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 to 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. Thesse 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 smite 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 artifacts.

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 spirit 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)

Sceptre of Command (Spirit 2 Mind 1,2)

Protective seals (Spirit 3)

The Ring of Solomon (Spirit 1,2,3,4)