The Goetia
By Anders Sandberg
The Goetic mages are a small sub-tradition of Order of Hermes
today. They had their heyday during the late middle ages, but
has since then almost vanished. Their magick is directed
towards the mastery of the spirits, especially demonology.
Needless to say, their interest in the darker beings have
given them a bad name, which has contributed to their
decline.
History
It is unknown when the Goetic arts was invented. According to
the tradition, it was founded by King Solomon himself. He was
given the power over the spirits on and below the Earth by
God, and used them to do his bidding. Among other things,
they were used to build parts of his Temple. He imprisoned
some of the most malicious, and learned the secrets of the
spiritual world. After him, a long succession of mages have
studied his secrets and passed them on. However, it was not
until the middle ages the Goetia began to flourish. Its
influence was profound on the Order, and from this time most
of its important books date, like the Lemegeton "The Lesser
Key of Solomon", Liber Honorius, Grimorium Verum and many
others.
The ceremonial system of the Goetia was heavily used by the
lesser order of Hermes, and the Goetic mages were major
supporters behind the plan. But their success in the lesser
order became their fall. As their power and numbers grew,
many of them became corrupted by demonic forces. This was the
beginning of the fall of the order, as it resulted in
internal conflicts and attacks from the Church. While the
Goetic mages were not solely responsible, they were
intimately involved with the problems, and when the lesser
order dissolved, the Goetic mages were scattered for the
winds. Many became the victim of witch hunts or attacks from
other mages, and inside the Order of Hermes they were used as
scapegoats for the Fall.
After the Fall, the Goetic mages went underground. Most hid
as members of other hermetic orders or practised their arts
solitary. They have remained very few up to date, and in
most cases transmitted their knowledge from master to
apprentice for generations with no outside influence. This
sub-tradition is one of the most archaic of all groups in the
Order, and their methods are distinctly medieval.
Theory and Magick
The Goetia is coloured by the Christian beliefs of the middle
ages in demons and angels, organised in strict feudal
hierarchies. Modern goetic mages are somewhat more flexible,
but tend to rely on the old tried and tested systems anyway.
Overall, Goetic magick is very ceremonial and strict, with a
very medieval feel, and many Goetic mages tend to rely on old
rotes instead of new inventions. This is of course a bit
limiting, but many of the old rotes have surprising power.
Goetic mages are very interested in spirits, demons, ghosts,
elementals and angels and how they can be controlled. They do
not plead with the spirits like the dreamspeakers, nor do
they obey them like the Enochians. Goetic mages order the
beings, bind them to certain tasks and generally use them as
their servants. They are however very mindful of the fact
that many of the beings are more powerful than them, so they
protect themselves with elaborate circles and rotes. Many of
the rotes and ceremonies contain extra precautions to make
sure the summoned being will be on friendly terms and the
mage will be safe. These are however not always sufficient,
and many Goetic mages have perished after dealing with forces
too great for them.
The spirits and beings they summon are often very
specialised. In their grimoires are long catalogues of
different entities, their powers and how they may be summoned
using different seals, incenses, sacrifices and incantations.
The mage then summons the spirit, using the exact procedures
described. The being is then threatened, ordered or otherwise
persuaded to perform the magickal effect the mage wants.
Sometimes, especially when summoning more powerful beings,
the mage has to make deals with them. These may range from
small services or sacrifices to the proverbial selling of the
soul.
Using the specific rituals described in the grimoires the
mage can summon specific beings in a specific form to do
specific tasks. This is in a way a charade, since the
summoned being can in general appear in any form or be almost
anything; however, by performing the ritual exactly as
described, the mage and the beings bind each other in a kind
of covenant, forcing each other to "play by the rules". The
spirit will appear in its classic form and perform its
traditional services. If the mage uses a slightly wrong
ritual or leaves out a detail, the spirit is correspondingly
more free, and may react accordingly. However, this freedom
is partially limited in a complex way by the remaining
ritual. If the mage uses the wrong incense, for example, the
spirit may refuse service and threaten the mage, but nothing
else. If the mage breaks the circle, the spirit is free to
leave. An error in the seal may cause the wrong being to
appear, or it to appear in an unusual or dangerous form.
