that's if
you don't already have them!

You will need:


An old but working mobile phone
A pay-as-you-go card (they usually come with 5 free credit)
2x 30cm lengths of insulated copper wire (red and black)
1x Kyosho connector (Part no. GZ98 1.49)
1x Tamiya connector (Part no. GZ99 1.49)
1x wooden clothes peg (the spring type, not a dolly peg!)
Strong fishing line
1x drawing pin
1cm piece of thin plastic (like that used for sandwich packaging)
2x small metal screws
Hot glue gun or epoxy resin
Sticky tape

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Tools:
Craft knife
Soldering iron and solder
Wire strippers
You may need a Torx screwdriver (see below)

1. The first thing we need to do is remove the fascia from the mobile phone. The
model I use in the pictures is a Nokia 6210. Nearly all Nokia phones require a Torx 6
screwdriver to remove the fascia. Remove the battery and look at the screws. If you
see small star shaped screw heads you will need a Torx 6 screwdriver (consult the
table below). If you see a standard miniature Philips screw head then just obtain
some watchmakers screwdrivers. Either way, both types of tool are cheap. Run a
search on EBay for `Torx 6 mobile phone' and you will find them for about 1.50.

LG :
G4010, G4015, G4050, L1200, LX1200, LX5350, TM510, VX1, VX10, VX2000,
VX3100, VX4400.
Motorola :
V180, V400, V500, V505, V525, V551, V710.
Nokia :
1260, 2160, 2160i, 2170, 2180, 2190, 3310, 3360, 3390, 5110, 5120, 5130, 5160,
5165, 5170, 5180, 5185, 5190, 6081, 6110, 6120, 6130, 6150, 6160, 6161, 6162,
6185, 6188, 6190, 6310i, 6340i, 6360, 8210, 8260, 8290, 8850, 8890.
Ericsson :
788, T10, T18, T68, T68i, T610, T616.....
Samsung :
SGH-3500, SGH-8500, SGH-e105, SGH-e700, SGH-n105, SGH-q105, SGH-r225,
SGH-r225m, SPH-i500.

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2. Once you have carefully removed and safely retained the screws, lever open the
fascia. This will differ between models and some are easier than others, the 6210
being particularly fiddly.

3. Remove the rubber buttons and transparent keypad to expose the keypad PCB
(Printed Circuit Board). You should be left with the bare bones of the phone and
a white plastic area where the keys once were.

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4. Look at the keypad PCB and make a note of which contact operates the `call'
button. This is the button represented by a green telephone and is the one you
press to make or answer a call. If you wish, mark the PCB with a permanent
marker to highlight this contact.

5. If you look carefully at the PCB you will see two circles. Stuck to the underside
of the plastic film is a small convex metal disc. By pressing the disc a contact is
made between the outer and inner circles and thus a call is made or answered.

6. The disc is not required so cut this section of plastic film away (see above)

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7. Also cut off the green telephone button from your keypad. It feels barbaric I
know but grit your teeth and go for it! Should you miss your old phone you can
always buy new keypads for a few pounds off EBay.

8. If your phone also has a hard plastic transparent section that fits between the
plastic film and rubber keypad also cut away the area where the green telephone
button would normally go.

9. Next take your two lengths of fine insulated wire and strip a few millimeters of
insulation from the end of each. With a hot soldering iron `tin' each wire. If
you're unfamiliar with soldering it's best to get help with this part.

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10. Solder the black wire to the centre trace (inner circle) on the PCB. Be sure that it
does not touch the outer circle.

11. Solder the red wire to the outer trace (outer circle) on the PCB, again observing
that no contact is made with the inner circle.

12. Right, that's the hard bit done! Replace the fascia and thread the wires through
the hole in the cover where the green telephone button used to reside. If you are
not using Kyosho/Tamiya connectors jump to step 16.

13. Open the bag containing the Kyosho connector. Cut the wires emanating from the
keypad PCB to about 10cm in length. Again strip the insulation from the ends
and solder each to a metal plug supplied with the connector.

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14. Once the solder is cool and you have a good clean join place the black pin so that
it sits in the round hole and the red pin in the square. The pins have little barbs so
that once they are in they cannot be removed.
15. Take two more 10cm lengths of wire and follow steps 15 and 16 again for the
Tamiya connector. These will form a plug so that the `trigger mechanism' can be
removed and replaced with another type (see `Trigger Mechanisms' on page 24)

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16. Now to construct the trigger mechanism that will make our `call' button work.
Take your wooden clothes peg and separate it.

17. In the end of the two sections screw a small screw, but not all the way in, leave a
few millimeters between the screw head and peg. They need to be placed so that
when the peg is put back together the two screw heads touch.

18. Take your black and red wires from the phone (or Tamiya connector) and strip a
good 3 or 4cm of insulation from the end. If you have multi core wire twist each
one so that you have a tight lead.

19. Tightly wrap the black wire around the screw in the small gap that you left and
then fully tighten the screw. Do the same for the red wire on the other half of the peg.

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20. Reassemble the peg and secure the wire leads out of the way with an elastic band.

21. If you have used the Kyosho/Tamiya connectors plug these together

22. Using another elastic band, secure the peg to the left or right side of your phone
housing taking care not to obscure any volume buttons or hands free ports.

So what do we have? We have another switching mechanism in place of the normal


keypad key. The peg with the two screws acts as an electrical contact when the peg is
closed. You could think of it rather like a Morse code switch.

What we need now is a device to separate the two electrical contacts. Once the device is
removed from between the two screws, electrical contact is established and an outgoing
call is made.

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23. Take your plastic square, I used a small piece of thick acetate, and use a pin to
place a small hole in it.

24. Thread a long length of fishing line through the hole and tie securely. Do not cut
the fishing line from the reel just yet. You may need to experiment with length
but all will become clear shortly.

25. Place the plastic square between the two screws in the jaws of the peg. This acts
as an insulator and prevents an electrical contact. Once the plastic is removed
contact is made.

26. The fishing line is secured at the other end with a drawing pin into a wall or door
frame. You have in effect, built a mobile phone that is triggered by a trip wire
style mechanism, exciting eh?!

