5. Running moccasins. Hero pursued takes off moccasins and orders them to run ahead and make tracks that baffle pursuer.

6. Magic Arrow. An invincible arrow that kills whatever it is aimed at. It may be shot promiscuously into the air and game will return with it, falling dead at hero’s feet. No one but hero can withdraw arrow.

7. Forbidden chamber. A certain walled-off part of the lodge is forbidden to the hero, who in older relative’s absence explores it, causing anger of magical beings.

8. Door-flap action. Sorcerer commands hero to perform dream demand by going out of door and consummating demand before the door curtain flaps back.

9. Magic fish line. Sorcerer hooks hero’s fleeing canoe with a magical fish line. Hero burns off line by emptying pipe upon it.

10. Hero ties his hair to earth. When hero suspects he is in the hands of a sorceress he ties a hair to a root before he sleeps. Sorceress makes off with him but cannot go beyond the stretching length of the hair and is compelled to return.

11. Lice hunting. Sorceress hunts lice in hero’s head, lulling him to sleep.

12. Saliva gives power. If a powered being touches any object or weapon with his saliva it takes some of his power.

13. Wampum tears. Captured hero or heroine when tortured sheds wampum tears which enemies greedily take.

14. Magical animal skins. Hero or sorcerer has enchanted skins which he can conjure to living animals. He may enter a skin and assume the characteristics of its original owner.