Changing a ritual to suit the mage is a complex and often
dangerous problem. It is often necessary to modify the
rituals to suit the modern times, since their classic forms
are prone to paradox. Having a lion headed man appear out of
the air riding on a bear followed by 30 minstrels is not a
good idea. Many rituals can be reworked to become
coincidental, so the spirit manifests as something more safe,
like a black limo with a sharply dressed businessman or a
bird landing outside the window. This type of changes are
dangerous, since the mage risks making the spirit more
unpredictable and free by straying from the traditional
methods.
When summoned, most spirits prefer to manifest only
spiritually in the near umbra. The mage will see them, but
nobody else. It is quite hard work to make them manifest
physically (generally needs Matter 2 or Life 3 to create a
body if the spirit is not willing or able to manifest), but
it gives them much more power on the physical plane. The more
powerful spirits choose what to do by themselves, and can
even break through the magickal barriers the Mage has erected
if he fails in the exact protocol of the ritual.
Making the spirits obey is a major problem. There are no fast
rules, the mage has to find the method that works in each
case. Lesser spirits can often be coerced, threatened or
fooled into doing whatever the mage wants. More powerful
spirits are harder to control. Some mages use threats,
especially threats of other spirits of beings. Other mages
try to persuade the spirit, sometimes resorting to
bootlicking. Some mages just order them around. Most mages
try to strike deals with them instead. Some spirits may want
sacrifices in exchange for service, ranging from small items
(like Bechard, who wants nuts), over small animals (Astaroth
has a taste for mice) to human sacrifices. Another commodity
most spirits want is Tass. Finally, many spirits want the
mage to perform services to them in exchange. This works a
bit like the vampiric system of prestation, where the part
who is indebted have to treat the other part with respect and
do lesser services for them. Being indebted to a spirit can
be quite useful, since the spirit will protect the indebted
person as long as he is useful. Some mages have used this to
their advantage by playing several patrons against each
other. It is a dangerous game, since spiritual politics is
even harder to follow than vampiric politics.
Most Goetic mages spend much time talking to the lesser
spirits, trying to gain information and knowledge. This is
tiresome, since they are often not very smart, tend to lie a
lot and generally lack deeper knowledge. However, the more
powerful beings demand higher prices for their services and
may be quite dangerous to summon.
Paradox is another major problem for the Goetic mages. Once
their spirits could manifest physically in whatever forms
they desired and do the bidding of the mage without problems.
But now they are severely limited by paradox. They seldom
manifest physically, and it is hard to command the spirits
without gaining paradox. Modern mages have alleviated this
problem somewhat by making deals with certain spirits to
watch them, and perform their services when the mage gives a
sign. This can often be done coincidentally, but the mage
must pay the price of the spirit.
Philosophy
"There are more things in heaven and on earth than in your
Philosophy, Polonius!" We have seen the secret powers behind
what appears as blind forces. We have seen the secret
hierarchies who control the world. We know the signs and
words which bind and give control. Most people, even mages,
do not want to see, or even think of this side of reality
despite the fact that it pervades everything. That is too
bad, since if you don't dare to see it, they will be
playthings for the Powers That Be.
Organisation and Meetings
Goetic mages have never accepted the elaborate organisational
structures of the rest of the Order. They tend to be
solitary, jealously guarding their secrets from each other.
Sometimes two Goetic mages meet, and trade information during
tense negotiations. The only way to really learn the secrets
of the Goetia is by being apprenticed to a Master. The
apprentice is expected to perform menial tasks and help the
Master with his projects, just like apprentices did during
the middle ages.
