Motifs · Chapter D
Magic
7,168 motifs · page 14 of 36
- Drinking blood teaches animal languages. (Cf. D1041.) D1301.2
- Marvelous ruby teaches bird's speech. (Cf. D1071.) D1301.3
- Bird's head (when eaten) teaches animal languages. D1301.4
- Magic object teaches magic. D1302
- Magic axe teaches magic. (Cf. D1206.) D1302.1
- Magic object gives power of prophecy. D1305
- Drop of water from Paradise gives power of prophecy. (Cf. D1242.1.) D1305.1
- Magic object gives supernatural information. D1310
- Magic seat gives omniscience. (Cf. D1151.) D1310.1
- Drop from magic cauldron gives supernatural information. (Cf. D1171.2.) D1310.2
- Intelligent ship. (Cf. D1123.) D1310.3
- Magic object tells how another fares. D1310.4
- Magic ring tells how another fares. (Cf. D1076.) D1310.4.1
- Magic plant bears fruit to indicate that heroine is ready to marry. (Cf. D965.) D1310.4.2
- Barley plant droops if prince is in trouble. (Cf. D965.15.) D1310.4.3
- Magic staff gives supernatural information. (Cf. D1254.) D1310.5
- Magic charm gives knowledge. (Cf. D1273.) D1310.6
- Singing of wave gives supernatural information. (Cf. D911.1.) D1310.7
- Speaking and walking divan brings supernatural information. D1310.8
- Magic water gives knowledge. (Cf. D1242.1.) D1310.9
- Magic fruit gives supernatural knowledge. D1310.10
- Magic apple gives supernatural knowledge. (Cf. D981.1.) D1310.10.1
- Magic fig gives supernatural knowledge. (Cf. D981.5.) D1310.10.2
- Magic grape gives supernatural knowledge. (Cf. D981.8.) D1310.10.3
- Magic nut gives supernatural knowledge. (Cf. D985.) D1310.11
- Magic object used for divination. D1311
- Harp struck for divination. (Cf. D1231.) D1311.1
- Mirror answers questions. (Cf. D1163, D1323.1.) D1311.2
- Oracular fountain. (Cf. D925.) D1311.3
- Spring gives omens. (Cf. D927.) D1311.3.1
- Divination by water. D1311.3.1.1
- Oracular tree. (Cf. D950.) D1311.4
- Oracular twig. (Cf. D953, D1254.2, D1311.15, D1314.2.) D1311.4.0.1
- Sight of magic twigs gives foreknowledge of day's events. D1311.4.0.1.1
- Falling of two trees reveals Savior's will as to separation of friends. D1311.4.0.2
- Tree appealed to as arbitrator. D1311.4.1
- Ash (quicken, rowan) used (by druids) for divinations. D1311.4.1.1
- Hazel used by druids for divination. (Cf. D950.1.) D1311.4.1.2
- Speaking trees give prophecy. D1311.4.2
- Oracular flame. (Cf. D1271.) D1311.5
- Divination by heavenly bodies. (Cf. D1291.) D1311.6
- Divination by looking upon astrolabe. D1311.6.0.1
- Moon (stars) answers questions. D1311.6.1
- Magic cloud answers questions. (Cf. D901.) D1311.6.2
- Sun answers questions. (Cf. D1291.1.) D1311.6.3
- Divination by stars. (Cf. D1291.2.) D1311.6.4
- Oracular image. (Cf. D1268.) D1311.7
- Oracular artificial head. (Cf. D1268.) D1311.7.1
- Oracular brazen lion. D1311.7.2
- Divination by head (skull). (Cf. D992, D1610.5, M118.) D1311.8
- Dog's head used for divination. (Cf. D1011.) D1311.8.1
- Cut-off head prophesies fight. D1311.8.2
- Coconut shell answers questions. Sinks for yes, floats for no. (Cf. D985.1.) D1311.9
- Divination by part of animal's body. D1311.10
- Divination by shoulder-bone of sheep. (Cf. D1013.) D1311.10.1
- Divination from gall and liver of pig. (Cf. D1015.2.) D1311.10.2
