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Imperial Library
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Index
Cover Page
Title Page
Copyright
Dedication
Contents
Acknowledgments
Introduction
Three Parts of This Book
The Importance of Spellcraft
What I Hope You Get Out of This Book
Part 1: Setting Up the Spell
Key 1: Know What Magic Actually Does
Magic Is an Influence, Not a Cause
Influencing What Exactly?
The Take-Away
Key 2: Stop Making Crappy Goals
Impossible and Highly Improbable Goals
The Lame Goal
Vague and Immeasurable Goals
Setting Goals Is Not an Accomplishment
So What's a Good Goal Then?
But I Don't Know What I Want!
The Take-Away
Key 3: Make Sure Your Life Is Enchantable
How Flexible Are You?
Love Shows Up on the Doorstep
Financial Flexibility
Health Enchantability
Dangers of Forcing Magic into an Unenchantable Situation
The Take-Away
Key 4: Everything Matters
Hexed by a Hexagram!
Stuff that Someone Else Just Made Up Probably Still Matters
Stuff that You Were Not Even Aware of Still Matters
Materia Matters
Slave to the Rules?
The Take-Away
Key 5: “Matters” Does Not Mean Necessary
Experience Before Change
Tweaking Your Thaumaturgy
The Take-Away
Key 6: Make Skillful Statements of Intent
The Statement of Intent
Future or Present Tense?
Caveats and Modifiers
The Take-Away
Key 7: Emergency Magic Is Bad Magic
The Power of Proactive Sorcery
Emergency Magic Is Often Too Late
Sometimes a Good Emergency Is Just What We Need
The Take-Away
Part 2: Execution
Key 8: Embrace the Power of Offerings
Gumball Magic
Regular Offerings
Types of Offering
Disposing of Offerings
A Daily Spirit Feast
A Word of Warning
The Take-Away
Key 9: DIY Is Over-Rated
The Power of Tradition
The Power of Craftsmanship
Learning from Something Doesn't Mean You Have to Keep Doing It
If Everything Reflects Who and What You Already Are, There Is No Growth
When DIY Is the Magic
The Take-Away
Key 10: Use Macro- and Micro-Enchantment
What Is Macro- and Micro-Enchantment?
Micro-Enchantment
The Might of Multi-Micro-Magics
The Take-Away
Key 11: You Are a Spirit Too
Spirits in the Material World
Spirits Teaching Spirits
Leaving the Body
Energy
The Take-Away
Key 12: Check Your Links
What Are Links?
What Makes a Good Link?
Links to Place
Sorcerous Sabotage
Is It Good Enough?
Living In a Material World
The Take-Away
Key 13: Practice Sane Eclecticism
Do Not Usurp Titles
Even If You Hold a Title, Don't Throw It Around Until You Know Something Real
Separate Symbol Sets from Tech
Context Matters
Approach Any Tradition from Its Own Base
Decide on the Level of Involvement You Want and Don't Confuse It
The Take-Away
Key 14: Magic Is a Rhizome
Spell Spread
Avoid Conflicting Spreads
Spell Bleed
Meta Magic Mediators
The Take-Away
Part 3: Advancing Your Craft
Key 15: Judge Success Skillfully
The Feelies
Go Beyond the Binary
Spirit Contact
Improve Your Perception/Projection Ratio
The Take-Away
Key 16: Enchant for What You Don't Deserve
Set Point Theory
Set Point Sacrilege
We're Not Worthy
Tips for Blasphemy
The Take-Away
Key 17: Work Outside the Columns
It's Not What You Know, It's Who
Hack the Planets
Be a One-Trick Pony
The Take-Away
Key 18: Failing Without Flailing
The Tower and The Star
“I Meant to Do That!”
The Take-Away
Key 19: Know Where Your Scarcity Lies
Money and Time
Time and Attention
Attention and Energy
Other Types of Scarcity Shifts
The Take-Away
Key 20: Trade In Goals for Trajectory
When Goals No Longer Serve
The Trajectory of Fulfillment
Inescapable Impermenance
What Does Trajectory Thaumatury Look Like?
Enlightenment as a Trajectory
The Take-Away
Key 21: Maintain Sovereignty
You Are In Charge
The Spirits Do Not Micro-Manage
Mechanisms of Magic
An Offering of “Thanks, but No Thanks”
Sovereignty and Teachers
Karma Avoidance
Exercise Your Agency
The Take-Away
Parting Words
Appendix 1: The Seal of Manifestation
Appendix 2: 7 Keys for Successful Divination
Notes
About the Author
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