Initiation
In the old days, many members were awakened by making a deal
with a spirit. The master performed the summoning, and the
initiate was confronted with the spirit. It was not uncommon
for the spirit to test him, or demand some service in
exchange for becoming his benefactor. Today Goetic mages
usually awaken the initiate by performing a great ceremonial
summoning of the initiates avatar to appear into a visible
form as his guardian spirit. They are linked by exchanging a
drop of blood.
Chantry
Goetic mages seldom have their own chantries. In the old days
each mage just built his temple on a suitable node, or stayed
in an Order chantry. Today, most of them reside with a
chantry.
Acolytes
Librarian, Thrill-seeker, medievalists.
Sphere
Forces is the main sphere, but Goetic mages often study
Spirit with equal or even more zeal. They see the forces of
cosmos not as impersonal principles but as actual beings,
which may be bargained with. A goetic mage will see a fire as
an actual being which may be threatened or ordered to do
things, like attacking somebody. Outside these two spheres,
Goetic mages have no typical interests and study according to
their personal preferences.
Foci
Almost the same as for the rest of Order of Hermes. Since
they are so involved in Spirit, many mages have their own
permanent Circles, often engraved into the floor and
reinforced by metal. Outside of the Circle is the Triangle
of Art, similarly inscribed. It is inside the Triangle
spirits manifest, and they can't leave it without the
permission of the mage.
Instead of a traditional showstone, many goetic mages use a
black mirror, in which spirits often manifests. When a
summoning has been done, the mage can see the spirit inside
the mirror if he directs it towards the Triangle.
Beside these essential foci, most goetic mages use other
secondary foci. Elaborate robes, staffs, weapons, incenses,
altars and tools are used in their magickal work. These range
from the practical, like the pen and ink used in taking notes
and drawing seals, to the symbolic swords inscribed with
powerful seals to keep angry spirits at bay. The foci may not
be bought, they must be made by the mage or his acolytes for
only magickal purposes and then consecrated in long
ceremonies.
Concepts
Adventurer, Scholar, Priest
Quote
"O Prince Lucifer, I am, for the time, contented with thee. I
now leave thee in peace, and permit thee to retire
wheresoever it may seem good to thee, so it be without noise,
and without leaving any evil smell behind thee. Be mindful,
however, of our engagement, for shouldst thou fail in it,
even for a moment, be assured that I shall eternally smith
thee with the Blasting Rod of the great ADONAY, ELOHIM,
ARIEL, and JEHOVAM. Amen."
Stereotypes
- Akashic Brotherhood
- We don't have much contact with them
They are too material, even when dealing with spirits. They
may listen to angels and demons, but do they listen to
themselves?
-
Celestial Chorus
- They claim we are Satanists and worse. They
have tried many times to crush us in the past, and may try
again if they get a chance. Fortunately they are weak today,
and will probably remain so.
- The Goetic mages are deluded. They think they can deal with
dark forces without tarnishing their souls.
-
Cult of Ecstasy
- They appreciate the material world like we
do, but they seek to transcend it through pleasure instead of
knowledge. they will hardly succeed, but will probably not
notice.
- Dealing with demons is tempting. I mean, you have all heard
of Succubi? But I wonder if its worth the price.
- Dreamspeakers
- They have some limited contact with the spirit
world, but they treat the beings they encounters as equals.
That is a very dangerous mistake.
- These mages try to command the spirits they should listen
to.
- Euthanatos
- They have much contact with the spiritual world,
but often its darker sides. They often have interesting
information, if you can get them to talk about it. However,
they are also quite dangerous.
- Goetic mages should be watched carefully. All to often they
fall prey to the dark forces both outside and inside
themselves.
- Hollow Ones
- Some mages just haven't a clue.
- To sell your soul to the devil you must have a soul in the
first place!
- Trenchcoaters
- These orphans are very irritating. They have
an annoying habit of appearing at critical moments and
ruining our rituals, yelling about leaving the spirit world
alone and whatnot. They seems to think they are protecting
the world from dark and misty threats of magick, but most of
the time they just interfere with serious studies instead of
doing anything reasonable.
- These mages are the epitome of what the fight against.