- Oracular river. (Cf. D915.) D1311.11
- River says, "The time has come but not the man". Man thus induced to drown himself. D1311.11.1
- Oracular bell. (Cf. D1213.) D1311.12
- Bell sounds to designate pope. (Cf. D1213.) D1311.12.1
- Plant used for divination. (Cf. D965.) D1311.13
- Mandrake as magic forecaster. (Cf. D965.1, D1314.7.1.) D1311.13.1
- Weeds used for divination. D1311.13.2
- Divination from chance reading of sacred (magic) book. D1311.14
- Magic rod used for divination. (Cf. D1311.4.0.1.) D1311.15
- Magic yew rod used by druid to discover whereabouts of woman carried off by fairies to underground retreat. D1311.15.1
- Oracular stone. (Cf. D931.) D1311.16
- Saint's blessing makes stone oracular. D1311.16.0.1
- Number of screams from stone indicates number of kings to descend from man standing upon it. D1311.16.1
- Divination by magic weapon. (Cf. D1080.) D1311.17
- Magic spear gives omen of victory. (Cf. D1084.) D1311.17.1
- Divination by magic arrow. (Cf. D1092.) D1311.17.2
- Lance sounds when knocked on shield, except when its owner will be defeated. D1311.17.3
- Oracular ring. (Cf. D1076.) D1311.18
- Divination by water. (Cf. D1242.1.) D1311.19
- Oracular pubic hair. (Cf. D991.2.) D1311.20
- Divination by cup. (Cf. D1171.6.) D1311.21
- Divination from (sound of) wind. (Cf. D906.) D1311.22
- Divination with chessboard. (Cf. D1209.7.) D1311.23
- Magic object gives advice. D1312
- Bodily members as advisers. (Cf. D990.) D1312.1
- Excrements as advisers. (Cf. D1002.) D1312.1.1
- Magic bone gives advice. (Cf. D1013.) D1312.2
- Speaking grass gives advice. (Cf. D965.12.) D1312.3
- Magic book gives advice. (Cf. D1266.) D1312.4
- Magic object points out road. D1313
- Magic ball indicates road. Rolls ahead. (Cf. D1256.) D1313.1
- Magic ball of thread indicates road. Rolls ahead. (Cf. D1184.1) D1313.1.1
- Magic rolling cake indicates road. (Cf. D1031.2.) D1313.1.2
- Hat thrown in air indicates road. (Cf. D1067.1.) D1313.2
- Copper horseman indicates road. By striking his hand one makes him turn and indicate the proper road for travelers. (Cf. D1268, D1626.) D1313.3
- Blinded trickster directed by trees. He asks them their names and by their answers he can tell where he is. (Cf. D950.) D1313.4
- Magic stick indicates road. (Cf. D1254.) D1313.5
- Saint's staff as an excellent pilot at sea. D1313.5.1
- Reed as direction finder. (Cf. D953.) D1313.5.2
- Magic apple indicates road. Rolls ahead. (Cf. D981.1.) D1313.6
- Magic flute indicates road. (Cf. D1223.1.) D1313.7
- Magic two-edged knife indicates direction. Points in proper direction; bends downward to indicate wrong direction. (Cf. D1083.) D1313.8
- Charm (medicine) indicates direction. (Cf. D1241.) D1313.9
- Magic feather indicates road. (Cf. D1021.) D1313.10
- Magic fountain indicates road for saint by removing itself. (Cf. D925.) D1313.11
- Magic cake indicates road. Rolls ahead. (Cf. D1031.2.) D1313.12
- Magic shoe points out road. (Cf. D1065.2.) D1313.13
- Magic thornbush points out road. (Cf. D958.) D1313.14
- Magic wheel indicates road. (Cf. D1207.) D1313.15
- Magic pillar of fire indicates direction. (Cf. D1271.) D1313.16
- Magic object indicates desired place. D1314
