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The Encyclopedia of Magikal Methods
Hermetic School of Magic

The Hermetic Spell School encompases the following Subschools of magic:

Origins
The Hermetic school of magic is a synthesis of the early teachings of the Quabbalistic Rabbis and the magic of the Egyptians which was developed by the Rosicrucians beginning in the 1300's A.D. The Quabbalism, Alchemy, and Talismantic subschools are all included within the Hermetic school.
Quabbalism is the oldest of the Hermetic arts, originating in the Isrealite culture in the first few centuries B.C. The symbolism of the Tree of Life and the Hebrew alphabet are the basis of Quabalism. Alchemy developed in the Arabic cultures at an unknown time, then was brought to Europe during the Crusades. Alchemy is based on Old Testament symbology and the application of the sympathetic properties of natural substances. Talismantic is also based on the use of the sympathetic properties of natural substances, but specifically for the creation of talismans and other enchanted items. Popular Hermetic magic, as we know it today, is mostly based on the teachings and writings of the Society of the Golden Dawn. The Golden Dawn was founded in the 1800's by a group of Freemasons. Who in turn were descended from the Templars, do'cha know! (So it's just a rumor - she said I couldn't lie, but she didn't say I couldn't slander!)

Mechanics
Simply put, Hermetic magic is magic for enginneers and computer science majors. Formula magic at its very worst. Reading a book of Hermetic teachings is like reading a Mathematics text. Not to mention the sections which read like a phonics handbook... The Hermetic system of symbology is so needlessly complex and arbitrarily based, that only the most anal retentive and unintuitive personalities would wish to actually learn it. Fortunely for us there are plenty of other methods of attaining ultimate mystical power so we don't have to really learn this boring drivel. What we DO have to do is have a basic understanding of how it is supposed to work.
The basic concept of Hermetic Magic is that; by drawing a circle of astrologically appropriate runes, a mage can create a "copy" of the universe, and by altering the copy, the mage can cause the real universe to change. The drawn circle is called a Hermetic Circle. A Hermetic Circle must be used every time a Hermetic spell is cast. The Circle must be a new one each time. The symbols and their arrangement in the Circle must be appropriate to the following criteria; the time the spell is cast, the time the effect of the spell is to occur, the effect the mage wished to cause, and the person, object, or place the spell is to affect. The Circle can be drawn using any materials, but chalk works best for our purposes. Candles must be placed around the oerimeter of the circle and lit. The drawing media and candles should be in colors appropriate to the effect desired, white will suffice unless another color is specified in the spell hardcopy. During the spellcasting, the Circle should not be broken. If the Circle is broken, the spell automatically fails.

Requirements
Before you may cast any Hermetic Spell, you must first perform the following procedures:

You may use the following associations when creating a Hermetic Circle;


The Demonology Subschool of Hermetic Magic

Overview

Demonology, sometimes known as Diabolism, is a combination of Hermetic and Totemic magics. The Totemic aspect deals with the summoning and bargaining with demonic spirits. The Demonologist/Diabolist uses Totemic magics to summon and make the equivalent of a totemic contract with a demonic spirit. Because the spirits the Demonologist deals with are malevolent and must be coersed into providing services, Hermetic magics are used to provide the protections and restrictions necessary for the safety of the mage. In addition, the Totemic and Hermetic magics can be combined in order to create talismans and magic items utilizing minor demonic spirits (imps/fiends), something the Demonologist would be unable to achieve using Totemic magics alone. Demonology can be very powerful, but is also very dangerous for the unwary or uncareful.

Mechanics

Preparing the Space - Demonology spells, as with other Hermetic rites, must be performed within a consecrated Hermetic Circle. Due to the adverserial nature of Diabolist magics, several other Circles are also necessary. The mage places themself in a Hermetic Circle of Warding and the Entity must be summoned into a Hermetic Circle of Holding. If the Circle of Warding is broken, then the mage is unprotected. If the Circle of Holding is broken, then the being escapes. If both are compromised, then the mage is in real trouble. In some cases, where particularly powerful demonic entities are being dealt with, additional Circles will be necessary.

Summoning the Entity - Demonology consists almost exclusively of dealing with demonic astral entities. These entities must be summoned forth and allowed to manifest to some degree in the material plane in order for the Demonologist to manipulate them.

Controlling/Binding/Dominating the Entity - Demonologists deal with demonic entities through force and coersion. The summoned entity must be captured and bound into servitude.

Utilizing the Entity - The ultimate objective of the Demonologist's exercise of his art is to harness and use the power of demonic entities to perform tasks which the Demonologist himself is not powerful enough to bring to fruition.

Feeding the Entity - The primary form of coersion used by Demonologists on their captive demonic entities is the granting and withholding of sustenance. Captive demonic entities require a regular diet of blood, flesh, life force, torment and pain, which the Demonologist must provide.

Disposal of the Entity - When a demonic servant has served it's purpose, it's connection to the Demonologist must be severed and it must be either completely destroyed or banished from interaction with the material plane. There is nothing more dangerous than a demon unbound from servitude.