Magick for its own sake, for power, for intellectual pride
and for material gain without concern for the rest of
mankind. They dabble in forces they really can't command, and
sooner or later they will fall.
- Sons of Jupiter
- These orphans are our friends. We help them
out sometimes, and vice versa. They have an insatiable
interest in magickal power and knowledge, which our magick
can help them with. Unfortunately, they are also quite
interested in stealing information and talismans, which can
be very irritating.
- If anybody else has understood the price of magick, these
guys have. They have even turned it into the economics of
magick, playing magickal business-sharks with their spirits.
But they do have power, and they have more foci than they can
keep track of...
- Order of Hermes
- Most of the Order do not really want to
understand us, and we don't care about it. The Alchemists are
often quite rewarding to discuss matters with, they have
retained their links into their past. The Rosicrucians and
Cabalists play their abstract games of politics and
abstraction, without any real care about the real world. The
Enochians are our students, but have become slaves to the
beings they summon. Use caution with them.
- They are atavisms, both dark, medieval and baroque.
- Sons of Ether
- Playing with their toys. They study the
soulless matter around them, not seeing the invisible strings
which make it move (and maybe themselves?).
- Summoning spirits? Well, they really are self-sustaining
patterns in the Ether, but the Goetics won't understand it.
By the way, the real reason a pentagram or a triangle keeps
them in is that the morphogenetic field of angles disturb
them...
- Verbena
- Like us, they have been unfairly persecuted by an
misunderstanding world. In their case, the persecutors may
have been more right than wrong.
- Like all "High" mages, they have lost touch with nature and
themselves. Their experiments have made the wrath of Church
and State descend on all of us. But they will harvest what
they have planted sooner or later. In many cases, its sooner
for them.
- Virtual Adepts
- Amusing themselves with little games and
petty illusions.
- Drawing pentagrams, chanting, weird robes and summoning
demons... why does they sound like the classic wizard in a
video-game?
Rotes
The Code of Tritheimus (Mind 1)
This rote is often used to keep the secrets in the grimoires
from the eyes of unworthy and enemies. By writing using
specially prepared inks and during incantations of angelic
names, the mage can write an completely undechyperable text.
To an uninitiated, it will look at sheer gibberish or mad
rantings of demoniac names, but if another mage incants the
names and read the text in the light of certain candles, it
will become readable. This is used to hide the Goetic texts,
sometimes in plain sight.
Ring of Protection (Mind 2)
This is a practical little rote used to avoid being
controlled or influenced by hostile beings or magick. The
mage enchants a ring, making it a symbol of the infinite
power and protection of God. It is then worn as a protection
against hostile attacks during summonings, and when the mage
is attacked, he will kiss the ring and hopefully regain his
senses.
[Each success will give an extra dice on Willpower rolls to
resist temptation, mind control or Mind magick. After all
dices are used up, the ring must be recharged. ]
The Blasting Rod (Spirit 3 Forces 3 or 5, Prime 2)
This rote uses a hazel staff, which is used to punish
disobedient or aggressive spirits. The mage releases flashes
of force against beings in the umbra while he is still in the
physical world, damaging or driving away spirits. It is very
effective way to force spirits summoned into the Triangle to
obey, as many cannot leave until given permission and the
mage may beat them to submission.
Bind Servitor (Spirit 2 Matter 3)
This ritual allows a summoned being to inhabit a material
object, like a knife, a statue or a fire. The being will gain
the power to use the object as a body; a statue will be able
to move, a knife will be able to stab or slip away, a fire
will be able to choose whether it will burn somebody or not.
The ritual must be done during the creation or reshaping of
the object, to make the link to the spirit the strongest.
Sometimes mages divide the ritual process into parts, and
perform certain stages on the right days.
Magickal Barrier (Spirit 4)
This ritual creates a magickal barrier which no spirit may
pass. Instead of the normal Circle, the mage draws or marks
the barrier (using chalk, stones or other available
materials), draws the necessary seals at strategic positions
and performs a powerful ritual to make it impregnable.