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Setting the Trap


Ok, it's time to test your gimmicked phone. Insert your sim card and register (if you
need to). Pay as you go cards are best as you'll be able to keep track of how much you
are spending each time you use it. Also it may not always be convenient to go back to
the remote location and disconnect the call. The other bonus with pay as you go cards is
that they usually come with 5 of free calls, so this will last you at least 2 or 3 tricks.

Take your gimmicked phone and insert the plastic square between the two screws
in the jaws of the peg.
Turn the phone on and then enter a number, this needs to be a phone that you are
close to so that you can hear it ring.
Usually you would enter the number and hit the green `call' button but as this has
now been replaced with an elegant peg all you need to do is pull the fishing line.
The plastic square will slide from between the screw heads, electrical contact is
made and your other phone should ring with a call from the `spirit cell'!

Let's set our first trap in the bathroom. If your bathroom is like mine you should have a
hook on the back of the door to hang bath robes, towels etc. If you haven't don't worry,
the mechanics are the same wherever you rig the trap, but this example will give you an
idea.
1. With the bathroom door half open measure a length of fishing line so that it goes
from the top of the doorframe, over the top of the door and down to point a few
feet from the ground. The best way to do this is to tie one end of the fishing line
to the drawing pin and push this into the top of the doorframe. You can the reel
out a length and cut the line. Note: The door needs to be open so that the gap is
just big enough for you to squeeze through and exit the room. Too wide and the
trigger may not work, too narrow and you'll be trapped in the bathroom or trigger
the spirit cell on exit.

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2. Next hang an item of clothing behind the door such as a shirt or bath robe.
3. The spirit cell will be placed in a pocket so cut the length of line to so that it
reaches the bottom of the pocket.
4. Tie a plastic square to the end of the line and place this in the jaws of the peg thus
breaking the electrical connection
5. Prime the `spirit cell' as explained previously. Ensure the number entered is your
other mobile phone number. This phone will be gimmicked in the next chapter.
6. The trap is now set. Should the door open more than half way the plastic square
will be pulled from the jaws of the peg and the `spirit cell' will call your phone.
Give it a try; you may need to practice to get the length of line correct.
7. Slip through the half open door and close it.

Question: But the phone is in a pocket, surely the mic will be obscured, how can I hear
what is happening?

Answer: Attach one of the old hands free kits to the phone (the type that just have an ear
piece and mic on a length of wire). I picked one up in my local Pound Land. All you
need to do is safety pin the mic part of the kit to the outside of the clothing.

Tip
You don't want the trigger line to dangle down in the doorway once the `spirit
cell' has been activated. To prevent this, push the end with the drawing pin into
the top corner of the frame (see picture on page 22). It will then dangle in line
with the frame once released. The reason that transparent plastic and fishing line
are used is because they are virtually invisible against a door frame, wall or
carpet.

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Trigger Methods
So you don't have a hook on the back of your door? You can't seem to find anywhere to
place the trigger line for the `spirit cell'. If you have these problems then don't worry,
here are two other methods of triggering the `spirit cell' that are just as simple as the first.

Tilt Switch
Tilt switches are motion sensors that consist of a small chamber containing a conductive
liquid. This used to be mercury but has since been replaced with a safer alternative.
When the switch is mounted horizontally the liquid moves and contact is made, when in
the vertical position the circuit is broken.
This type of switch is used in place of the peg. If you used the Kyosho/Tamiya
connectors you will now begin to see the benefit as you'll be able to swap and change the
trigger mechanisms to suit your situation.

For this trigger you will require 1x Tilt Switch (part no. FE11 1.99)
2x 30cm lengths of insulated copper wire (red and black)
1x Tamiya connector (Part no. GZ99 1.49)
Blue Tac
Soldering iron and solder
Wire strippers

1. Take two lengths of fine insulated wire (one red, one black) and strip a few
millimeters of insulation from the end of each. With a hot soldering iron `tin'
each wire.

2. Solder one wire to each leg of the tilt switch (see over page)

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3. Connect the loose ends to your Tamiya connector as explained earlier.

4. Take a small amount of Blue Tac and roll it flat then place your tilt switch in the
centre.

5. Fold the Blue Tac around the switch.

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You are now ready to set your next trap. This type of trigger can be place wherever some
form of movement is involved. A good place to start is a door handle. Stick the tilt
switch to the inside of the handle in the vertical position. Once someone operates the
handle and opens the door the tilt switch will be in the horizontal and trigger the `spirit
cell'

The great thing about this method is that you can prime the trap and easily leave the
room, just slowly close the door keeping the handle in the horizontal position as you
leave. The catch on the inside of the door will engage and thus the only way to re-enter
the room is via the use of the handle.
Another place to position the switch is the top of the door frame so that it dangles down a
little.

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Use the Blue Tac to secure the wire in place and ensure the switch is in the vertical by
bending the wires slightly. Then carefully exit the room by slipping through the smallest
possible gap in the door (easier for some!). When the door is opened fully the motion of
the door will force the switch into the horizontal position and trigger the `spirit cell'.

Again, imagination and experimentation is the key, it won't be long before you have
more ideas for uses of the tilt switch.

Pressure Switch
This method is excellent for rooms that have carpets or rugs and is so simple to make. It
consists of two conductive surfaces separated by a few millimeters of foam rubber. As
soon as pressure is applied to the switch the two conductive plates touch and trigger the
`spirit cell'.

You will need


Tin foil
1x A4 Acetate sheet
Sticky tape
Foam rubber sheeting or corrugated cardboard (anything as long as it is non
conductive and a few millimeters thick)
Glue

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2x 120cm lengths of insulated copper wire (red and black)
1x Tamiya connector (Part no. GZ99 1.49)

1. Take two lengths of fine insulated wire (one red, one black) and strip a few
millimeters of insulation from the end of each. With a hot soldering iron `tin'
each wire. You will need longer lengths of wire for this trigger mechanism so cut
a few feet of each.
2. Connect the loose ends to your Tamiya connector as explained earlier.
3. Your pressure switch can vary in size to suit different situations. I find that an A5
size switch is useful for most. Take your A4 acetate sheet and glue a sheet of tin
foil of the same size to it. Once dry cut it in half.

4. Cut two 10mm by 210mm strips of foam rubber/corrugated card. Take one of the
foil covered acetate sheets and place it foil side up on a flat surface. Then glue
each strip along the longest edges of the sheet.

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5. Take the second foil covered acetate sheet and glue it foil side down on to the top
of the strips. You should now have a sandwich of two metal surfaces separated
by a few millimeters of card.

