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Our Magical Culture Of Witchcraft
In Deuteronomy 18, Yahwah commands His people to separate themselves from every form of witchcraft, divination, and enchantment—declaring these things an abomination. From ancient times to the present, Satan has disguised magic as something innocent, weaving it into culture through stories, holidays, music, video games, fashion, and even children’s entertainment, such as Disney. Yet Scripture is clear: witchcraft in any form leads people away from holiness. Just as Israel was told to destroy idols and the early believers burned their books of sorcery, we too are called to remove all traces of magic from our lives and homes. Yahwah has chosen us to be a set-apart people, holy unto Him, rejecting the “magical culture” of the world and walking instead in His truth.

Deuteronomy 18:10-14 - Putting Away Our Magical Culture

“There shall not be found among you any one that maketh his son or his daughter to pass through the fire, or that useth divination, or an observer of times, or an enchanter, or a witch,  Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer. For all that do these things are an abomination unto Yahwah: and because of these abominations Yahwah thy Elohim doth drive them out from before thee. Thou shalt be perfect with Yahwah thy Elohim. For these nations, which thou shalt possess, hearkened unto observers of times, and unto diviners: but as for thee, Yahwah thy Elohim hath not suffered thee so to do.”

Thoughts: Let’s break down the words first before we analyze the magical culture we live in.

Divination = H7081 / קֶסֶם / qesem / keh'-sem / From H7080; a lot; also divination (including its fee), oracle: - (reward of) divination, divine sentence, witchcraft.

Witch & Witchcraft = H3784 / כָּשַׁף / kâshaph / kaw-shaf' / A primitive root; properly to whisper a spell, that is, to inchant or practise magic: - sorcerer, (use) witch (-craft).

Magic is witchcraft. Witchcraft is an abomination. There is no place for such things in our house that has anything at all to do with magic. We are to have no part of the magical culture around us.

Deuteronomy 7:5-6 - Removing Magic From Our Homes

“But thus shall ye deal with them; ye shall destroy their altars, and break down their images, and cut down their groves, and burn their graven images with fire. For thou art an holy people unto Yahwah thy Elohim: Yahwah thy Elohim hath chosen thee to be a special people unto himself, above all people that are upon the face of the earth.”

Thoughts: When Israel entered the promised land, they were commanded to do away with all the abominations in the land they were entering. Everything that took the place of Yahwah. Once saved, we ought to remove everything that displeases Him that is an abomination to Him, such as anything to do with our magical culture.

Acts 19:19 - The Early Assembly Removing Their Magical Culture

“Many of them also which used curious arts brought their books together, and burned them before all men: and they counted the price of them, and found it fifty thousand pieces of silver. ”

Thoughts: This dealt with magic. Books of magic! Satan infiltrates our homes today with what seem like innocent items like toys, cartoons, videos, and much more that have ties to witchcraft. Those in the early assembly put away evil from their homes to serve a Holy Elohim.

Exodus 22:18 - The Penalty For Participating In Our Magical Culture

“Thou shalt not suffer a witch to live.”

Thoughts: Practicing witchcraft is using magic. Those who did so were labeled as a "witch," therefore, Yahwah viewed this as such an abomination that they were to be put to death.

Magic In Disney

Disney has built its entire brand around the idea of “magic.” In their world, magic is not typically dark or threatening—it represents wonder, imagination, transformation, and hope, something that makes dreams come true and brings joy to children and families. They're one of the biggest contributors to our magical culture.

Most Disney stories come from old fairy tales, where enchantments and spells play a central role. Magic is often what drives the plot—either through curses that must be broken or through blessings that help the hero or heroine.

  • In Cinderella, the Fairy Godmother uses a wand to turn pumpkins and rags into a carriage and gown.
  • In Sleeping Beauty, Maleficent casts a curse, while the three fairies use magic to protect Aurora.

Disney frequently uses magic to show characters changing form or discovering a new identity. This makes magic a symbol of growth, freedom, or destiny.

  • In The Little Mermaid, Ariel trades her voice for legs through a magical spell.
  • In Beauty and the Beast, the Beast is under a curse that only love can break.