Consecrate Circle (Spirit 4 Prime 2)
This ritual is used to consecrate a Circle and/or Triangle to
make it easier to summon spirits into it. Usually it is done
by sacrifices to the invisible rulers of the spirit world,
and long incantation of god- names.
[ Each success will decrease the gauntlet inside the Circle
and/or Triangle with 1 ]
Imprison Spirit (Spirit 4)
This rote was reputedly invented by Solomon himself. The mage
orders (or lures) the spirit into a bottle, box or other
space and then seal it with wax and the seal of the spirit or
the mage. The spirit will be imprisoned in the vessel, and
cannot leave until the seal is broken. Some mages have also
thrown crystals or scrolls of parchment through the
manifestation of the spirit, but this method is much less
reliable.
Elemental summonings
The
elementals
are the spirits inhabiting the physical world.
They are generally not very bright and quite specialised, but
often quite useful to a mage. Using just level 1 of the
required sphere (Matter for Earth, Forces for Fire, Life for
Water and Mind for Air), the mage can contact the spirits
inside an object (like a stone or a ocean). With level 3 they
can manifest physically. They can be regarded as minions. The
number of successes in the summoning will show how powerful
or how many elementals the mage has summoned. With 5 or more
successes, the mage may summon the elemental kings (Paralda
of Air, Djin of Fire, Niksa of Water and Ghob of Earth). They
have considerable power, but are also quite good at
bargaining with the mage.
Summon Gnome (Spirit 2 Matter 3)
This ritual is used to summon one or more of the elementals
of Earth, the gnomes. The mage fills the Triangle with sand,
mud and stones and chants one of the elemental prayers in
addition to the normal rituals. Unlike most summonings, they
prefer to manifest physically, often as small men and women
made out of clay and earth (not too unlike Terra Firma, which
some Goetic mages claim is their king Ghob). They are
stubborn, practical and somewhat lazy creatures, who has full
knowledge of anything pertaining to the earth, like ores,
gems, hidden treasures and caves. They are masters of shaping
tools, jewellery or other artefacts.
Summon Salamander (Spirit 2 Forces 3)
The mage places source of fire inside the triangle, like a
brazier, and chants the prayer of the Salamanders. The spirit
will manifest half physically inside the flames, as odd
movements and suggestions of a lizard like shape. Salamanders
tend to be aggressive, passionate beings with absolutely no
patience. They are knowledgeable in everything involving
fire, forces and destruction, but also purity and
transformation.
Summon Sylph (Spirit 2 Mind 3)
The Sylphs usually manifests as scented winds or changing,
suggestive shapes barely seen. They are very fond of
illusions, playing games with people and fooling the mage
(and due to their intelligence they are good at it). It is
not easy to make them behave seriously, but if the mage
manages to make them behave, they are quite good at
everything pertaining to air, illusions, music, language etc.
They are also excellent, if somewhat unreliable, spreaders of
magickal gossip and crafters of illusions, not to mention
their spying abilities.
Summon Undine (Spirit 2 Life 3)
To summon the undines, the mage places water inside the
Triangle and chants the prayer to the Undines. They tend to
manifest as ripples in the water, a dampness in the air and
if the mage forces them to manifest more clearly, as
beautiful, seductive women made of water or ugly fishlike
things. They are a bit treacherous, but also very emotional
beings. They have a strong affinity for life and growth, and
knows much about the living world not to mention everything
in water. They can influence the emotions of others, cause
fertility or infertility and control water in its different
forms.
Demon Summonings (Spirit 2)
This is the classic type of Goetic magick, the ritual
summoning of demons to do the mages bidding. In its classic
form, as described in Clavicula Salomonis and other
grimoires, all the instruments and clothes used must be
carefully consecrated and the ritual performed at an
astrologically suitable moment. The seal of the spirit the
mage wants to summon must be inscribed in the Triangle or a
parchment, suitable incenses lighted and incantations read.
