-Caveat Lector-

As always, …

http://www.witchery.ca/sorcery/
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         Sorcery     Text Only Version

>From the ancient Grimoires to the modern science laboratory’s The arts of
Sorcery has taking many different paths, and arrived at a age where almost
all is explainable yet so much knowledge is still awaiting silently to be
discovered. Now that the modern alchemist is able to turn lead into gold what
direction will they head off into next.
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While writing this page I am reminded of a saying I heard a long time ago.
The people that practice the arts of sorcery are comparable to lawyers. While
one sorcerer/sorceress in a village will surly starve two will prosper by
removing the spell work each other has cast on the town folk.

The word sorcery tends to encompass many meanings from anything incorporated
with the use of magic to the ancient nomadic grey bearded traveler bringing
good fortune to all that can afford his price, and misery to any that cross
him. To some sorcery is defined as any and all acts of magic that are
manifested for wicked, or negative intentions. While others see this art as a
distinct form of the occult sciences. For the purpose of this page we hope to
shed a bit of light on many aspects of the sorcerers art, and the history of
sorcery in different cultures.
A Sampling of Grimoire’s
The Grand Grimoire
Sworn Booke of Honorius
Grimoire Verum
Necromancy Past and Present day Practices
Graveyards
Rituals
Tools of the Trade
Spirits
Assisting Spirits
Ouija Board
On Death
Mediums
Communicating with the Dead

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http://www.angelfire.com/mi3/tomekeeper/types/necromancy.html

The Study of Death

Death magics have been around for as long as humans have grasped the concept
of using magic of any form. Even the most basic division of magics must
include a segment for that which is known as Necromancy. Though Necromancy
currently has a functional etymology to it, this was not always the case. In
the medieval ages, "Necromancy" was called "Nigromancy", meaning "Black
Magic" (interpreted as that which harms the person). Later on, as
"Nigromancy" came to be altered into "Necromancy" through Greek and Italian
influences, the art gained a new face. Now, instead of simply being an art of
injuring the human, it came to also be associated with graves, graveyards,
spirits, and primarily of channelling dead spirits like a medium and working
with The Angel of Death (cf. http://www.sacred-texts.com/bos/bos195.htm) and
heavily influenced by Catholicism and ritual myth or superstitious beliefs
about bodies of the dead (cf.
http://www.geocities.com/samedhi69/samedhi69.html). These associations,
however, are clearly tainted by the early overwhelming dominance of Christian
and Catholic thought, which turned the art into an "evil" sacrilege. As such,
the beauty of the original Necromancies had been temporarily lost.

As time has progressed and information may now be more freely shared across
the internet, the new breed of Necromancer is capable of once again delving
into the secrets of death and of illness, as before. There is a quote
floating around on the internet which fully expresses this new freedom by
reflecting on past oppression: "Once there was a time when all people
believed in God and the church ruled. This time is called the Dark Ages." Now
that information can be freely spread, trends in the use of death magic can
be seen and formed into a new and pure art of death magic once more with the
creeds and cantrips left at the door. In contrast to the Healer, the
Necromancer embraces those powers which kill, decay, and decrepidate, and
attempts to put them to use. This power goes by many names, but primarily
among true Necromancers as Death Essence. It is the power which kills, harms,
and causes decay, and that which is of foremost interest to the practitioner
of these death magics.

The Necromancer runs into a dilemma while using these essences, however.
Regardless how one may try, the fact of the matter is that even Necromancers
are living breathing human beings. As such, not even the seasoned
practitioner can escape the baneful effects that these energies have on the
body. Advanced aging, hair loss, sallow skin, and a gaunt complexion are all
traits which are associated (in varying degrees) with the seasoned
practitioner. Though the effects may only manifest as internal pains, as
well, the fact is that to gain power in this art requires that suffering be
present. The Necromancer's sacrifice for power is often scorned or considered
madness, but for the practitioner it is worth the pain. To gather a
sufficient sum of energy, the pain of the Necromancer's own suffering is
channelled into a Necromantic Curse, or into a Servitor Summoning. These two
components are the basis of every Necromantic spell. Traditionally, the
entire art of Necromancy has been broken down into these two branches. The
most infamous aspect of necromancy, without doubt, is the creation of
phantasmals and undeads. The less flashy but more used aspect is the direct
application of the death essences in curses, the imbuement of fetishes, and
the decrepitation of organic entities. Addressing the problem of personal
decrepidation, however, there rose a spin-off skill of necromancy: vampiric
magic.