6. Now to connect the wires. Take the red wire and some sticky tape and stick the
wire down on to the foil surface of the bottom sheet. Then take the black wire
and do the same to the top sheet.

7. Once pressure is applied to the switch the gap between the two foil surfaces is
closed and electrical current will then flow from the bottom sheet to the top thus
closing the circuit.

8. If your pressure switch sags in the middle just place extra strips around the edges.

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9. Place your switch on the floor and carefully place a rug or carpet over the top. As
soon as it is stood on the `spirit cell' will trigger.

Ok, so you now have three trigger methods that should cover almost every eventuality
and you have the `spirit cell'. All of this can be carried in a small pocket. You've set
your trigger switch but you still have the `spirit cell' to conceal, what do you do?

Concealment
Once constructed you may want to place your `spirit cell' in a container to disguise it.
Most people would find it odd if they saw a mobile phone in a room with a peg glued to
it!
Again some imagination is required but what I've done in the past is remove the bottom
from an empty bleach bottle and cut a small hole in the side so the mic is not obscured.
Next I secured my `spirit cell' inside the bottle with blue-tack. The trigger line can then
be set between a door frame, skirting board etc to the bottle which can be placed
anywhere close to the volunteers.

Make use of a cheap hands free kit. You can hide the phone almost anywhere as long as
the hands free mic is not obscured. Try putting the `spirit cell' in a laundry basket or
under a pile of clothes then secure the hands free mic so that it is in clear range of the
volunteers.
Every room provides different ways to conceal the `spirit cell' and trigger device so
experiment. Although the preps for this illusion may appear meticulous they are in fact
very quick and easy. Once you have carried them out a few times you will be doing it
with the same speed and skill as an MI5 spook!
Also look at the bonus material as this has further concealment ideas.

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Troubleshooting
If you are unable to get your `spirit cell' to function ensure the following:

The most likely cause will be a bad or broken solder joint. Make sure the wires
do not move, if they do then this would indicate that the solder has broken and as
a result broken the circuit.

If the green call button keeps triggering even when the plastic square is in place
then the wires must be touching on the keypad PCB. Dismantle the phone and
have a look.

Are you sure that your screws are conductive?

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Gimmick 2
Note: This second gimmick is only required for the ESP effect and not the EVP.
If you struggled technically with the first gimmick then you'll find this next one a breeze.
Gimmick 2 is your normal everyday mobile phone which will be slightly modified.
During the trick this will be concealed on your person. You will require

Your mobile phone (preferably not the flip type)


A drawing pin
Sticky tape
Super glue
A hands free kit (the old type on a long wire)

1. Cut a short length of sticky tape and place it over the keypad of your phone
ensuring it covers the green `call' button. Make sure the tape is not too tight as
this may depress the keys.

2. Take your drawing pin and apply super glue to the flat area. Place this on the tape
directly above the green call button. You should be left with a drawing pin,
pointed side facing up covering the call button.

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3. Set your phone to silent so that it does not ring but ensure vibrate is still active.

The phone is worn on the leg and the hands free ear piece will be in your ear. Once the
volunteers at the remote location trigger the `spirit cell' you'll receive an incoming call.
You will feel the phone vibrate but as you're blindfolded you will be unable to visually
locate the `pick up call' button. Instead you feel for the drawing pin and press lightly
thus answering the call.
If you wear a hands free earpiece in your right ear then the phone will need to be worn on
the right leg and vice versa. Securing the phone in this position can be easily achieved by
making a basic strap. If you are particularly brave and immune to pain you may want to
tape it to your leg however, I recommend the following design that I have devised.
These items can be purchased from your local haberdashery for about 2:

Black elastic 2.5cm wide and 50cm in length


Velcro
Black felt (A4 size max)
Chalk
A needle and black thread
Strong glue/hot glue gun

4. Place your phone on the felt and draw around it with chalk. You then need to
draw the shape below around the phone outline. Remember to take into account
the thickness of the phone. The felt pocket you're about to make needs to be tight
enough to hold the phone securely but not so tight that it presses the buttons
down. Just experiment for a few minutes.

5. Cut out the felt shape and using the hot glue gun apply glue to the two tabs.

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6. Then fold over section A and glue the two tabs down over the top. You should
now have a black felt pocket that snuggly fits your mobile phone. Place your
gimmicked phone inside with the power off and push the drawing pin through the
felt so that it protrudes from the exterior of the pocket.

7. Take the elastic and measure a length around your upper thigh. You need it to be
reasonably tight and secure both standing and sitting. The last thing you need is
for it to slip down your leg before you perform!

8. Place the felt pocket in the centre of your length of elastic and glue the back of the
felt to the elastic.

9. The final step is to attach the Velcro. I purchased the sticky back type as this
allows you to position it properly before you stitch it in place. Remember that
one half is fixed to the top side of the elastic while the other half is fixed to the
underside.

10. The strap is now complete and ready to wear underneath your trousers or skirt.

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11. Next plug in your hands free kit. The earpiece will be concealed in a black hood
that you will wear. The wire of the hands free kit should be black, if it's not just
take a permanent black marker and colour it in.
12. For the hood you will need
2 pieces of black felt 400mm x 500mm
Needle and thread (or sewing machine)
Black cord
Chalk
Hot glue gun
13. Cut the two pieces of black felt and stitch around 3 of the edges to make a basic
hood. Be aware that some heads are bigger than others. If you have a gargantuan
cranium allow for a little extra material!

14. Next pop the hood over your head with the stitched seam running in line with
your nose. The hood should be long enough so that it touches your shoulders.
15. With the hood placed over your head feel for your left or right ear, whichever you
prefer. Once you have located your ear mark the exterior of the hood with the
chalk where the center of your ear (the auditory canal) is positioned.

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16. Remove the hood from your head and check you have a good chalk mark to
identify the position of your auditory canal. Fold the hood inside out and transfer
the chalk mark on the outside to the inside. Either use good judgment or put a pin
through the material to transfer the position to the other side.
17. Take your hands free head set and place the earpiece in the position of the chalk
mark. Measure about 20mm down the wire from the earpiece and glue this point
to the felt with the hot glue gun.