The mage invokes the powers of the Almighty to force the
spirit to emerge and obey the mage. Below are some typical
demons (their seals have been omitted, see "The Book of Black
Magic" by Waite). When the being first appear, it will
appear in its "true" form as required by the ritual, but the
mage can command it to appear in a more pleasing form (and
often the spirits change voluntarily to avoid paradox).
[The more powerful the summoned being, the harder it is to
summon. The base difficulty is 5, but this is increased by
the power and rank of the demon (se below). As a rule, weak
or rather powerless beings increase the difficulty with about
0-1, presidents and marquises 2-3, princes and dukes 4-5 and
more powerful beings 6+. To decrease the difficulty, goetic
mages use quintessence, sacrifices and often try to do their
summonings at astrologically favourable times and at places
which fit the summoned being (se below).
The number of successes needed to force a being to appear
varies, but are normally about the same number as the
difficulty increase. To summon a duke 4 or five successes
are needed, while a lesser spirit will appear after just one.
If the being doesn't appear, all is not lost. It will
probably have noticed the summoning attempt, and will often
either come itself or send a subordinate being (if its
powerful and/or busy). As a rule of thumb, if the mage
manages to get half as much successes as needed, the being
will contact him. However, the general disposition can vary,
especially if the being felt that the summoning was sloppy or
impolite. ]
Belial is one of the most powerful demons, a mighty king. He
looks like a beautiful angel with a pleasant voice and seated
in a chariot of fire. He is very powerful, especially in
areas of politics, friends and favours. He also controls lots
of other spirits. To summon him, the mage has to perform
sacrifices. [ +7 ]
Khil are involved with great earthquakes. He can predict when
they will happen, and maybe cause them, if the mage is
prepared to pay the price. The being has no visible form
other than a great rumble in the ground. [ +6]
Azazel, the Demon of the Scapegoat, will appear as a bearded
man with horns and leading a black crowned goat. He can take
all things away and dispose of them so that nobody will ever
find them. He has great powers over entropy and corruption,
and want a goat to be given him in his honour to obey. Mages
who have crossed him have disappeared. [+6]
Focalor, a strong Duke, appears as a man with the wings of a
griffin. He has power over the dangers of the sea, and can
control the winds and the sea, sink ships or make people
drown (or save them). [+5]
Seere, a mighty prince directly under Amaymon, King of the
East looks like a beautiful man on a strong winged horse. He
have total control over Time and Correspondence (he is very
good at finding lost things, teleportation and changing the
flow of time). [+4]
Belphegor will manifest today as an hoary old man in a
wheelchair. He is very knowledgeable in technological
matters, and in the activities of the Technocracy (which he
seems to support for some unknown reason). [+4]
Shax, a great marquis, comes in the form of a stockdove,
speaking with a hoarse voice. He can destroy the sight,
hearing or understanding of anybody. He can also "borrow"
money from the king (not as useful as it once was). He is
quite fond of deceiving the mage as long as he is outside the
Triangle. [+3]
Lerajie, a powerful marquis, looks like an archer clad in
green and bearing a bow and quiver. He can cause fights and
can make arrow- wounds putrefy. [+3]
Zagan, a great king and president, appears first as a bull
with griffin wings, and then in human shape. He can turn
things around, turning fools wise, slow persons witty, water
into wine, blood into oil, oil into water and turn metal into
coins. [+3]
Amy, a great President, will appear first as a roaring fire
and then as a man. He is a good teacher of astrology, the
liberal sciences. He can also provide the mage with familiars
and treasures. [+2]
Fruccissiere can animate dead bodies, turning them into quite
lifelike zombies. [+2]
Valac, a great president, looks like a little boy with angel
wings riding on a two headed dragon. He knows everything
about snakes, and can provide the mage with as much snakes he
wants. [+1]
Guland can perform all kind of mundane services for the mage,
as long he is given burnt bread. [+0]
Segal will show the mage amazing sights from both the
physical world and the Umbra. [+0]
Angelic Summonings
These work almost exactly as demonic summonings; the
evocations and seals are different but the normal procedure
with circle, triangle and seal is identical. Angels are
generally more easy to deal with, but have often much more
specified and "good" powers. Among goetic mages angels are
preferred as teachers and demons and spirits for practical
works. However, not all angels are peaceful or truthful, and
the mage better watch himself when summoning one of these
beings.
