Motifs · Chapter D
Magic
7,168 motifs · page 24 of 36
- Magic sword carries person through air. (Cf. D1081.) D1532.12
- Magic brick bears person to moon. (Cf. D935.4.) D1532.13
- Magic amphibian vehicle. D1533
- Magic land and water vehicle. D1533.1
- Magic land and water ship. (Cf. D1123.) D1533.1.1
- Magic land and water chariot. (Cf. D1114.) D1533.1.2
- Vehicle travels above and below ground. D1533.2
- Box which travels above or below ground. (Cf. D1174.) D1533.2.1
- Miscellaneous forms of magic transportation. D1539
- Magic elevator. Stone on which one steps carries one underground. (Cf. D931.) D1539.1
- Magic belt carries tree away. (Cf. D1057.) D1539.2
- Magic staves enable man to gain precipitous height. (Cf. D1254.) D1539.3
- Magic object controls the elements. D1540
- Magic bag controls storm, mist, darkness, etc. (Cf. D1193.) D1540.1
- Magic white, red and yellow stone causes hail, sunshine or fire, according to which side is scratched. (Cf. D931.) D1540.2
- Magic stone controls water. (Cf. D931.) D1540.3
- Magic object controls storms. D1541
- Charms control storms. (Cf. D1273.) D1541.0.1
- Magic song controls storm. (Cf. D1275.) D1541.0.2
- Magic object raises storm. D1541.1
- Magic spittle causes storm. (Cf. D1001.) D1541.1.1
- Magic song causes storm. (Cf. D1275.) D1541.1.2
- Magic fountain causes storm (rain). (Cf. D925, D926, D2143.1.) D1541.1.3
- Shirt laid upon altar raises storm. (Cf. D1056.) D1541.1.4
- Tempest box raises storm. (Cf. D1174.) D1541.1.5
- Magic writings raise storm. (Cf. D1266.1.) D1541.1.6
- Magic calabash holding bones raises storm. (Cf. D965.2) D1541.1.7
- Singing magic hymn raises storm. (Cf. D1275.3) D1541.1.8
- Magic object draws storm away. D1541.2
- Magic pestle draws storm away. (Cf. D1254.3.) D1541.2.1
- Magic pearl draws storm away. (Cf. D1071.) D1541.2.2
- Magic object controls rain. (Cf. D1541.4.) D1542
- Magic object produces rain. D1542.1
- Magic stone produces rain. (Cf. D931, D1541.4.) D1542.1.1
- Magic spittle controls rain. Makes rain on everyone but possessor of spittle himself. (Cf. D1001.) D1542.1.2
- Magic hat brings flood. (Cf. D1067.1.) D1542.1.3
- Magic fan produces rain. Must be waved three times. (Cf. D1077.) D1542.1.4
- Magic song brings rain. (Cf. D1275.) D1542.1.5
- Oil poured in left ear of black dog brings rain. (Cf. D1242.2.) D1542.1.6
- Blood and liver of black dog sacrificed to bring rain. (Cf. D1016., D1015.4.) D1542.1.7
- Magic object causes drought. D1542.2
- Sacred weapon thrown into sky causes drought. (Cf. D1080.) D1542.2.1
- Magic object causes streams to dry up. D1542.3
- Magic medicine causes streams to dry up. (Cf. D1241.) D1542.3.1
- Reading book causes river to dry up. (Cf. D1266.) D1542.3.2
- Branch which dries up water in great river so person can cross. (Cf. D954.) D1542.3.3
- Magic spell dries up lake. (Cf. D1273.) D1542.3.4
- Not a drop of water will remain in tank no matter how hard laborers work. (Cf. D921.2.) D1542.3.5
- Magic wand keeps outdoor sleeping place dry. (Cf. D1254.1.) D1542.4
- Magic object controls wind. D1543
- Fountain insures favorable wind when drained. (Cf. D925.) D1543.1
- Magic stone causes favorable wind. (Cf. D931.) D1543.2
- Magic fan produces wind. (Cf. D1077.) D1543.3
- Magic sword produces wind. (Cf. D1081.) D1543.4
- Magic medicine produces wind. (Cf. D1241.) D1543.5
- Wind carried in mantle. (Cf. D1053.) D1543.6
- Magic calabash (gourd) controls winds. (Cf. D965.2.) D1543.7
- Magic object controls earthquakes. D1544
- Magic spell controls earthquake. (Cf. D1273.) D1544.1
- Magic object controls sea. D1545
- Magic runes control sea. (Cf. D1266.2.) D1545.0.1
- Magic object controls tides. D1545.1
- Magic jewel controls tides. (Cf. D1071.) D1545.1.1
- Magic object controls heavenly bodies. D1546
- Magic object controls sun. D1546.1
- Hat which turns the sun. (Cf. D1067.1.) D1546.1.1
- Magic spell controls sun. (Cf. D1273.) D1546.1.2
- Magic spell darkens sun. D1546.1.2.1
- Magic umbrella makes sun stand still. (Cf. D1194.) D1546.1.3
- Magic object reverses gravitation. D1547
- Magic root floats against the current. (Cf. D967.) D1547.1
