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Drawing on May 1st, 2024
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Ignis Fatuus

Zach Allen

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This is the complete description of all of the effects in the Ignis Fatuus manuscript.

Part 1: Cards.

* Yin and Yang: A story deck a la Sam the Bellhop. However, this one has a darker side to it, and also has a couple of magical effects interspersed throughout it, so that it is not simply a dealing of the cards and telling the story.
* Dealing with the Devil: This is a very simple false deal that places the card into a palming position when it is stolen back. The effect is somewhat similar to Lennart Green's Snap Deal, but the methodology is completely different.
* Allen Spin - This is a flourish that can be used as a card production or a card spin.
* VisiTriumph - By making up this gimmicked deck, you can have the cleanest Triumph routine ever at your fingertips. Well worth the effort (For those of you who don't know what triumph is, basically, you shuffle half the cards face up into the facedown remainder of the deck, and then the cards all magically turn to face the same way except for a previously selected card.)
* TrainStop - You cause the ink on the face of a playing card to visibly slide across the face of the card. This is Jay Sankey's Locomotion effect, but done with ungimmicked cards.
* Vanish 3D - You take a 3D object (say, a thumbtip) and lean a card up against it, shielding it from view. You wave your hand over the card and it drops flat on the table, the object being now vanished.
* The Death Switch - A versatile and useful switch of a card that is completely undetectable; however, you must be seated to perform this.
* New Best Friends - A collectors routine with the addition of my "No force - force" technique, which allows you to be 3 ahead of the spectator without them being aware of anything. I know that doesn't make sense, but if you buy it, I'm sure it will make a lot more sense.

Part 2: Mind Reading.

* Psych 101 - A three part routine that uses verbal suggestion to culminate in the naming of a freely thought of card. As an out, you can use the trick that follows.
* Raising Hell - This is a way to perform Ray Kosby's Raise-Rise move without any sleight of hand. Basically, the spectator thinks of a card. You outjog one from the deck. They name the card, you lower the deck, their card is the one outjogged.

Part 3: Money.

* Heads, Tails, Gone! - This is a 3 coin vanish that uses two gimmicks to convince the spectator that the coins are in your hand the whole time. The ditch of the coins (not in the pockets) is a utility ditch that can be used for many other applications.
* Crossing the Line - The simplest routine in the book. However, it is one of the strongest playing ones in the book. Basically, you and your spectator take a trip to a different place.
* 3 - This is a way of transferring a coin during a 3 fly routine. The hands never touch and it is invisible.
* Visual Tenkai Vanish - This is hard, but worth it. A coin on the palm of your hand is given a shake, and it visibly vanishes.
* Poke - This is a two-phase ungimmicked pencil thru bill routine. The second phase looks exactly like Timothy Wenk's Misled, and a couple of magic's top names have said some good things about it.

Part 4: Oddities.

* Card Of Mystery - Magician's joke. 'Nuff said.
* Ham and Rye - A sandwich routine. Again, a magician's joke.
* Re-Light - This is cool. You light a match, and blow it out. After staring intently at the match head for a few moments, it bursts back into flames. This is easy to do, as well.
* BLiMP - Bare-handed Lit Match Production - What the name says, basically.
* Bluff Find - This is a bold as hell method for finding a spectator's card. I only use this when I actually lose their card in the deck; good as an out.
* Mark of the Devil - A spectator picks a card and returns it. You draw a pentagram in blue marker on the back of your hand. The spectator deals cards one at a time onto your palm. At one point, you gasp, and turn over your hand. The pentagram has changed to a bloody red. The last card dealt to is turned over, and it is the spectator's card.
* Rock through Window - again, what the title says, minus the broken glass. It is a magic trick, after all...
* CaseCut - a workable method for the "Any Card at Any Number" plot. Allows for a clean handling for those of you who can't do a pass deceptively yet.
* NewJump - a version of the Al Mann Newspaper test. Basically, you have a spectator sign a sheet of newspaper, which you then stand on. The spectator can pull the newspaper right out from under your feet without damaging the newspaper at all.
* Got Business? - you cleanly rip a business card in half, and then just as cleanly restore it. I guess it's no surprise that you end clean.
* Q-Tip up Ear - Once more, what the name says. Perfect for kid shows.
* Clay-Do - You take some of that bake in the oven clay, and roll it into a ball. The spectator rubs it between their hands, and it begins to heat up. The spectator checks their hands and finds out that the ball has been baked to a solid lump in their hands.
* White Cliffs - A ring very cleanly penetrates on and off a small golf pencil. This is completely impromptu.
* Matrix - One of the highlights of the book. You cause a raindrop to pause in mid-air, and everyone can get a look at it floating in the air. With a wave of your hand, it continues its journey down to the ground, vanishing in a puddle. And yes, this is a workable routine that I use all the time.

Part 5: Cards Again.

* SCISP - The spectator's signed card appears in their own signed pocket. You never go near them, and there are no stooges. It really is their card that appears in their pocket. This is very close to real magic.
* Slo-Mo - This is a slow-motion card change. Very open and visual.