18. Once dry turn the hood back so that the earpiece is now on the inside with the
wire trailing out of bottom.
19. Take the black cord and thread it in and out through the edge of the hood opening
as shown below and tie the two ends together. This will act a draw string so that
the hood will double as a draw string bag in which you will keep your ear
defenders.

Now to try it out, place the hood on your head with the seam running in line with your
nose. The earpiece inside the hood should be touching your ear, from the outside of the
hood just position the earpiece so that it fits into your ear. This should take hardly any
effort but may require some practice to perform quickly.

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20. Now connect the hands free kit to your phone and place the phone in its strap.
You should now have a gimmicked mobile phone in a custom leg strap attached
to a hands free kit hood.

Just a quick note on the ear defenders. Go to your local hardware store and you should
be able to pick up a pair for a few pounds. They are the type worn by builders when
operating noisy machinery.

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Wearing the Gimmick


Before you put the strap on your leg ensure that the phone is turned on and it is set to
silent but vibrate is active.

You'll need to remove your trousers or skirt in order to don the gimmicked phone.
Before we proceed, just a quick word on suitable clothing. I usually perform in a pair of
loose fitting trousers, casual or formal, just as long as they are loose. You don't want the
definition of the phone showing through your clothing. Also tight clothing may trigger
the `call answer' button accidentally. So the key word here is loose! Also wear a black
or dark shirt/t-shirt with an open jacket or shirt over the top. This will help conceal the
wire once you have the hood on.

Attach the strap to your leg so that it is around your thigh with the phone facing outwards
to the side.

Put your trousers or skirt back on and try locating the `call answer' button through your
clothing. This should be quick and easy since the sharp metal point will pierce your
clothing as soon as pressure is applied.

The hands free wire should now be hanging out of the top of your trousers or skirt
slightly to the side. If you are wearing a t-shirt have it tucked in with an open untucked
shirt over the top. If you are wearing a jacket then your shirt will already be tucked in.

While you are seated put the hood over your head remembering to keep the seam in line
with the nose. The wire from the hands free kits should run from the phone, out of the
top of your trousers, inside the left or right side of your shirt and into the hood. The hood
will be long enough to hide the wire at the collar.

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Routine
Ok, so we have made both gimmicks and we're ready to perform. It's best to perform
this trick in your own home initially. You know it well; you know where you can set up
the gimmick best and therefore take hardly any time to prepare it. But don't dismiss this
as a trick for the occasional party at your own home, when you go to a friends house
make a habit of paying the bathroom a visit and `case the joint'. Look for what trigger
system will work best i.e. tilt, pressure etc, do they have things hanging on the door such
as towels or bathrobes to conceal the `spirit cell'?

It doesn't always have to be a bathroom it's just that you ideally need a small room so
children's bedrooms or bathrooms are perfect. A room of smaller dimensions will ensure
that the volunteers are never too far away from the gimmicked phone and reduce
reverberation of the voice thus preserving intelligibility. It is also best that the room you
choose is some distance away from the location of the performance. Again this will
usually be an upstairs bedroom or bathroom but it could also be a study down a long
hallway.

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ESP Routine
Preparation
So you have arranged your performance, a few friends have arrived and you are ready to
begin. Prepare a table with seats around it, dim the lights and light some candles. This
will provide atmosphere and of course limit what people can see! Place two note books
and two pens on the table.

The first important thing to note is that you should not set up the `spirit cell' in advance
in a room that may be used prior to the performance i.e. the bathroom. It will most
probably be triggered or discovered by a guest thus ruining the whole thing. You need to
set the trigger just before the performance. If you've set it up in a room you know will
not be entered until the performance starts then just disregard this matter.

Place your packs of cards or book on a convenient surface in good range of the `spirit
cell'. You may want to experiment with viable distances between the `spirit cell' and
sound source. The range of a mobile phone microphone will pick up a surprisingly large
amount of audible information at some distance from the sound source. Remember to
ensure that the `spirit cell' is primed ready to call your second mobile as soon as the
trigger is activated.

Don your second gimmicked phone and place the ear defenders in the hood/bag. Ensure
the hands free wire is concealed and facing towards you. If it is an especially long one
you may need to coil it slightly and hold it in between your thumb and the outside of the
hood/bag.
Once you've done this and set up the `spirit cell' using your chosen trigger as explained
earlier in the book, leave the room as carefully as possible.

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Routine
Enter the candle lit room and have everyone seated around the table. Arrange the seats
before hand so that no one is sat directly to your left or right side. It may be best to
position the seats in an arc with your table and seat in the center as shown below.

Sit down, remove the ear defenders from the bag/hood, place the bag/hood on the table
and casually position the ear defenders on top. The bag/hood needs to be positioned so
that the open end slightly hangs over the edge of the table facing you (see diagram
below). This is to prevent all possibility of anyone seeing the hands free wire against the
table surface. Do not make a big deal about what you are doing, act as casually as
possible and no one will suspect a thing.

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You then explain that you are about to conduct a long range ESP experiment giving a
brief explanation of what ESP is. Then ask for three volunteers and give a note book and
pen to two of them, the third will be the card selector at the remote location so give them
nothing. It is important not to give the cards to the third volunteer at this stage. The
reason that the cards are placed at the remote location is so that you have the volunteers
positioned where you want them i.e. in good audible range of the `spirit cell'. You may
want to use the following script as a guide.
"Which of the two volunteers with the note books and pens wishes to stay in this room?"
One should volunteer, if not just nominate one.
"Thank you, now when I ask I'd like you two volunteers to leave the room and make
your way to the bathroom upstairs. This is one of the furthest points in the house away
from this room so this makes it ideal for our experiment. Once you enter the room you
will see two decks of cards. I'd like you (pointing to the volunteer without the note book)
to in turn remove each deck from the pack and shuffle them. You will notice that one
deck is a standard pack of cards while the other is a pack of zenner cards that have
symbols printed on them".
You may want to give a brief explanation of the zenner cards and their associated
symbols.
"Once you have done this place the two decks down in front of you. You may now select
one card at a time from any deck in any order. Once you have selected a card read it out
and have your partner write it down. You can do this as many times as you want just as
long as the list of cards you write down forms a sequential list".
You will need to emphasize that the selection must be slow and that the card is read aloud
to the person taking the notes. A good way to do this is to tell the person selecting the
cards that they must not show the person taking the notes the actual card. That way the
only way of conveying the chosen card is verbally.
"I will try to use my powers of ESP to project my mind to your location and visualize the
cards that are chosen. This is also known as `remote viewing' and was a technique used
in the last Gulf war to gain intelligence. I will then ask my volunteer to write down what
I say. Once you have finished, leave the room and make your way back here. We will
then compare what cards where chosen to what was written down by my volunteer."
Next pass the ear defenders around for inspection. They will assume that the bag/hood is
just used to carry the ear defenders around in. The fact that they are kept in a black bag
will generate more interest in the direction of the ear defenders thus creating a diversion
away from the bag/hood.

