OF THE CELESTIA AND THEIR ATTRIBUTES
The Gods of the Stars are Seven in Number. They have Seven Seals, each of
which may be used in their turn. They have Seven Colors, Seven Material Essences and each have a seperate Step on the Ladder of Lights. The Priests of CELESTIAN are but imperfect in their knowledge, although they had understanding of the Ladder, and certain of the formulae. They did not however, possess the formulae for the passing of the Gates, save one, of whom it is forbidden to speak
The passing of the Gates gives the Priest both power and wisdom to
use it. He becomes able to control the affairs of his life more perfectly
than before, and many have been content to merely pass the first three Gates
and then sit down and go no further than that, enjoying the benefits that they
have found on the preliminary spheres. But this is Evil, for this is not
equipped to deal with the attack from Without that must surely come, and the
people will cry unto them for safety, and it will not come forth. Therefore,
set thy face towards the ultimate goal and strive ever onward to the furthest
reaches of the stars, though it mean thine own death; for such a death is as a
sacrifice to the Gods, and pleasing, that they will not forget their people.
The CELESTIA and their attributes then, are as follows:
The God of the Moon is the Goddess SEHANINE. She is the mother of the CELESTIA,
and eldest of the Wanderers. She is long of hair, but is youthful and ageless and bears an enchanted quarterstaff, and posseses the secret tides of the souls of Olvenkind. Her color is
Silver. Her essence is to be found in Silver, and in camphor, and in those
things bearing the sign of the Moon. She is sometimes called SIN. The Olves know of her power, while we remain, as a race, ignorant. Her Gate is the first you will pass in the rituals that follow. Her Step on the Ladder of Lights is also Silver.
This is her seal, which you must engrave on her metal, on the 13th
day of the Moon in which you are working, having no other person about you who
may watch you in its manufacture. Being finished, it should be wrapped in a
square of the finest silver silk and lain aside until such time as you desire its
use, and then, it should be removed only after the Sun has gone to rest. No
ray of sunlight should strike the seal, lest its power be rendered null and a
new Seal must needs be cast.
The number of SEHANINE IS Thirty (30)
The God of the first planet EDILL is BOCCOB. He is a very old spirit, but with bright, intense eyes. He is the keeper of the knowledge of Magicks. He wears garments of purple which always bear shimmering golden runes. His color is Purple. His Essence is in the metal Gold, and is sometimes also found in sand, and in those things bearing the sign of EDILL.
His Gate is the 2nd you will pass in the rituals that follow. His Step on the
Ladder of Lights is Purple.
 This is his Seal, which you must write on perfect parchment, enchanted to accept magical writings as for a scroll, or on the broad leaf of a palm tree such as those which grow in the AMEDIO jungles, having no other person about you who may watch you in its construction. Being finished it should be wrapped in a square of
the finest purple silk and lain aside untill such time as you desire its use, and
then, it should only be removed when the light of EDILL is in the sky. Such is also the
best time for its manufacture.
The number of BOCCOB is 12.
The Goddess of GNIBILE is the most excellent Queen MYRHISS, called of
the Bakluni APHRINDIA. She is the Goddess of passion, of love and of
beauty. She appears as a most beautiful lady, in the company of her two
lions, and partakes of a subtle Astral nature with the Moon Goddess SEHANINE. When
they are in agreement, that is, when their two spheres are auspiciously
arranged in the heavens, it is as two offering-cups split freely in the
heavens, to rain the sweet wine of the Gods upon the earth. And the there
is great happiness and rejoicing. With the Name and Number of MYRHISS, no
Priest need fear to walk into the very depths of the Underworld; for being
armed in her splendid blessing and thinking thoughts of his true love, he is similar to the Goddess. It was thus that I descended into the foul pits that lie gaping beneath the crust of the earth, and commanded deamons.
She is similarly the Goddess of Love, and bestows a favorable bride
upon any man who desires it, and who makes the proper sacrifice. BUT KNOW THAT
MYRHISS TAKES HER OWN FOR HER OWN, AND THAT ONCE CHOSEN BY HER NO MAN MAY TAKE
ANOTHER BRIDE.
