64. NEW YORK STATE MUSEUM 
10 Hero ties his hair to earth. When the hero suspects he is in 
the hands of a sorceress he ties a hair to a root before he sleeps. 
The sorceress makes off with him but can not go beyond the stretch- 
ing length of the hair and is compelled to return. J 
11 Lice hunting. The sorceress hunts lice in the hero’s head, lull- 
ing him to sleep. 
12 Saliva gives power. lf a powered being touches any object or 
weapon with his saliva, it takes some of his power. 
13 Wampum tears. The captured hero or heroine, when tortured, 
sheds wampum tears which enemies greedily take. 
14 Magical animal skins. The 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. 
15 Magic pouch. The pouch of animal skin holds the hero’s 
utensils, tobacco and pipe. It may be conjured to a living thing. 
10 Magic smt. A self-cleaning suit that gives power to wearer. 
17 Magic canoe. A canoe that has unusual speed and may be 
paddled into the air. 
18 Inexhaustible kettle. The hero’s friend puts scrapings of corn 
or nut into the kettle and it expands enormously supplying enough 
food. The hero tries the experiment and expands the kettle too 
greatly, bursting the lodge. | 
19 Magical springs. Springs that have been enchanted by sor- 
cerers are the dwelling places of monsters that lure the unwary to 
drink. The monster then drags in his victim and eats him. 
20 Enchanted clearings. Clearings guarded by monsters who 
prevent the hero from visiting the sorcerer living in a lodge within. 
21 Bark dagger. ‘The hero is incapacitated by thrust of bark 
dagger piercing his back. The villain steals the hero’s clothing and 
impersonates him. See Impostor. 
22 Sweat lodge regeneration. ‘The hero recovers through a 
sweat of bear’s grease. The lodge is covered with a fat bear pelt. 
23 Powered finger. The hero has power to kill animals by point- 
ing his finger at them. 
24 Animated finger. The hero obtains a magic finger that stands 
in his palm, pointing out the location of anything he desires. 
25 Borrowed skin. ‘The hero borrows the skin (coat) of deer, 
mole, or other animal, and entering it, moves about without exciting 
suspicion of enemy. 
26 Borrowed eyes. The hero borrows the eyes of deer or owl for 
a blind uncle enabling him to recover his own eyes or to see for a 
few moments a long lost relative, generally a brother. 
27 Stolen eyes. Sorceresses rob young men of their eyes. 
28 Quilt of eyes. Quilt made of winking eyes stolen from young 