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Once the ear defenders have returned explain that to enter a suitable state of mind you
must block out all sound and light. You then don the hood.
Pick up the hood and place it on your head turning your head slightly away from the
audience so that the ear with the ear piece is obscured. Ensure that the seam runs level
with your nose and that the hood is rolled down to cover your neck. You may want to
readjust your shirt casually as if you are making yourself comfortable. This will make
sure that the hands free wire is suitably hidden. With the hands free ear piece in your ear
and hood on your head fumble around for the ear defenders and place them also on your
head. As well as providing the initial aim to block out sound they will also hold your ear
piece firmly in place and prevent any sound from the ear piece getting out.
Once you are comfortable, reposition yourself facing the audience. Have your hands
placed in a relaxed manner on your thighs. You should be able to easily locate the
drawing pin through your trousers/skirt. Place a finger over this point so that it is ready
to press the `call answer' button once the volunteers have entered the remote location and
triggered the `spirit cell'.
You are now ready. Wait a minute or two to build an atmosphere of anticipation. This
will also give the impression you have entered your lucid state. Once you are ready tell
the two volunteers to make their way to the remote location.
With your finger poised over the drawing pin you wait. As soon as the phone strapped to
your leg vibrates lightly press the button located by the drawing pin point. You will now
have an audible link to the remote location. As the volunteer selecting the cards reads
their selection out just repeat what they say so that your volunteer can make a note of it.
The amount of acting you put into this is up to you, you could say "I can see a star" for
the zenner card star symbol, or "I see a crown and a heart, this must be the king or queen
of hearts, I will go with the king". Don't worry if you don't get all of them, to get just
four right out of eight will still be unbelievable to the audience.
When the two volunteers have finished they will return to the room with their list of
cards. Remove your ear defenders and place them on the table. Next remove the hood
again taking care to keep the wire concealed and casually fold it up and place it in a
pocket.
First ask your volunteer to count the amount of cards you described. Then ask the other
volunteer with the pad to do the same. They may match, they may not but don't worry,
it's the correct description of the cards that will clinch it for you! Then ask your
volunteer to read out your descriptions one at a time. All you need to do then is watch
the audience's amazement as the two lists virtually if not exactly match!
Your demonstration of ESP is complete; just remember that the call from the `spirit cell'
is still active so cancel it at the earliest opportunity!

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EVP Routine
Preparation
The initial preparations are the same for this routine as for the ESP routine except for a
few points. You will not need the second gimmicked phone and hood, you will be using
a book instead of the cards and the `spirit cell' will need to be set up slightly differently.
Instead of entering the number to your phone enter the mobile number of a guest's phone.
They may be a friend so you will already have this number or you may have garnered a
number by other means. The fact that a guest's number is called and not yours adds to
the mystery. Just remember to set your phone to withhold the number so that it appears
as a private number, a caller from the spirit world will not have a mobile phone!
On the table you have some candles, a transistor radio (a normal FM radio), a tape
recorder with a blank tape in it and a pen and piece of paper. Do not ask them to inspect
the items as this would suggest you are about to perform a magic trick, just let the group
touch and observe the objects in their own time if they wish.

Set the radio to a low volume and tune it in between stations so that you get a hiss of
white noise. The whole sance will be captured on tape and radio is there for a good
reason. The first is that both the radio and tape recorder will pick up GSM interference
from the mobile phone a few seconds before the phone rings. This noise will create more
anticipation and mystery. Secondly, when the tape is played back the presence of white
noise plus mobile phone interference will create a noisy recording. The periods of noise
in between your speech will provide a perfect background for people to subjectively pick
out what they may interpret as EVP. I don't personally believe in EVP as the way our
senses work is very complex. Our vision and hearing work very much in the same way.
When we look at clouds for example we can all see different shapes i.e. I think a cloud
may look a bear yet someone else may think it looks like a train. This is the same for our
sense of hearing; everything that is not clear is perceived differently by individuals and is
therefore subjective. In other words we all see and hear things differently that are not
obvious in form or sound. But this fact will work in our favor; your audience will expect
to hear spirit voices amongst the recorded noise so they probably will! Just remember
that expectation clouds perception!

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Routine
Sances are generally conducted with three or more people, and some sources say that the
number of participants should be divisible by three. I strongly recommend that children
do not take part as the whole experience could be traumatizing and don't invite more
guests than you can fit around the table.
You then explain that you are about to conduct an EVP experiment and give a brief
explanation of what EVP is. Ask the members of the sitting to place any mobile phones
they have on the table in front of them. This will give the spirit as many channels as
possible to make contact. The person you have selected as your victim i.e. the one who
the `spirit cell' will call should now have their mobile phone on the table.
Ask for two volunteers and give a note book and pen to one of them, the second volunteer
will be used as the book reader at the remote location so give them nothing. It is
important not to give the book or books to the third volunteer at this stage. The reason
that the books are placed at the remote location is so that you have the volunteers
positioned where you want them i.e. in good audible range of the `spirit cell'. If you use
a selection of books instead of one it gives a greater choice and adds a greater effect to
the trick. You may want to use the following script as a guide.
"Thank you, now when I ask I'd like you both to leave the room and make your way to
the bathroom upstairs. This is one of the furthest points in the house away from this
room so this makes it ideal for our experiment. Once you enter the room you will see a
selection of books. I'd like you (pointing to the volunteer without the note book) to
choose any book, turn to any page and slowly read out any sentence you wish. The
person with the note book is then to write down the sentence you read aloud".
You will need to emphasize that the sentence must be read slowly and aloud to the person
taking the notes.
"If we make contact with a spirit I will ask if they are able to tell me what sentence you
have read. Once you have finished, leave the room and make your way back here. We
will then listen to the tape and compare notes".
Depending on your religious beliefs, you might want to say a short invocation or divine
blessing before going further, just in case! Then the medium (you) should lead everyone
in a deep breathing exercise by instructing them to breathe in slowly through the nose . . .
and out slowly through the mouth, while trying to keep their minds blank. The goal is to
get everyone calm, comfortable, and in touch with their senses.