Her color is the purest White. Her manifestation is in the metal
Copper, and also in the most beautiful flowers of a field, and in saddest
death of the battlefield, which is that field's fairest flower. Her Gate
is the Third you will pass in the rites that follow, and in which place
you will be of a heart to stay; but turn you face to the road that leads
beyond, for that is your genuine goal, unless the Goddess choses you. Her
Step on the Ladder of Lights, built of old in the BAKLUNISH Empire, is White.
 This is her seal, which you must engrave on Copper, GNIBILE being exalted in the heavens with no one about watching its construction. Being
finished, it is to be wrapped in the purest white silk and lain safely away, only
to be removed when need arises, at any time.
The number of MYRHISS is Fifteen, by which Number she is frequently
known in the incantations of the Dispensation.
The God of the Sun is the Lord PELOR, son of RAO and ISTUS. He is seated
upon a throne of the brightest gold wearing a blazing crown. When abroad he rides a Ki-Rin of the most noble aspect, summons eagles, and casts down dark evils with a bolt of brilliant sunlight. He carries a bright golden sceptre of sunlight in his right hand and a flame disk in his left, sending rays in every direction. He is the God of Sun, Strength, Light and of Healing. His color is gold. His essence is to be found in all gold, and in all golden objects and plants. He is sometimes referred to as LIGA. His Gate is the Fourth you will pass in the rituals that follow. His step on the great Ladder of Lights is Gold.
 You must engrave his Seal in gold when the Sun is exalted in the heavens, alone on a mountain top or some such place close to the rays, but
alone. Being finished it should be wrapped in a square of the finest golden silk and lain aside until such time as it is needed.
The number of PELOR is Twenty.
The god of GINSEL is the mighty JORAMY. He has the head of a man on the body of a lion, and bears a sword and a flail. He is the god of Fire, Volcanoes, Anger and Quarrels, and is an agent of the Ancient Ones, for he dwealt in HADES for a time. His color is a dark red. His essance is to be found in Iron, and in the blood of the very Oerth, and in all weapons made to spill the blood of man and of animals. His Gate is the Fifth you will see as you pass the Zones in the rituals that follow. His Step on the Ladder of Lights is Red.
 His Seal must be engraved upon a plate of Iron, or on paper in blood when GINSEL is in exaltion in the heavens. It is best done at night, far from the habitations of men and of animals, where you cannot be seen or heard. It
must be wrapped first in heavy cloth, then in fine red silk, and then hid away
until some time as it is needed. But take care not to use this Seal hastily,
for it is a sharp Sword.
The Number of JORAMY is Eight.
The god of GREELA is the Lord of the Darkness and of Decay, THARIZDUN of
the Walking Dead. THARIZDUN was born of our father NERULL to battle against the forces of the Ancient Ones and he won powerful fight, subduing the armies of Good and putting the Queen of the Ancient Ones beneath his foot. But the Gods of Good joined with thhose of Neutral alliance and they wrought an artifact most powerful to lay THARIZDUN low. And the agents of Neutrality surprised THARIZDUN in a moment of hubris and THARIZDUN was cast down and is dead, but dreams yet. The artifact was rent into three parts, and these were scattered about the Oerth, never to be reassembled less they awaken the God and his reign begin again.
His color is the darkest of Blacks. His Essence is in the material Brass. His Gate is the Sixth that you will come upon in the rituals that follow. His Step on the Ladder of Lights is Black.
 His Seal which you must engrave on a plate of brass, when GREELA is strong in the heavens, while making special invocations to NERULL Our Master. This shall be wrought as the others, and wrapped in pure black silk and lain away untill the time for its use. Know that THARIZDUN appears as a mighty warrior dressed in a black so complete it absorbs all light and hence THARIZDUN Himself cannot be seen. He carries with him a Sphere of Annihilation more deadly than any other ever wrought by man, Olve or God. Take care to summon his assistance in only the most terrible of circumstances, for if he is summoned in this way too often, he might awaken from death without the help of the three rods and tread the Oerth once more. When thou hast need of the powers of the star GREELA, call instead one of the appropriate powers listed within these files and they will surely come.