- Magic flower thrown into lake causes waters to follow in the footsteps of the one who throws it in. (Cf. D975.) D1547.2
- Magic object lifts heavy object from river bottom. D1547.3
- Magic object controls weather. D1548
- Amulet has control over weather. (Cf. D1070.) D1548.0.1
- Magic object assures good weather. D1548.1
- Magic stalk assures good weather. (Cf. D977.) D1548.1.1
- Magic object controls elements – miscellaneous. D1549
- Magic arrow shakes heavens. (Cf. D1092.) D1549.1
- Saint's girdle causes tree to fall in right direction. (Cf. D1057.1.) D1549.2
- Magic object controls river (lake). D1549.3
- Saint's bachall drives back flooding river. (Cf. D1277.) D1549.3.1
- Saint's bachall leads stream through mountain (or up hill.) (Cf. D1277.) D1549.3.2
- Magic trousers make river boil. (Cf. D1055.) D1549.3.3
- Magic gem causes river waters to recede. (Cf. D1071, D1551.) D1549.3.4
- Fish bone holds back water in river. (Cf. D1013.) D1549.3.5
- Ring of hay thrown into empty lake fills it up with water. (Cf. D1276.) D1549.3.6
- Written charm causes river to flow quietly. (Cf. D1266.1.) D1549.3.7
- Spear stuck in river bed stops water. (Cf. D1084.) D1549.3.8
- Saint's bachall brings down mountain on heads of enemies. (Cf. D1277.) D1549.4
- Magic staff draws water from stone. (Cf. D925.1, D1254, D1567.6.) D1549.5
- Rock beaten by sword provides water. (Cf. D930.) D1549.5.1
- Saint's veil quells volcano. (Cf. D1061.) D1549.6
- Murdered man's head will cause earth to burn up or sea to boil: must be carried about. (Cf. D1278.) D1549.7
- Magic song drives back flooding sea. (Cf. D1275.) D1549.8
- Magic rod causes all waters to turn to blood. (Cf. D1254.2.) D1549.9
- Waves answer roar of magic shield. (Cf. D1101.1, D1610.24.) D1549.10
- Magic beads break ice jam. (Cf. D1071.1.) D1549.11
- Magic object miraculously opens and closes. D1550
- Waters magically divide and close. D1551
- Water becomes shallow so man is able to cross the river. D1551.0.1
- Magic salt causes waters to divide. (Cf. D1039.2.) D1551.1
- Magic rod causes waters to divide and close. (Cf. D1254.2.) D1551.2
- Magic root causes waters to divide and close. (Cf. D967.) D1551.3
- Magic powder causes waters to divide. (Cf. D1246.) D1551.4
- Saint's bachall causes sea to divide. (Cf. D1277.) D1551.5
- Magic stick causes waters to divide. (Cf. D956.) D1551.6
- Magic diamond on ogre's waist opens passage in tank by its reflection on water. D1551.7
- Diamond in snake king's forehead in hero's pocket opens lake waters to reveal a pathway to underground palace. (Cf. D1071.) D1551.7.1
- Magic brick causes waters to divide. (Cf. D935.4.) D1551.8
- Magic formula causes sea to open up. (Cf. D1273.) D1551.9
- Mountains or rocks open and close. (Cf. D931, D932.) D1552
- Door opens in mountain. (Cf. D932.) D1552.0.1
- Mountain opens at blow of divining rod. (Cf. D1254.2.) D1552.1
- Mountain opens to magic formula (Open Sesame). (Cf. D1273.) D1552.2
- Mountain pass magically closes. D1552.3
- Mountain opens and lets ship on wheels out, permitting magician's escape. D1552.4
- Cave opens and hides fugitives. D1552.5
- Gate or wall opens and closes, letting saint through. (Cf. D1554.) D1552.6
- Mountain opens and furnishes stones for church. D1552.7
- Hill opens and closes to let fugitives pass. (Cf. D938.1.) D1552.8
- When enchanted deer touches rock with her muzzle it flies asunder and reveals entrance to cave. (Cf. D1011.5.) D1552.9
- Magic soot causes mountain to open. (Cf. D931.1.) D1552.10
- Magic stone opens treasure mountain. (Cf. D930.) D1552.11
- Magic key opens treasure mountain. (Cf. D1176.) D1552.12
- Symplegades. Rocks that clash together at intervals. (Cf. D931.) D1553
- Magic forest opens and closes for hero to pass. (Cf. D941.) D1554
- Woods opens and hides fugitive. (Cf. D941.) D1554.1
- Underground passage magically opens. D1555
- Magic wand opens underground passage. (Cf. D1254.1.) D1555.1
- Magic powder causes earth to open up. D1555.2
- Magic formula causes silver to hide itself in mountain. (Cf. D1273.) D1555.3
- Fairy music causes earth to open (burst). (Cf. D1275.1, F262.) D1555.4