- Magic object shows place where person has been killed. D1314.0.1
- Magic arrow indicates desired place. (Cf. D1092.) D1314.1
- Magic arrow shot to determine place to lodge for night. D1314.1.1
- Magic arrow shot to determine where to build city. (Cf. D1314.4.) D1314.1.2
- Magic arrow shot to determine where to seek bride. D1314.1.3
- Magic arrow indicates place to build church. D1314.1.4
- Arrow shot to determine burial place. D1314.1.5
- Arrow shot into air discovers iron pit. D1314.1.6
- Arrow shot to discover direction of attacking army. D1314.1.7
- Magic wand (twig) locates hidden treasure. (Cf. D954, D1254, D1254.2.) D1314.2
- Divining rod sinks at place where tribe shall settle. D1314.2.1
- Divining rod (twig) locates underground water supply. D1314.2.2
- Divining rod points to house of thief. D1314.2.3
- Divining rod (twig) points out spot where unwed mother had drowned child. D1314.2.4
- Saint's staff becomes tree to indicate building site. D1314.2.5
- Golden staff stuck into ground finds site for city. D1314.2.6
- Saint's bachall discovers gold. (Cf. D1277.) D1314.3
- Bell indicates place for settlement. Remains dumb until place destined for saint's final settlement is reached. (Cf. D1213, D1314.1.2, D1314.2.1.) D1314.4
- Saint's bell lands at place where monastery is to be founded. D1314.4.0.1
- Bell rings to indicate location of well. D1314.4.1
- Hand-of-glory indicates location of treasure. (Cf. D1162.2.1.) D1314.5
- Loaf of bread locates drowned man. Floated on water comes to rest directly over corpse. (Cf. D1031.1.) D1314.6
- Magic plant (flower) shows location of treasure. (Cf. D965, D975.) D1314.7
- Mandrake shows location of treasure. (Cf. D965.1, D1311.13.) D1314.7.1
- Jewels aid in search for treasure. (Cf. D1071.) D1314.8
- Magic cloth leads owner to lost horses. (Cf. D1051.) D1314.9
- Fiery pillar guides person (to church). (Cf. D1271.) D1314.10
- Seat-pillars thrown in the sea (with god's image) indicate where to settle. D1314.11
- Coffin lands where the dead is to be buried, and his son to settle. D1314.12
- Rope breaks at proper burial place. (Cf. D1203.) D1314.12.1
- Star indicates location of newborn hero. D1314.13
- Star of Bethlehem. D1314.13.1
- Four balls given to each of four impoverished men point out places where they should dig. (Cf. 1256.) D1314.14
- Dried root sprouts when planted to indicate spot where holy man should set up his abode. (Cf. D967.) D1314.15
- Magic object locates lost person. D1315
- Magic arrow locates lost person. (Cf. D1314.1.ff.) D1315.1
- Magic object reveals truth. (Cf. D1318.) D1316
- Stone reveals truth. (Cf. D931.) D1316.1
- Magic lamp indicates falsehood by lighting. (Cf. D1162.1.) D1316.2
- Speaking spittle reveals truth. (Cf. D1001.) D1316.3
- Magic ring permits owner to learn person's secret thoughts. (Cf. D1076.) D1316.4
- Magic ring shows the true nature of its possessor. (Cf. D1076.) D1316.4.1
- Magic spectacles allow wearer to read others' thoughts. (Cf. D1299.5.) D1316.4.2
- Magic speaking reed (tree) betrays secret. King has whispered secret to hole in the ground. Reed growing from this hole tells the secret. D1316.5
- Voice comes forth from tree, revealing truth. D1316.5.1
