Player's Handbook · Chapter 1

The Two Doors

You are about to become a practitioner. You will gather salt and silver, learn which hours belong to which powers, and spend days you cannot get back making a thing that will save your life for exactly one moment. This book is how the craft works, and how you live inside it.

There is one craft: sympathetic magick — the science of correspondences. Every practitioner gathers materials, sets hours, draws sigils, and spends a little of themselves. Every working obeys the same grammar. The craft has two doors, and they do not lead to different rooms — they lead to different addressees.

One craft, two addressees

Theurgy writes to the gods. Its works are petitions, and its power is grace. The theurgist does not command; the theurgist becomes worthy of being answered. It is slow — purification before, consecration after, and the god's answer on the god's schedule. It is also permanent: a properly consecrated work does not decay, and a god who favors you will close the gaps you left in your preparation.

Goetia writes to the spirits. Its works are bindings and bargains, and its power is taken. The goetist does not wait for an answer; the goetist takes one. It is fast — what takes a theurgist a day of purification and prayer, a goetist does in the hour of the binding. That speed is the seduction, and the price is a ledger that compounds.

Both doors open onto the same kinds of objects: charms, amulets, talismans, bound things. Same loom, two threads.

The two axes

Everything about who answers you runs along two lines:

  • Allegiance runs from deep Celestial (−10) to deep Chthonic (+10). Initiation and oaths pull you toward the gods; bindings and bargains pull you toward the spirits. In the middle, you can use both schools at half strength and be trusted by no one — the price of walking both paths.
  • Purity runs from clean (agnos) to defiled (miasma). Miasma rises when you shed blood, break oaths, touch the unburied dead, or violate a god's law. It poisons theurgic work, feeds goetic bindings, and at high enough levels puts your sanctified works to sleep.

Neither axis is a moral judgement. The cosmos is not good and evil — it is order and appetite, and you are choosing which to dine with.

The preparation promise

A magician's instant effects come only from prepared works — the charm in the pocket, the amulet at the throat, the talisman on the chain. There is no casting. The magician who has had a quiet week is dangerous; the magician who is surprised is a person with salt in their pockets.

That is the heart of this craft, and it is a promise: if you prepare properly, at leisure, with every correspondence met, your work succeeds. No roll, no gamble. The roll exists for when it matters — when you improvise, when something contests you, when the circumstances are hostile, when the stakes are high.

What a session feels like

You will bargain with priests for purification, follow rumors of a merchant with gold-mercury, bind a daimon in a graveyard at the hour of its name, and burn a phylakterion to save someone you care about. Your grimoire is your treasure and your rival's grimoire is the best dungeon on the map. The world will fear you a little, need you a lot, and test you constantly — because the gods and the spirits are both watching who you choose to dine with.

The choice

Theurgy is order; goetia is appetite; you are the choice between them, made again every dawn and every moonrise. The rest of this book is how to make that choice well.

Manual updated Aug 6, 2026.