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After a few minutes of this, the medium should ask everyone to say these words together:
"Our beloved spirit, we ask that you commune with us and move among us." Repeat the
chant until there is a response.
Nothing happens, you wait ...
"If you are with us please make yourself known"
You then give the signal for the volunteers to leave the room.
"We ask again that you commune with us and move among us"
Again nothing....
"If you are with us please make yourself known"
Of course nothing will happen until the volunteers trigger the `spirit cell' so you have a
few minutes at least to build up the tension.
Once they have triggered the `spirit cell' the transistor radio will suddenly begin to buzz
and crackle, the speaker of the cassette recorder will also emit a pulsing sound before the
phone begins to ring. Your victim will look startled as their phone starts to ring! You
ask for them to pass you the phone and you press answer.
As you put the phone to your ear drop your head as if you are entering a trance like state.
"Hello?"
Pause...
"Hello?"
Start to mumble slightly and pick up the pen and begin to write what you hear. Do not
look at the page while writing; just scrawl what the volunteers are saying as if controlled
by an unseen hand. This action can be used to great effect as an example of `automatic
writing', another mediumistic skill.

The phone will provide an audible link to the location of the volunteers and you'll be able
to hear what sentence is being spoken. Don't worry if you don't catch the entire
sentence, even if you get 70% it will be uncannily close to what the volunteers have
written once the results are compared.
At brief intervals when there is nothing to listen to on the other end ask questions out
aloud such as "Can you tell me that again please" or "Yes I understand". Then pepper

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this one sided conversation with slight guttural utterances and mumblings if you can, but
not too much. Remember that this is being recorded and on playback the mumbling
mixed with the white noise from the radio will produce a very convincing example of
EVP!
Once you have the whole sentence put the phone down, drop the pen, and ask for the
lights to be turned back on. Turn the tape recorder and radio off and wait for the
volunteers to return.
Once they have returned pass your pad to a member of the sitting and ask them to read
aloud what you have written. Watch the expressions of amazement and disbelief as the
sentence you have written matches the sentence chosen by the volunteer!
You can then rewind the tape and listen to whole event again. I can guarantee that the
more `highly strung' members of the sitting will hear what they believe to be spirit voices
on the recording. Some people may not remember you making mumbling noises as they
will have been more interested in your `automatic writing' performance.
Let them make copies of the cassette if they wish as souvenirs. In time they will forget
slight details of the sance and when played to a third party it should sound like a very
convincing sance recording containing EVP!
You never know, there might even be voices on the tape that you can't even explain!

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Variations
The key to these effects is imagination. Yes, the ESP effect is complicated and requires a
lot of preparation but for its simplicity and pure effect the EVP trick is a sure fire winner
at any Halloween party.
You could combine certain features from both effects to make a new one. Instead of
using cards for the ESP routine use a book and do a long distance book test. For the EVP
trick have someone select names from the obituary column from the local paper.
I'm sure as you've been building and testing your `spirit cell' many other possible uses
have sprung to mind. If you do Tarot or Palm readings have a `spirit cell' located in your
waiting room. You can guarantee that if your customer is with someone else they will be
discussing matters that are close to mind. These little snippets of conversation could be
all you need to give the best and most convincing reading ever!

Have fun!

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The Midnight Caller


How to use
The Spirit Cell
As a home security device

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Introduction
Burglary and car theft could unfortunately happen to any of us given the current rise
in crime. The `Spirit Cell' could reduce this risk and therefore increase your level of
security.

You may also want to protect your family. How can the `Spirit Cell' do this?
Children are naturally curious and it would be impossible to keep a watchful eye on
them all the time. The `Spirit Cell' can be used on cupboards that contain dangerous
items such as medicine, tools and harmful cleaning goods. As soon as the door is
opened you will know and be able to hopefully intervene before anything disastrous
happens.
You might also just be particularly suspicious of someone going through your private
belongings. A friend of mine shared a flat with three other people and one of them
was suspected of entering other people's rooms while everyone was at work. Two
`Spirit Cells' where rigging in my friends room. While at work he received two texts
a few minutes apart informing him that his bedroom door was open and that his
wardrobe was also open. He promptly called the house and sure enough the suspected
person answered the phone. My friend asked him if he was alone and he replied
"yes". "Why have you been in my room" asked my friend, "I haven't" said the
suspect in a surprised tone. "Yes you have and you've also been in my wardrobe, just
be aware that I know what you're doing". The suspect was stumped for words, held
up his hands, pleaded guilty and promptly moved out!

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Setting up the Phone


Decide what type of alert you would like to receive if the `Spirit Cell' is triggered.
You only have two choices but each have their associated pros and cons.

Alert to Text
Once you set your trap enter a text into the `Spirit Cell' to suit the location, for
example this could be `Alert Garage Door has been opened!' Remember to prime
the phone so that the only step required to send the text is a press of the green call
button. On Nokia phones this is the `send' screen.
An advantage of `Alert to Text' is that even if you are unavailable i.e. out of
transmitter range you will still receive the text later. By this stage it may be too late
to respond to the alert but at least you will have a time that the text was sent and
therefore have a thereabouts time of the incident. Another advantage is that you can
still receive texts if you are on a call and the alert will only cost you the price of a text
unlike the `Alert to Call' option. In most cases `Alert to Text' is the most useful and
cost effective alert.

Alert to Call
This is really only useful if you have set a trap and are waiting for it to be triggered.
Set up the `Spirit Cell' so that once the number you want to call i.e. your other mobile
phone has been entered the only step required is a press of the green call button.
An advantage of `Alert to Call' is that you'll be able to covertly listen to what is
happening at the location of the `Spirit Cell' once triggered. If you have an intruder
you may catch names, be able to determine gender or even recognize a voice! If you
miss the call or are out of transmitter range ensure your voice mail is active, you'll
then also be able to listen to the incident again and again. You will also gain the time
of the incident either way as both are recorded by your phone and voice mail service.

Note This may seem obvious but make sure that the `Spirit Cell' has a good
reception at the location it is placed!