Walt Disney himself described Disneyland (opened in 1955) as “a place where magic lives.” The word “magic” became central to Disney’s identity—used to describe the feeling of wonder, joy, and imagination in both films and theme parks. The tagline “The Most Magical Place on Earth” reinforces that magic isn’t just fantasy—it's an experience Disney promises.

With the opening of the Magic Kingdom in 1971, Disney directly tied the concept of magic to its brand identity. Over time, “Disney Magic” came to mean both literal magic and the emotional magic of storytelling and imagination. They wrap magic in a cute basket, and we give it to our children, which can destroy their souls. This is evil in the sign of Yahwah.

Magic In Superheroes

Superheroes are like today’s version of ancient legends. Just as Greek and Norse myths had gods and demigods with supernatural powers, superheroes fill that role now. Their stories often reveal strength, justice, and destiny through powers that transcend the natural world.

  • Thor (Marvel) draws directly from Norse mythology.
  • Wonder Woman (DC) originates from Greek myth and magical artifacts.

Not all heroes are scientists or soldiers. Some gain their powers through mystical forces, magical objects, or spells. This presents magic as an accepted and even noble source of strength, alongside science or technology.

  • Doctor Strange (Marvel) becomes powerful through sorcery and enchanted relics.
  • Shazam (DC) transforms into a hero by invoking ancient magical words.

Superhero universes usually treat magic as morally neutral. It can be used for evil (by villains) or for good (by heroes). This blurs the line that Scripture draws, where sorcery is never permitted, no matter the intention.

  • Scarlet Witch (Marvel) uses chaos magic, which can shift between helping heroes and causing destruction.
  • Zatanna (DC) is a magician who fights evil using her own spellcasting.

Because superhero comics, movies, and merchandise are everywhere, their use of magic feels normal and widely celebrated. Kids grow up seeing magic not as something to avoid but as a fun, heroic, and exciting power. This is evil in the sight of Yahwah. He alone should be our “Superhero.”

Magic In Music

In music, “magic” is often used as a symbol of something mysterious, powerful, or enchanting. Artists use the word to describe love, emotions, or experiences that feel beyond ordinary explanation. This makes magic sound romantic or positive rather than dangerous.

  • Songs that speak of being “under a spell” when in love.
  • Lyrics describing moments as “magical,” like a perfect night or a deep emotional connection.

Some music goes further by directly referencing sorcery, spells, or mystical power. This is often seen in genres such as rock, pop, and even hip-hop, serving as a means to create a sense of rebellion or mystery.

  • Bands that sing about “casting spells” or “summoning power.”
  • References to witches, demons, or enchantments in darker styles of music.

Artists sometimes use “magic” in their branding or performances to create a larger-than-life effect. Concerts may be described as “magical experiences,” and stage effects often include illusions, lights, or themes that resemble sorcery.

  • Singers calling their music “musical magic.”
  • Performers using symbols like stars, moons, or crystals in stage design.

In music, magic is most often used as a metaphor for love, emotion, and wonder, but it also appears as a direct theme of spells, enchantments, or mystical power. The current music industry is an evil, satanic worshiping cult and does not give Yahwah the praise and worship He deserves.

Magic In Video Games

In many video games, magic is not just part of the background—it’s a core mechanic. Players often cast spells, brew potions, or wield enchanted items to progress in the game. This makes magic feel like a normal and even necessary part of play, and it's growing in its role of participating in our current magical culture.

  • Example: In some fantasy role-playing games, players learn “fire” or “healing” spells to survive battles.

Games often let players become characters who practice magic—sorcerers, wizards, shamans, or necromancers. This means the player doesn’t just watch magic happen; they step into the role of a magician and act it out virtually.

  • Example: In adventure games, a player may choose a “mage class” instead of a warrior or archer.

Video game worlds are frequently filled with magical lands, creatures, and artifacts. Enchanted swords, cursed objects, or mystical portals are standard story drivers. Magic becomes part of the universe’s rules, shaping how players see good and evil.

  • Example: In some quest-based games, entire plots revolve around retrieving a legendary magical item.