Making summoning easier
Sacrifices have always been useful, and by sacrificing
something (or someone) the summoned being likes, the mage can
get some extra goodwill. Blood is a traditional sacrifice for
summoning ghosts, and many demons like sacrifices of snakes,
cats and other living beings. Angels generally prefer
aetheric essences, flowers or expensive balsams. Elementals
love substances fitting to their own element (like
sacrificing ambra or fish to undines or gasoline to
salamanders). Tass is always a hit.
Another way to ensure success is to perform the summoning at
a place which fit the summoned beings. For summoning ghosts,
crossroads, graveyards and haunted buildings have proven
useful. Sylphs can be found at hilltops or any other place
where the wind is strong. Undines are naturally summoned by
lakes, rivers or the sea. Gnomes in caves or woods, and
Salamanders at great fires, volcanoes or in deserts. Angels
are of course attracted to holy places, while demons to
unholy or pagan places. Nodes are of course very useful,
especially if they fit any of the above types. Certain beings
have their own preferences, like Astaroth who is more present
in America than in Europe, or Hazthoragoth who only will
appear if summoned inside a stone circle.
Finally, astrological means to determine time can be very
useful. Each day in the week corresponds to one planet, and
magick compatible with that planet will become easier (Love
magick is for example easier on Fridays, while death magick
on Saturday). The same is true to a lesser extent about the
hours of the planets (each day and night is divided into
twelve planetary hours). Other times, like full or new moon,
eclipses, conjunctions and the equinoxes are also powerful.
Some beings are easier to summon on certain days, like ghosts
at Halloween and angels at Good Friday.
Talismans
Mirror of Shades (Spirit 1)
This is a blackish-grey mirror made of old glass. Its rather
unreflective, and things reflected in it will appear as
indistinct shadows. But spirits will appear clearly. It is
both a window out in the near Umbra, and into, so the spirits
can see the real world in the mirror (but not spirits).
Sceptre of Command (Spirit 2 Mind 1,2)
This golden sceptre will give the mage a nimbus of regal
power and dread to most lesser spirits, who will obey orders
out of fear. The wielder can generally scare away most
minions, or order them to do his tasks. It will also protect
him from mental attacks from spirits and other beings.
Protective seals (Spirit 3)
These five seals are small disks of bronze with a symbol
inscribed. When placed in a pentagram around a place, they
will make it much harder for spirits to enter, both through
the gauntlet and through the material world. They will also
counteract any Spirit magick inside, and make all spirits
inside feel very uncomfortable.
The Ring of Solomon (Spirit 1,2,3,4)
This ring was according to the legend given to Solomon by the
Archangel Raphael himself, and gives the wearer power over
all demons and spirits. It is a golden ring, set with a
blazing ruby in the shape of a pentagram. It is extremely
powerful, but also dangerous since it is easy for the wearer
to summon far to powerful and devious spirits to him. The
devil Asmodeus fooled (according to the legend) Solomon to
take it off, and then the spirit stole it, took the kings
shape and throne and threw him out in the desert. It took the
king over 13 years to retake his throne and imprison
Asmodeus.
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Spirit 4: Imprisonment. The wearer can imprison a spirit in
an material object, like a flask or a stone.
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Spirit 3: Command. The wearer can give a command to a spirit
present, and it will be forced to obey it (at least to the
letter) as long as the wearer wears the ring.
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Spirit 2: Summon. The wearer can summon any spirit to his
presence by naming it and ordering it to appear.
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Spirit 1: Sprit Sight. The wearer will always see any spirits
in the vicinity in their true form, regardless of how they
try to hide.
Further Reading
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Anders Sandberg / nv91-asa@nada.kth.se