The Number of THARIZDUN is Ten.
The God of CONATHA is HEXTOR, traitorous brother of HEIRONEOUS, the Lord of Paladins. He appears as a six-armed grey-skinned, grey-haired man with firery red eyes with a crown of horns and weilding two great longbows. He is the final Zonei before the terrible ORCUS. His color is Grey. His Essence is to be found in Lead, in the burnt embers of fire,
and in things of death and relics from ancient fields of battle.
 Six red arrows fanned outwards are his symbol.
His Gate is the Last you will come upon in the rites that follow. His Step
on the Ladder of Lights is Grey. You must engrave his Seal on a leaden plate or bowl, keeping it well hidden from the eyes of the good and just. It should be wrapped and put away as all the others, until its use is desired. It should never be removed when the Sun is in the sky, but only after the night has fallen and the earth has grown black, for HEXTOR knows the best ways of the devils that prowl among the shadows, looking for sacrifice. He knows best the territories of the Ancient Ones and the practices of their worshippers, and the locations of the Gates. His realm is the realm of the Night of Time.
His Number is Four (as the quarters of the Earth).
THE BOOK OF ENTRANCE AND OF THE WALKING
This is the book of entrance to the Seven Zones above the Oerth,
which Zones were known as Phlogiston, and on into the Astral Plane. Know that these Zones are governed by celestial spirits, and that passage may be had by the priest through those lands that border the Unzoned Wastes beyond. Know that, when walking thus through the Sea
of Spheres, he should leave his Watcher behind that It may guard his body and
property, lest he be slain unawares and must wander throughout eternity among
the dark spaces between the Stars, or else by devoured by the wrathful IGIGI
that dwell beyond.
Know that thou must walk thy Steps of the Ladder of Lights, each in
its place and one at a time, and that thou must enter the gates in the lawful
manner, as put down in the Covenant; else thou ist surely lost.
Know that thou must keep purified for the space of one moon for the
Entrance to the First Step, one moon between the First and Second Step, and
again between the Second and Third and so on in like manner. Thou must obtain
by spilling thy seed in any manner for the period of time, but thou mayest
worship at the Temple of ISHTAR, provided thou not lose thine Essence. And
this is a great secret.
Thou must needs call upon thy god in the Dawn Light and upon thy
goddess in the Light of Dusk, every day of the moon of purification. Thou must
summon thy Watcher and instruct it perfectly in its duties, providing it a
time and place to where it must serve thee, and surround thee with a flaming
sword in every direction.
Thy clothing for thy Walking should be fair, clean and simple but
appropriate to each Step. And thou should have with thee the Seal of the par-
ticular Step whereupon thou Walkest, which is the Seal of the Star apper-
taining thereunto.
Thou must need to prepare an altar that face the North, having it
upon thy statues of thine deities, or some suitable images, an offering bowl,
and a brazier. Upon the earth should be inscribed the Gate appropriate to the
Walking. If above thee is the sky, so much the better. If there is a roof
above thine head it must be free from all hangings. Not even a lamp should be
suspended over thee, save in Operations of Calling, which is discussed in a
Book not yet released. The only light shall be from the four lamps upon the
ground, at each of the four Gates of the Earth: of the North, one lamp; of
the East, one lamp; of the South, one lamp; and of the West, one lamp. The
oil should be pure with no odor, or else sweet-smelling, or especially approp-
riate to the Star where thou wouldst desire Entrance after thy fasion of thy
country.