Games often treat magic as neutral. Heroes and villains both use spells, curses, or charms. Unlike the Bible’s warnings, the game world makes sorcery appear as just another “tool” for anyone—whether used to destroy or to save.

  • Example: A villain may summon demons while the hero uses spells to heal allies.

Video games normalize magic by turning it into a playable power, an identity option, and a built-in part of their worlds. A few examples, such as spellcasting in role-playing games, enchanted items in quests, and magical character classes, illustrate how deeply this theme permeates modern gaming. This is why we should put away video games from our homes in general, as they are evil in the sight of Yahwah.

Magic In Holidays

Some holidays openly use symbols and practices tied to witchcraft or spirits. Other holidays emphasize “magic” as a way of describing wonder, joy, or mystery, often replacing deeper meaning. Certain traditions feature characters or stories that incorporate magical elements, usually aimed at children. Many cultures associate superstitions with holiday customs, treating them as charms or small spells for good fortune.

  • Halloween costumes and decorations with witches, cauldrons, ghosts, and spellbooks.
  • Christmas ads and movies speak of “the magic of the season,” focusing on Santa, reindeer, and enchanted snow.
  • Easter traditions with a bunny delivering eggs as if by magic.
  • New Year’s traditions that involve eating certain foods or performing symbolic acts to bring luck.

We are to put away the evil celebration of the world's Holiday and learn to keep the Days Yahwah set apart unto Him.

Magic shows up in clothing, jewelry, and entertainment as symbols or themes. These are usually marketed as style rather than spirituality, but they still carry mystical roots. These are modern practices that utilize magical ideas under the guise of wellness, empowerment, or self-discovery to cultivate a magical culture.

  • Symbols: T-shirts, hoodies, or jewelry with zodiac signs, crescent moons, or pentagrams.
  • Trends: The “witchy aesthetic” on Instagram and TikTok, where dark clothing, crystals, and spell-like phrases are popularized.
  • Entertainment Influence: Celebrities utilize magical imagery in music videos or stage design—such as stars, moons, and mystical symbols—transforming occult visuals into pop culture fashion.
  • Astrology: Daily horoscope apps that claim to guide decisions in love, money, or health.
  • Tarot & Divination: Card readings presented as fun, spiritual insight, or even therapy-like sessions.

Fashion and spirituality often overlap, making magic appear both stylish and practical. Fashion spreads the look of magic, while New Age practices spread the use of magic. Together, they make mystical ideas feel harmless, attractive, and normal in everyday culture. A believer in Yahwah can easily allow these evil abominations into their Homes, thus causing spiritual warfare that should have never happened if they were prayerful and watchful.

Galatians 5:19-21 - Those Who Practice Magic Will Burn

“Now the works of the flesh are manifest, which are these; Adultery, fornication, uncleanness, lasciviousness, Idolatry, witchcraft, hatred, variance, emulations, wrath, strife, seditions, heresies, Envyings, murders, drunkenness, revellings, and such like: of the which I tell you before, as I have also told you in time past, that they which do such things shall not inherit the kingdom of Eohim.”

Those who practice "witchcraft" will not inherit the Kingdom of Yahwah. There is no place to participate in the magical culture that is around us for those who want to live righteous, set-apart lives before Yahwah.

Thank you for reading this teaching about our "Magical Culture."

We pray this teaching has been a blessing to you. All our posts can be seen here, and our videos can be viewed here. We broadcast our services live every Saturday at 3 PM (EST). If you would like to learn more, have any questions, or reach out for fellowship, we would love to hear from you:

We proclaim one name as given to the disciples and early assembly on the Day of Pentecost. The only Name that was prophesied in the Old Blood Covenant that will be restored in the last days, the Name of יהוה. Not jesus, or any "shua" name such as yeshua, yahshua etc. Take His Name in baptism as Peter preached in Acts chapter 2.

Malachi 1:11 "For from the rising of the sun even unto the going down of the same my name shall be great among the Gentiles; and in every place incense shall be offered unto my name, and a pure offering: for my name shall be great among the heathen, saith יהוה of hosts."
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