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Right, you have a `Spirit Cell' complete with three trigger mechanisms. In a moment
we will look at the various ways of setting our trap and what trigger is best suited to
certain situations. These methods can also be utilized for your routines.
We first need to conceal the `Spirit Cell' and place it in a suitable housing. The
housing can then be permanently attached to your garage wall etc. Maplins or Radio
Shack supply a large range of plastic boxes designed to house circuit boards. These
are ideal and cost around 2.99 for one big enough for a mobile phone. You will need
to remove the phone occasionally so stick two small lengths of Velcro in the box so
that it can be secured tightly but also removed easily. The straps need to be placed so
that they do not obscure the keypad or screen. Then drill two screw holes in the base
of the box so that it can be secured to a surface. Four further holes then need to be
drilled at the points represented by the arrows in the diagram below. Use about a
5mm drill bit as the hole needs to be large enough to fit your trip wire (for the trip
switch), trigger mechanism wires (for the tilt and pressure switch) and a hands free
head set wire. If you are using `Alert to Call' then the box lid will cover the phone
mic, therefore a mic needs to be fitted to the box externally hence the hands free kit.
The four holes will also provide you with greater flexibility in placing the `Midnight
Caller' in a convenient place. The battery life of a mobile is limited so one of the
holes could also be used to pass your charger cable through so that it is permanently
powered.

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Doors
This section can be applied to all types of door such as cupboards, patio door, shed
doors and garage doors that are not the standard `up and over' type (these will be
covered next).
The diagram below represents a generic door and shows how all three trigger
mechanisms can be used effectively. The red boxes correspond to the `Spirit Cell' in
its housing. Remember that these traps are set on the opposite side to the entrance so
no one will see the `Spirit Cell'. They may only notice the device once they have
entered the room by which time it is too late as an alert will have already been sent.

Point A Trip Switch


1. Secure the `Spirit Cell' housing above the door and open the door slightly.
The door needs to be open so that the gap is just big enough for you to squeeze
through and exit the room. Too wide and the trigger may not work, too
narrow and you'll be trapped in the room or trigger the `Spirit Cell' on exit.

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2. Measure the fishing line to the top of the door, cut it and tie a secure loop in
the end.
3. Next stick a drawing pin in the top of the door, place the loop over the
drawing pin and press down so that the line is securely attached to the top of
the door. Once the door is closed there should be a large enough gap to
accommodate the height of the drawing pin head (about 1.5mm once pushed
all the way in).
4. Once you've done this turn on the `Spirit Cell' and prime it for either `Alert to
Text' or `Alert to Call'.
5. Carefully slip through the gap in the door and exit the room. As soon as the
door is opened the fishing line will pull the plastic square from between the
jaws of the peg and trigger the `Spirit Cell'.

Point B Tilt Switch


1. Secure the `Spirit Cell' housing on the door or to a point on the wall along the
hinged edge of the door (just be sure your wire is long enough).
2. Using Blue Tac or tape secure the tilt switch in the vertical position to the door
handle.
3. Once you've done this turn on the `Spirit Cell' and prime it for either `Alert to
Text' or `Alert to Call'.
4. Once the trap is set leave the room and just slowly close the door keeping the
handle in the horizontal position as you leave. The catch on the inside of the
door will engage and thus the only way to re-enter the room is via the use of
the handle.

Once someone operates the handle from the other side the tilt switch will be in the
horizontal and trigger the `Spirit Cell'.

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Point C Pressure Switch
1. Secure the `Spirit Cell' housing low to the floor. This could be just above the
skirting board or just casually placed on the floor near the pressure switch.
2. Place the pressure switch on the floor and carefully place a door mat or piece
of carpet over the top.
3. Once you've done this turn on the `Spirit Cell' and prime it for either `Alert to
Text' or `Alert to Call'.
This is one of the simplest traps to set. All that is required is for someone to step on
the mat or carpet and bingo! The `Spirit Cell' is triggered. You just need to place the
pressure switch in an area that you know will be stood on. Entrances to door ways are
perfect for this trigger as the movement of people's feet is restricted to the area
around the door entrance.

Any of the door methods can also be used for windows. Just have a look around your
home and you'll see plenty of ideal places to place your trap.

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Garages

Again the red boxes at points A, B and E correspond to the `Spirit Cell' in its housing.
Different trigger methods can be used at each of these points so let's start with point
A. By this stage you should be conversant with setting up each trap method and
priming the `Spirit Cell'.

Point A
With the `Spirit Cell' securing in this position we can either use the trip switch or the
tilt switch. To set up the trip switch the fishing line can be tied to a section of the
garage door such as the lock mechanism at point D. As soon as the garage door is
opened the motion will pull the plastic square from the jaws of the peg.

An even simpler method is the tilt switch. This can be just stuck to the garage door in
the vertical position. Once it is tipped by the opening of the door the `Spirit Cell' will
trigger.

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To set up both of these triggers you will need to keep the garage door virtually closed.
To do this place an object outside and prop it against the door so prevent it from
opening fully. This could be a chair or box. Once you have set the trap you will need
to slide through the small gap between the bottom of the door and the ground in an
Indiana Jones manner. It's not very dignified I know but it will be worth it!

Once outside carefully close the door, lock it and dust

yourself down!

Point B and C
From these points you can use the same methods used from point A. When it comes
to the trip switch you now have a choice of two methods from point C. You can
either use the same method as used from point A or B or you can set up a proper trip
wire which is triggered by placing the fishing line across the entrance to the garage at
waist height. If the garage is opened nothing will happen but if someone enters the
garage the trip switch will trigger. This can be set by tying the fishing line to a point
on the opposite side of the garage close to the entrance. I place a screw in the wall
and tie the line to this.
This is very handy for two reasons. It means you can open the garage to check on
your car without triggering the `Spirit Cell'. It also means you can set the trap with
the garage door fully open or closed so you won't have to exit on your hands and
knees.

Point E
Any of the trigger methods apart from the tilt switch can be used from this point. The
trip wire as before can go across the garage and be set at ankle height or be attached to
point D.

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If you have some spare carpet or car mats in the garage you can set up a pressure
switch trap in the entrance. The intruder may not trigger it on the way in but if you
line the pressure switch up with your car wheels the car will trigger it on exit.
A final idea is to secure your `Spirit Cell' to the back wall of your garage and tie the
trip switch fishing line to the bumper of your car (this could be the front or rear
bumper depending on which way round you park your car). If your car is moved
from the garage the switch will trigger.