The Seven Gates here follow:
THE FIRST GATE...THE GATE OF LUNA CALLED SEHANINE
THE SECOND GATE..THE GATE OF EDIL CALLED BOCCOB
THE THIRD GATE...THE GATE OF GNIBILE CALLED MYRHISS
THE FOURTH GATE..THE GATE OF LIGA CALLED PELOR
THE FIFTH GATE ..THE GATE OF GINSEL CALLED JORAMY
THE SIXTH GATE...THE GATE OF GREELA CALLED THE LORD THARIZDUN
THE SEVENTH GATE.THE GATE OF CONATHA CALLED HEXTOR
And the Walking must follow the formulae herein described:
First thou must observe the moon of purification. In this time thou
mayest not eat meat for the space of seven days preceeding the last day of the
moon thou mayest not eat anything whatsoever, save to drink sweet water. On
the last three days thou must invoke, in addition to thy god and goddess thy
Three Great Elder Ones, CYNDOR, ISTUS, FHARLANGHN, by their proper invocations. And the
Number of CYNDOR is sixty, the perfect Number, for he is Father of Time.
And the Number of ISTUS is fifty, and she is Mother of thy Fate. And the Number
of FHARLANGHN is forty, a most exellant Number, and he is the Father of all who
would tread these forgotten paths and wander into lands unknown, among the
Wastes amid the frightful monsters known as Ye Fiends.
Second on the night of the Walking which must be the 13th night of
the moon, having begun on the previous 13th night, thou must approach the Gate
with awe and respect. Thy Temple is excorsised, thou must light thy Fire and
conjure it, by the invocation of the God of Fire, and pour incense thereon.
Thou must make offering to the dieties on the altar.
Third, thou must light the four lamps from the flaming brazier,
reciting the invocation proper to each of these Watchtowers in its proper
place, summoning the respective Star.
Third, thou must recite the invocation of the Watcher, thrusting
the sword into thy earth at Its station, not touching it until it is at the
appointed time for Its departure.
Fifth, thou must take thy Seal of the Star in thy right hand, and
whisper its Name softly upon it.
Sixth, thou must recite the invocatation of the Walking, loudly,
and in a clear voice, as thou walkest about the Gate in a circular fasion,
beginning at the North, walking to the East, then to the South, and then to
the West, the Number of times being Equal to the special Number of the Star.
Seventh, thou must needs arrive back at the center of the Gate,
before thine altar, at which time thou must fall to the ground looking neither
to the right nor left at what may be moving there, for these Operations
attract many kinds of wandering demons and ghosts to the Gate, but in the air
above the altar, whereupon thou wilt see the Gate presently opening for thee
and the spirit messenger of the Sphere, greeting thee in a clear voice and
giving thee a Name, which thou must remember, for that is the Name of the
Passing thy Gate which you must use Each time thou passeth thereby. The
same Spirit-Messenger will meet thee and, if thou know not thy Name, will
forbid thee entrance and thou wilt fall to the earth immediately.
When the First Gate has been entered and Name recieved, thou wilt
fall back to earth amid thine Temple. That which has been moving about thy
Gate on thy ground will have gone. Recite thine thanksgiving to thy gods upon
thine altar, strike thy Sword of the Watcher that It may depart, and give the
incantation of JAREB the PLANETAR, which says how she conquered the realm of the evil one of OERTH and vanquisheth THARIZDUN. All Fiends will vanquish thereby and thou wilt
be thus free to depart the Gate and estinguish the Fire.
Thou mayest not call upon SEHANINE till thou hast passed the Gate of
LUNA. Thou mayest not call BOCCOB untill his Gate is passed, similarly to the
rest of the Gates. When thou hast ascended to the Limit of the Ladder of
Lights, thou wilt have knowledge and power over the Spheres, and will be able
to summon the Gods in times of need. This will not give thee power over the FIENDS
however this power being obtained differently by the ritual of the Descent.
This Ritual thou will undertake in the 15th day after the 13th of the month
when thou hast summoned the Gate of CONATHA to open.