- Magic goblet (cup) indicates truth or falsehood. (Cf. D1171.6.2.) D1316.6
- Magic sod indicates falsehood by turning grassy surface downward, truth by turning it upward. (Cf. D934.1.) D1316.7
- Magic collar indicates falsehood by squeezing throat (hand, foot), truth by falling to ground. (Cf. D1068.) D1316.8
- Magic epistle (brought from apostle) assures wearer will utter truth. (Cf. D1266.1.) D1316.9
- Pig cooked when true story is told. (Cf. D1281.1.) D1316.10
- Sword turns upon owner when untruth is uttered. (Cf. D1081.) D1316.11
- Magic root reveals truth when water is poured over it. (Cf. D967.) D1316.12
- Magic bird's tongue reveals truth. (Cf. D1011.6.) D1316.13
- Magic object warns of danger. D1317
- Magic object detects poison. (Cf. D1317.4.) D1317.0.1
- Buttocks as magic watcher. (Cf. D999.) D1317.1
- Magic gall-bladder warns of danger. (Cf. D1015.2.) D1317.2
- Magic swallow-skin warns of danger. (Cf. D1025.4.) D1317.3
- Magic bracelet warns of poison. (Cf. D1074, D1317.0.1.) D1317.4
- Truth-telling voice in wall warns against poisoned food. D1317.4.1
- Magic ring gives warning. (Cf. D1076.) D1317.5
- Magic ring warns of poison. (Cf. D1076, D1317.4, D1317.0.1.) D1317.5.1
- Magic ring awakens person in morning. (Cf. D1076.) D1317.5.2
- Magic sword gives warning. (Cf. 1081.) D1317.6
- Sword bursts in son's hand when he is about to kill his father. D1317.6.1
- Magic bell gives alarm. (Cf. D1213.) D1317.7
- Magic dice give warning. Tell their master, a thief, when to seek safety (Cf. D1284.) D1317.8
- Statue gives warning. (Cf. D1268.) D1317.9
- Brass (copper) statue at city gates blows on trumpet at stranger's approach. D1317.9.1
- Wagon refuses to move because ghost is sitting in it. (Cf. D1113, D1654.5.) D1317.10
- Bedstead warns of danger of snake. (Cf. D1154.1.) D1317.11
- Magic stone gives warning. (Cf. D931.) D1317.12
- Stone bleeds three days before church is plundered. D1317.12.1
- Magic shield roars when bearer is in danger. (Cf. D1101.1.) D1317.13
- Bones (human) warn of danger. (Cf. D1007.) D1317.14
- Golden cock on tent warns against danger. D1317.15
- Magic spear warns of danger. (Cf. D1084.) D1317.16
- Knife sings as warning of fraud. (Cf. D1083.) D1317.17
- Magic drinking horn gives warning. (Cf. D1171.6.3.) D1317.18
- Cloak warns. (Cf. D1053.) D1317.19
- Tree warns of danger. D1317.20
- House-pillars warn. D1317.21
- Water rages by boat of would-be murderer. (Cf. D1242.) D1317.22
- Magic object reveals guilt. D1318
- Magic object picks out guilty man. D1318.0.1
- Stone reveals guilt. D1318.1
- Stone bursts as sign of unjust judgment. D1318.1.1
- Dead fish reveals guilt. D1318.2
- Laughing fish reveals unjust judgment. A severe judgment is rendered for a small offence. As the convicted man is being led away, a dead (dried) fish is heard to laugh. The fish reveals that he has laughed at the foolishness of the judge who, while he punishes minor offences severely, is unable to see the capital crimes in his own household. (Cf. D1281.) D1318.2.1
- Charms indicate guilt. (Cf. D1274.) D1318.3
- Magic seed indicates guilt. (Cf. D971.) D1318.4
- Blood indicates guilt or innocence. (Cf. D1003.) D1318.5
- Blood springs from murderer's finger when he touches victim. D1318.5.1