Motifs
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263 motifs match “spirits” — showing the first 100; narrow the words for the rest · back to the chapters
- Spirits become gods. A104.4
- Elementary spirits borne by human woman. A112.9.1
- In extreme old age spirits become gods. A117.3
- Gods are spirits of deified dead. A117.5
- God presides over all male spirits. A161.4
- Demon god lies in wait for spirits descending to underworld. A317
- Culture hero spares certain evil spirits. Old Age, Cold, Poverty, and Hunger beg the culture hero not to destroy them because of their real usefulness to man. A531.1
- In other world one room contains the dead, another contains souls of the unborn waiting to enter the wombs of women, and a third contains all the evil spirits. A678
- Shooting stars spirits coming down to earth to make woman pregnant. A788.3
- Earth in form of raft supported by spirits. A813.1
- Former age: spirits and ogres lived with men, and gods appeared in human guise. A1101.1.3
- Thunder from clashing weapons of warring spirits in sky. A1142.6.1
- Why the center of man's eye is black: blackened by spirits to make themselves invisible. A1319.7
- Why the Kamar offer liquor to gods and spirits. A1689.5
- Jesus drives evil spirits into hogs: hence short snouts. (Cf. A2335.4.1.) A2287.1
- Jesus drives evil spirits into hogs: hence "toes" on back of foreleg. (Cf. A2371.2.2.) A2287.1.1
- Why spirits are invisible. A2862
- Animal languages learned from ghosts (spirits). B217.3
- Animal wards off spirits. B785
- Tabu: offending spirits of the dead. C16
- Tabu: offending spirits of water, mountain, etc. C40
- Tabu: crossing water when spirits are offended. C41.3
- Tabu: skating over water when spirits are offended. C41.3.1
- Tabu: cutting certain trees lest tree-spirits be offended. C43.2
- Tabu: offending guardian spirits. C44
- Tabu: stealing from spirits. (Cf. C51.2.) C91
- Tabu: uttering secrets heard from spirits. C423.4
- Meat received from spirits transformed to banana leaves. D457.5.2
- Transformation by evil spirits. D683.6
- Magic object protects from evil spirits. D1385
- Herbs worn in ears keep off power of evil spirits. (Cf. D965.) D1385.2.1
- Rue, when burned, keeps evil spirits at a distance. (Cf. D965.16.) D1385.2.2
- Roots protect from evil spirits. (Cf. D967.) D1385.2.6
- Mandrake protects from evil spirits. (Cf. D965.1.) D1385.2.7
- Garlic protects from evil spirits. (Cf. D1383.5.) D1385.2.8
- Metal as defense against spirits. (Cf. D1252.) D1385.5
- Magic ring summons air spirits. (Cf. D1076.) D1421.1.13
- Magic power from overheard talk of spirits. D1739.1
- Evil spirits conjured away in name of deity. (Cf. D1385.) D1766.7.1.1
- Magic knowledge from guardian spirits. (Cf. E721.9.) D1810.12
- Storm from calling up spirits to help find buried treasure. (Cf. C401.3.) D2141.0.2
- Evil spirits exorcised by death of saint. D2176.3.3.0.1
- Evil spirits imprisoned in stone. D2177.3
- Evil spirits kept out by stone wall. D2177.4
- Magic control of spirits (angels). D2198
- Ghosts haunt house. (It is sometimes hard to tell whether haunters are supposed to be ghosts or familiar spirits of some kind.) E281
- Wood-spirits pursued in wild hunt. E501.5.3
- Spirits are always in the air. E587.4
- Multiple separable souls: ogre's separable spirits live in a tree (plant), fish, honey bee. E718
- Souls of dead eaten by sky-spirits. E752.8
- Precautions taken with corpse before burial to prevent evil spirits from getting, using body. (Cf. E431.) E752.10
- Light must be kept burning by corpse to keep evil spirits away. E752.10.2
- Path to underworld marked by knots tied in grass by spirits. F95.4
- Journey to world of spirits. F121
- Entrance to otherworld guarded by spirits. F150.2.2
- Fairies (elves). See also F420 (Water Spirits), F451 (Dwarfs) and F460 (Mountain Spirits) for many common motifs. F200
- Spirits and demons (general). F400
- Appearance of spirits. F401
- Spirits dressed in antique clothes. F401.1
- Luminous spirits. F401.2
- Spirits with goose (chicken) feet. F401.3.5
- Spirits in form of snake. F401.3.8
- Spirits without heads (or with heads under arms). F401.4
- Spirits appear horrible. F401.5
- Evil spirits. Demons. See whole chapter "G" for witches and ogres. F402
- Deeds of evil spirits. F402.1
- Spirits tangle up peasant's cows. F402.1.3
- Spirits put corpse into river. F402.1.8
- Spirits live in caves. F402.6.4.1
- Good spirits. F403
- Spirits give money to mortal. F403.1
- Spirits help mortal. Familiar spirits. F403.2
- Angels as familiar spirits. Act as servants about the house of saints and serve them otherwise. F403.2.2.2
- Deeds of familiar spirits. F403.2.3
- Spirits teach boy how to sing. F403.2.3.3
- Army of spirits and ghosts. F403.2.3.7
- Means of summoning spirits. F404
- Conjuring spirits. F404.2
- Means of combating spirits. F405
- Spirits driven off by knife-thrusts and pistol shots. F405.2
- Spirits deceived by drum-beats and hoodwinkings. F405.3
- Dogs protect house from spirits. F405.5.1
- Grain scattered as a means of dispersing spirits. F405.6
- Spirits leave when report is made of fire at their home. Denied readmittance. F405.8
- Spirits propitiated. F406
- Food left out for spirits at night. F406.2
- Spirits allow people with faces to ground to pass. F406.3
- Departure of spirits. F407
- Spirits ascend to heaven by building fire. F407.1.1
- How spirits travel. F411
- Visibility of spirits. F412
- Spirits visible to only one person. F412.1.1
- Origin of spirits. F413
- Spirits set fire to mill. Meet on Christmas (Easter) night. Cease to meet after mortal spies upon them. F416
- Spirits keep mill from working. F416.1
- Spirits receive their share of everything made at certain specified times. F417
- Spirits borrow from mortals at weddings, return goods later. F417.1
- Spirits (demons) hover in air shrieking over battle. (Cf. F411.2.) F418
- Spirits answer war cry. F418.1
- Spirits and demons – miscellaneous. F419