Cars

Ok, so you've protected your home and your garage is like Fort Knox but happens
when you take your car out and leave it in a car park on the rougher side of town?
Yet again the `Spirit Cell' comes to the rescue! The following methods all involve
setting up the `Spirit Cell' inside the car and are again very simple to execute.

Point A
The simple door method can be transferred to the car using the trip switch. This
should be set up on the driver's side as 90% of all cars stolen are entered via the
driver's door. If you don't want to physically attach the `Spirit Cell' to the interior of
your car then just wedge it down the left hand side of the driver's seat in between the
handbrake or seat belt clip. Then measure a length of fishing line to the inside driver's

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side door handle and tie it to this. You just then need to exit the car via the
passenger's door. As soon as the driver's door is opened the switch will trigger.
The tilt switch will work in your car whatever the method of entry. Even the
movement created by someone sitting in the driver's seat or starting the engine will
trigger the switch. For this reason the tilt switch is used in the construction of car
bombs. You can place the `Spirit Cell' and tilt switch in the housing and leave it in
the foot well of your car. As soon as it is disturbed by a definite movement the tilt
switch will trigger. The tilt switch can also be used on the steering wheel. Lock your
steering wheel and attach your tilt switch to the back of the wheel so that it is not
visible. If the tilt switch is not triggered by general car movement then it will be sure
to trigger once the wheel is moved.

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In the Event of an Alert


I'm sure you've had fun building and testing your `Spirit Cell' but before I finish I
should like to touch on a more serious subject. What happens when you get the
dreaded alert that tells you there is an intruder in the house or your car has been
stolen?
You maybe in your bedroom asleep when the pressure switch in the living room is
triggered, what do you do? I know what I'd like to do and that would be to go
downstairs with a pick axe and stick it through the back of the intruder! But as we all
know the British legal system is bizarre and your more likely to go to prison for
protecting your family and home than the actual person committing the crime. So just
to prevent this from happening I've included a list of things to do should you be
unlucky enough to be in that situation.
Burglary
Residential homes are nine times more likely to be burgled than business premises
and over 83% of entries are forced. Being burgled is a traumatic experience for
everyone but especially for children. Everyone reacts in different ways.
What to do first
If you think the burglar is still in your house ring 999 and ask for the police.
Do not touch anything before the police arrive.
If you have phoned via 999 a police officer should arrive shortly. If you ring
the local police station, it may take a couple of hours.
A Scene of Crime Officer will search your home for evidence or fingerprints.
The police will take a statement from you. They will do this even if you were
not present when the burglary occurred.
The police will give you a name and number of the officer assigned to your
case. Ask for this person when you call about your case.
If you have records of identifying numbers or any unique details regarding the
stolen items, give them to the police.
Keep a list of all items you have reported stolen.
If you need to make an insurance claim you have to inform the police who will
issue you with a crime number.
Inform your insurance company immediately.
Cancel any credit cards or cheque books that have been stolen.
If any official documents like passports or driving licenses have been stolen
inform the relevant bodies at once.
If you are a tenant, your landlord will organise emergency repairs. Otherwise
you will have to see to these yourself.

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Your neighbours may also be questioned.

Support after the burglary


The police will do their best to keep you informed during their investigations.
If they don't, ring them.
The police will send you a leaflet entitled Victims of Crime outlining what
you can do.
They will also refer you to the local Victim Support Group unless you ask
them not to.
Victim Support is an independent charity that offers help to the victims of
crime including burglary.
Trained staff at Victim Support will offer emotional and practical help to cope
with your experience.
Tell the police if you have fears of further victimisation.
If you have to go to court as a result of the burglary, Victim Support will help
you before, during and after the trial.

Car Theft/Vandalism
Here are some tips on how to file your auto insurance claim in the event your vehicle
is stolen, vandalized, or property inside is removed.
If your car is vandalized Leave your car exactly the way it was when you found it. Any effort you make
to clean up your vehicle could erase valuable evidence for the investigation,
and may delay the resolution of your auto insurance claim.
Notify the police immediately, so they can issue a police report documenting
the damage. This also helps local authorities keep track of vandalism in a
given area, which helps them do more to protect you and your community in
the future.
It's always a good idea to document your vehicle's damage. If you have a
camera handy, use it to take photos of the damage. However, never tamper
with the investigation or put yourself in danger to document the damage. Your
safety is more important than your vehicle or your auto insurance claim.

If your car has been stolen


Contact the police immediately so they can file a report and possibly locate
your vehicle.
Report the incident to your auto insurance company.

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145
Items stolen from your car may not be covered by your auto insurance
coverage. However, your renters or homeowners insurance often covers such
losses. Check all your insurance policies for coverage details so that you know
whom to call if a theft occurs.
Immediately file a report with the police detailing the belongings that were
stolen from your vehicle.
Report the incident to your auto insurance company or the company you use
for your homeowners or renters insurance.
Be prepared to provide your claims representative with receipts and detailed
descriptions of the stolen goods. Your preparation will help speed up the
claims process.
Remember that it's always best to avoid keeping valuables in your car.

Good luck with your ``Spirit Cell' and take care!

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146

Discount E-Vouchers
To use the vouchers just e-mail me your order at [email protected] and I will
send you an invoice with the discount applied. Pay the amount on the invoice and your
item will be dispatched.

From Hell V.3


5 off (usually 24.99)
Quote Discount Code CompVoucher1
Subject to terms and conditions (see next page)

Incorruptible
10 off (usually 99.99)
Quote Discount Code CompVoucher2
Subject to terms and conditions (see next page)

The Book of Revelations


5 off (usually 29.99)
Quote Discount Code CompVoucher3
Subject to terms and conditions (see next page)

Swami Spirit Altar


50 off (usually 599.99)
Quote Discount Code CompVoucher4
Subject to terms and conditions (see next page)

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147

Terms and Conditions


1. Only one voucher can be used per effect.
2. Vouchers can only be redeemed by the purchaser of this compendium and are non
transferable.
3. If the Swami Spirit Altar discount voucher is used in conjunction with the
payment scheme the 50 will be deducted from the final 100 payment.

Lebanon Circle 2004

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