SALVIO HEXIA

The Ledger

An interactive investigation of contemporary online witchcraft. Public personas, claims, practices and commercial behavior are translated into a playable system: turning the subculture itself into the game. Every quote is real. Every card is evidence-bound.

Where did these numbers come from?

The Level column (e.g. 4.5 / 5)

Each witch’s public sales pages are captured, and their most extraordinary claims are extracted verbatim — every quote is verified character-for-character against our own copy of the page. The verified claims are then checked against a fixed rubric of seven factors (each worth a set number of points):

  • Specific wealth outcome or multiplier+2
  • Health, disease, cure, or medication outcome+3
  • Unsupported or pseudoscientific mechanism+2
  • Strong certainty, guarantee, or inevitability+1
  • Unfalsifiable or self-sealing explanation+1
  • Testimonials used as causal proof+0.5
  • High-ticket pricing or artificial value anchoring+0.5

The triggered factors add up to raw points (0–10). The rating shown here is those points ÷ 2 — a 1–5 scale. It measures how extreme the marketing claims are, never the person. The same raw points × 10 give the Witchcraft column.

The dial

  • 4.5+Supreme WitchNothing is beyond manifestation.
  • 3.5+Advanced WitchReality is becoming negotiable.
  • 2.5+Practicing WitchEvidence is getting optional.
  • 1.5+Apprentice WitchThe magic is starting.
  • 0.0+Witch CuriousMostly normal. Mostly.

The other four stats

Attack, Greed, Delusion and Danger are evidence counts from the same verified claims and pages — deadlines on miracles, prices and promised amounts, mystical mechanisms, medication language. AI only detects the evidence; code does all the arithmetic. Every card’s own toggle shows its exact trail.

Full methodology