- Self-opening tree-trunk. (Cf. D950.) D1556
- Magic formula causes tree to open. (Cf. D1273.) D1556.1
- Tree opens its trunk to give shelter to abandoned girls. (Cf. D950.) D1556.2
- Magic charm causes door to open. (Cf. D1273.) D1557
- Door (lock) magically opens (for saint). (Cf. D1146, D1164.) D1557.1
- Magic herb causes door to open. (Cf. D965.) D1557.2
- Magic rod causes door to open. (Cf. D1254.2.) D1557.2.1
- Magic diamond provides ingress to subterranean palace. (Cf. D1071.) D1557.3
- Gate of temple opens and shuts by magic. (Cf. D1131.) D1557.4
- Magic object performs other services for owner. D1560
- Magic object confers miraculous powers (luck). D1561
- Magic object brings luck. D1561.1
- Magic bird-heart (when eaten) brings man to kingship. (Cf. D1015.1.1, B113.1.) D1561.1.1
- Bird (when eaten) brings man to kingship. (Cf. D932.) D1561.1.1.1
- Magic fish (when eaten) brings man to kingship. (Cf. D1032.1.) D1561.1.1.2
- Snake's head (when eaten) brings man to kingship. (Cf. D1011.0.3.) D1561.1.1.3
- Magic ring brings good luck. (Cf. D1076.) D1561.1.2
- Horseshoe brings good luck. (Cf. D1286.) D1561.1.3
- Magic medicine brings success. (Cf. D1241.) D1561.1.4
- Four-leaf clover brings good luck. (Cf. D965.7.) D1561.1.5
- Food left on magic stone brings good luck thereafter. (Cf. D931.) D1561.1.6
- Magic stone brings good luck. (Cf. D930.) D1561.1.7
- Runes bring luck. (Cf. D1266.1.) D1561.1.8
- Lucky places for grave. (Cf. D1073.) D1561.1.9
- Jewel brings good luck. (Cf. D1071.) D1561.1.10
- Magic song brings luck. (Cf. D1275.) D1561.1.11
- Magic object confers miraculous powers. D1561.2
- Magic bird (when eaten) gives power of excreting jewels. (Cf. D1032.) D1561.2.1
- Magic treasure gives miraculous powers. D1561.2.2
- Magic power in chain. Lost when chain is stolen. (Cf. D1078.) D1561.2.3
- Charm gives invisibility and power of moving everywhere. (Cf. D1273.) D1561.2.4
- Magic object removes obstacles. D1562
- Magic staff destroys obstacles. (Cf. D1254.) D1562.1
- Hair from fox's tail opens all doors. (Cf. D1023.2, D1557.) D1562.2
- Magic horn blows down wall. (Cf. D1222.) D1562.3
- Magic needle makes everything fall to pieces. (Cf. D1181.) D1562.4
- Hero crosses impassable plain in path of magic object. D1562.5
- Holy water destroys veil over well. (Cf. D1242.1.2.) D1562.6
- Magic root snaps bars of iron in two. (Cf. D1564.) D1562.7
- Magic object controls condition of soil. D1563
- Magic springs fertilize or sterilize earth. (Cf. D927.) D1563.0.1
- Magic object makes soil fertile. D1563.1
- Charms make soil fertile. (Cf. D1273.) D1563.1.1
- Magic song makes barren land fruitful. (Cf. D1275.) D1563.1.2
- Sign of the cross makes barren land fruitful. D1563.1.3
- Saint's bell starts crops growing. (Cf. D1213.) D1563.1.4
- Blood makes soil fertile. (Cf. D1003.) D1563.1.5
- Magic branch when used as a threshing pole produces marvelous harvest of rice. (Cf. D954.) D1563.1.6
- Magic object makes soil sterile. D1563.2
- Magic chain renders orchard barren. (Cf. D1078.) D1563.2.1
- Blood makes tree (and surroundings) poisonous. (Cf. D1016.) D1563.2.2
- Well (river) polluted by blood shed in battle. (Cf. D926.) D1563.2.2.1
- Snake's venom poisons tree. D1563.2.2.2
- Magic poem (satire) makes land sterile. (Cf. D1275.4.) D1563.2.3
- Magic spell destroys crops. (Cf. D1273.) D1563.2.4
- Magic object splits or cuts things. D1564
- Magic pebble splits wood. (Cf. D931.) D1564.1
- Saint's spittle splits rocks. (Cf. D1001.) D1564.2
- Saint's bachall splits rock, cuts stone, and cleaves ground. (Cf. D1277.) D1564.3
- Magic object cuts down trees. D1564.4
- Magic spear-head cuts down trees. (Cf. D1084.1.) D1564.4.1
- Magic hair cuts down iron tree. (Cf. D991.) D1564.4.2
- Magic cranberry opens wedge and frees hero. (Cf. D981.10.1.) D1564.5
- Magic sword cuts stone and fells trees. (Cf. D1081.) D1564.6
- Magic weapon (sword, axe) cuts hair (on water, in wind). D1564.7
- Magic object causes things to seek their proper place. D1565
- Magic feather causes chips from tree to return as cut. Thus the tree remains uncut. (Cf. D1021.) D1565.1