Vampiric magic is a particular fringe skill of Necromancy focussed on helping
the necromancer survive the ordeals of coming in contact with death essences.
Instead of simply locking down and bearing the ill effects of death magic,
Vampiric magics were born to shoulder some of the weight by allowing a degree
of rejuvenation as well as the effects of necromancy to coexist. Only this
much is the truth behind vampire tales and the vampire cults that exist
around the world. Though there are no "vampires", per se, there are those
necromancers that have refined the ability to use death to drain from the
life forces of others. The precise means of doing this is up to the caster to
discover but, through absorption of the life forces of other creatures, the
necromancer can waylay many of the adverse effects of their art and retain a
relatively normal degree of health and well-being at the expense of others.
Though there is no proof that this kind of magic can actually extend life
beyond the normal duration, it has shown the power to counteract the negative
effects of using death magics and to allow the practitioner to live normally.
Historically, vampiric magic has taken many different forms. There are those
that have consumed real blood in attempts to drain life, based on ideas as
far back as the Bible's statement that ".. the life of the flesh is in the
blood" (Lev. 17:11), sexual vampires (hearkening to Aristotle's claim that
life is in the sexual fluids of either gender), and those that drain life
force purely, somewhat reminiscient of the breathism and psychic vampire
traditions1. Note that vampiric necromancy does not mean you're a vampire,
but is an appropriate metaphor for the nature of this skill.

A common mistake to make when attempting to utilize the direct applications
of Necromancy is to get caught up in thinking of the effect. If the effect,
for example, is to make a person go blind, the most common mistake is for the
would-be Necromancer to attempt to try and "think" a person blind.
Necromancy, as with all the other castes on The Library of Knowledge,
contrasts from the Ritual Magicks because of its use of a) a distinct energy
type, and b) a distinct methodology in using that unique energy. The would-be
Necromancer's most common grief is that they can't "Think Blind" or "Think
Sick" someone. The key is in keeping your mind on methods, not effects, and
in working the methods of necromancy into an occult science. For example, as
one may wish to use the blindness spell, there are a few ways to do it. All
ways, however, require one to plan their spell out. That, by definition, is
what makes a spell a spell. It's a mystical blueprint for the methods of
magic. If I wanted to cause blindness, given that Death Essence is the energy
a Necromancer works with, the most easy and obvious way to do this is load
the eyes of your target with sufficient death energies. The absorption
technique outlined on the Beginning 2 page works for Death Essence as well,
and its the Necromancer's own pain and decay from absorbing these energies
that is channelled into the target. It is much more complex than this example
if one literally intends on striking someone blind, but the principles are
there. The minor backlash the Necromancer receives throughout their entire
body, however, is diminutive compared to the effect of channelling such a
vast energy into a concentrated area of a target. With enough effort, this
spell will cause permanent blindness, or with a bit of manipulation can
deviate to cataracts or optical cancers. Kept in its undeveloped stages,
which is sometimes preferable, the Necromancer can blur, dim, or outright
blind whomever they choose (though never without consequence). Other effects
are attainable by using the very same energy in different configurations and
places on your target, and altering properties of the energy's performance
slightly. Blanket-effect spells are also possible, though they drain more
from the Necromancer due to the greater amount of energy needed. Aside from
the direct application of death energies to an organic being, however, there
is also the unique ability to congeal the essences into a form or shape, thus
allowing the famous Undeads and Phantasmal servitors.

Legends of the Zombie, Wraith, and Skeleton have been attached to necromancy
for as long as it has gone by that name. Visions of the Dead and other such
strange phenomenon have been attributed as commonplace to the Necromancer in
myth and fable, often making the Necromancer seem insensitive, evil, and
morbid. These creatures are used, however, in a manner that shows clearly a
Necromancer understands the undead's psychological effect fully and that the
caster truly feels and appreciates the terror in them. The existence of
undead creations of a Necromancer are not fable, yet a few misconceptions of
their origin, nature, and ability have arisen. As for origin, it should be
noted that Necromancers are not able, nor have they ever been able, to raise
the physical bodies of the dead to reanimation in any way, shape, or form.
The flesh that has died is dead forever, and that is all there is to it. No
amount of spellcraft can return the physical dead to physical animation
again, for love, or will, or power. The Necromantic Undead is a creation of
the caster's own mind as the result of concentration. Things such as form and
motion are consciously preordained by the necromancer and are constructed in
much the same way as an elemental servitor might be. Thought-forms given
shape and empowered with the death essence may serve the caster in much the
same way as a demon might, or some other independent intelligence, with the
one exception that these servants are directly controlled by the caster and
have no decision making ability outside of the caster's conscious guidance.
These undead or phantasmal servants are given form purely as the Necromancer
shapes them -- usually in the form of grotesque terrors of the mind -- and
move, exist, or operate only as the controlling caster deems fit. They are
unreal, in the sense of being self-sufficient or substantial, and are
necessarily a hallucinogenic projection. As with any spell, the skill lies in
the Necromancer's ability to manipulate these creatures to perform with some
similitude of fluid movement. After they have served a purpose, concentration
may be broken and the ethereal construct can vaporise.

There are many more surprises to be found in the art of necromancy, but at a
price. Success is met with personal anguish and the price of victory -- pain.
There is no way to sidestep the long hours of hard practice necessary to make
this art work, but in the end it is the Necromancer who twists the death
ethers to their will and stands as the scholar of magic and master of their
own destiny.


1: An excellent study in the historical and occult aspects of vampirism,
aside from the RPG kiddies and pseudo-intellect
vampire groupies, is The Natural History of the Vampire, by Anthony Masters,
Granada Publishing, 1972.

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