The Different Demonic Entities

For the purposes of the game there are two types of demonic beings: "Imps" and "Demons". Each type could be considered as a catergory, with a division of levels within each catergory. Within "Imp" there would be Homunculus, Imp and Fiend. Within "Demon" there would be Lesser Demon, Greater Demon and Devil. Summonings, holdings, bindings and banishings for each of the two types demonic spirit requires it's own spell. The same banishings, holdings, etc. can be used for different levels of beings within the same type, but the strength of the being will affect the psyche point cost and components necessary for the spell to work properly.

Basic Spell Set

Demonology is a very complex art. Whereas most magical arts can accomplish things with a single spell; several seperate spells are required to be cast in progression to achieve the Demonologist's goals. The basic spells a Demonologist needs to practice his art are as follows:

Preparing the Space:

Summoning the Entity:

Controlling/Binding/Dominating the Entity:

*Note* The term "Material Body" means a living being; animals, plants and humans are all considered to have a "Material Body". When a demonic spirit is bound into a Material Body they are considered to be in "Possession" of that body. The mind and spirit of the "Possessed" being may or may not retain some control of their body. A "Construct" is a material body which has been manufactured for the purpose of holding a demonic spirit. Constructs are animated solely by the demonic spirit in residence.

Utilizing the Entity:

Feeding the Entity:

Disposal of the Entity:

Spells Which Utilize Demonic Entities

Spells, talismans, magic items which utilize demons or imps to get the job done.


The Enochian Subschool of Hermetic Magic

Origins

blah blah blah

Overview

blah blah blah

Mechanics

blah blah blah

Requirements

blah blah blah

Spell Formula Standards

blah blah blah


The Lesser Alchemic Subschool of Hermetic Magic

Origins
Oh, hell, I don't know.

Mechanics
Alchemy is the practice of using chemical mixtures combined with Judeo-Christian mumbo jumbo to create magical potions. (Think AD&D potion du jour.) Alchemists must work in four different "Worlds" when performing their spells. These worlds are how the Alchemist views the universe, and they are; The World of the Divine, The World of Man, The World of Elements, and The World of Chemicals. The World of the Divine deals with "the written word of God," hense all the biblical quotes, which give the spells power. The World of Man is all the components used in the spells which are of the physical world; knife, athanor, test tube, etc. The World of Elements is the instrument of change in the spells, the elemental forces which cause materials to transform (like FIRE, you dullards). The World of Chemicals is the use of chemical compounds and the recognition of chemical processes at work in the spells.
The following is a list of processes which are the basis for all Lesser Alchemic spells. Each Alchemic spell will use one of these processes to cause its effect.

Requirements
To successfully cast any Lesser Alchemic spell, you must perform the following procedures; You are also going to need chemicals and herbs and spices. These can be procured at science stores, hobby shops, and health food stores. And yes, you must go through the effort of actually getting and mixing the components. No substitutions. No pain, no gain folks.
Spell Formula Standards
In general, with Alchemic spells, you read a quote from the bible, mix some chemicals with the appropriate associative properties in the Athanor, stir it with the container of Mercury, then stick the mixture in the Protected Container.


The Greater Alchemic Subschool of Hermetic Magic

Nothing Yet.


The Quabbalistic Subschool of Hermetic Magic

Origins
Quabbalism (a.k.a. Cabalism, Kabbala, Qabbalism, etc., depending on how pretentious you are) is the oldest of the Hermetic Subschools. Indeed, it existed long before Hermetic magic was formalized into a distinct School. It's the magic and symbology of the ancient Hebrew Rabbis, Old Testament stuff. The Quabbalistic theosophy is the basis of all the Hermetic Arts.

Mechanics
It has something to do with the "Tree of Life" and the Judeo-Christian hierarchy of the "Heavenly Host." Beyond that, I wouldn't hazard a clue. Just because I was there doesn't mean I was paying attention. What do you expect me to do anyway, buy a book on it? Are you going to pay for it? No, I didn't think so!

Requirements
Again, I'm clueless. And what does it matter, there's only a few useful spells anyway.
Oh, yeah, cast the spell "Hermetic Circle" and perform the Quabbalistic spell inside it.

Spell Formula Standards
More on this later. (When I know what the hell I'm talking about.)


The Talismantic Subschool of Hermetic Magic

Origins
Talismantic magic developed out of the main Hermetic art at an indeterminate time. The Talismantic Subschool was developed solely for the purpose of creating enchanted items, such as, talismans and magic items. It was early Talismantic studies which led to the develpoment of Alchemy.

Mechanics
To make an enchanted item using the Hermetic Talismantic method, the mage must take an object and imbue it with magical energy while in a Hermetic Circle. The object must be properly symbolic of its intended purpose. During the casting, the entire Hermetic Circle or relevent symbols from it should be inscribed on the object. The object itself should be either constructed from scratch, or annointed, added to, or altered in some way appropriate to its intended function during the casting. Once the object is enchanted, it will independently perform a magical function which will create an effect.
Talismantic spells use the traditional European and Middle Eastern systems of sympathetic properties. The sympathetic properties of the components and the associations created by the Hermetic Circle enable the magic to work the way the mage wants it to.

Requirements
To successfully cast any Talismantic spell, you must perform the following procedures;

Spell Formula Standards
When performing a Talismantic spell, you must have a target item to be enchanted, extra components to add to or perform an action with the target item, and a Hermetic Circle. All the previous must be properly symbolic according to Hermetic tradition.





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