For HEXTOR slew the Fiends that once dwelt upon the Oerth, but MYHRISS, the Goddess of the 15, failed to conquer the Underdark where some of theirs still dwell. This is a most perilous rite
and can be undertaken by any man who has the formulae whether he has passed
the previous Gates or not, save that it is best advised to pass through CONATHA
Gate before venturing forth into the Pit. For this reason few have ever opened
the Gate of GREELA, and spoken to the Dread One who resideth there and give all
manner of wisdom regarding to Operations of necromancy, and of the spells that
hasten unto death. Only when thou hast shown thy power over the MANES and the
RUTTERKIN mayest thou venture forth into the Land of the Fiends, and for that
reason was this Covenant made, that none shall safely walk through the Sunken
Valleys of the Dead before having ascended to GREELA, nor shall they breach
the Gates that lie beyond CONATHA until they have seen the signs of the Mad God
and felt the fury of the hellish Queen.
And against the Ancient Ones there is only defense. Only a madman,
indeed, such as I am called!, can hope to overpower Them that dwell in the
Outer Spaces, for their power is unknown and the number of their hordes
uncounted, and each day they breed more horrors than a man's mind can conceive,
the sight of which he can hardly bear. There was a time when the Gate to the
Outside was open too long and I witnessed a horror, of which words
cannot speak, and of which writing can only confuse. The Ancient One that had
escaped into the Inner World was forced back through the Gate by a magician
of great power, but at a great loss to the villages and flocks of the Island.
Many sheep were slain after an unnatural fasion, and many devored, and many
Bedou rendered senseless; for the mind perceives what it is shown, but the
sight of the Ancient Ones is a blasphemy to the ordinary senses of a man, for
they come from a world that is not straight, but crooked, and their existence
is of forms unnatural and painful to the eye and to the mind, whereby the
spirit is threatened and wrenches loose from the body in flight, and for that
reason the fearful UTTUKKU XUL take possession of the body and dwell therein
until the Priest banish them back to whence they came and the normal spirit
may return to its erstwhile neighborhood.
And there are GLABREZU, frightening dog-faced demons that are the Messengers of the Gods of Prey, and that chew on the very bones of a man. And there
are many other of which it is not the rightful place wherein they be mentioned
save to warn the Priest against ambitious striving aginst the Ancient Ones of
the Outside, until mastery is acquired over the powers that reside Within.
Only when CONATHA has been obtained, may the Priest consider himself a master
over the Planes of the Spheres and able to wrestle with the Fiends. Once
Death Himself has been stared in the Eye can the Priest then summon and control
the denziens of Death's darkly curtained halls. Then he can hope to open the
Gate without fear and without that loathing of the spirit that slays man.
Then can he hope to have power over the demons that plague the mind
and body pulling at the hair and grasping the hands, and screaming the vile
Names into the airs of the Night.
For what comes on the Wind can only be slain by he who knows the
Wind; and what comes on the Seas can only be slain be he who knows the Waters.
Thus it is written in Ancient Covenant.
THE INCANTATIONS
OF THE GATES
DM's Note: I am not going to bother making up this stuff. Suffice it to say there are about 20 pages of the Arcanae Nebloth dedicated to the incantations needed to pass the gates and summon the Watchers and such. If the characters ever decide they are going to do this, we will assume they chant the incantations as they are written and not bother role-playing the actual incantations.
I'll put in a conjuration as it would appear in the book just for fun and so you can get an idea how the incantations might look:
CONJURATION OF THE FIRE GOD
Spirit of the Fire, Remember!
FRAZ'ZT, Spirit of the Fire, Remember!
FLIKKA, Spirit of the Flames, Remember!
Oh God of Fire, mighty son of THARIZDUN, Most terrifying among Thy Brothers,
Rise!
O God of the Furnace, God of Destruction, Remember!
Rise up, O God of Fire, JORAMY, in Thy Majesty, and devour my enemies!
JORAMY LAKAF KIJEDAH STIOG
TUSHTE YETE SHUR ULLANI YULKA!
FRAZ'ZT IA ZI IA
IA ZI DINGIR FLIKKA KANPA!
Rise up, son of the Flaming Disk of THARIZDUN!
Rise up, offspring of the Ebony Weapon of GRAZ'ZT!
It is not I, but THEDOESE, Master of Magicians who summons Thee!
It is not I, but HEXTOR, of the six arms, who calls Thee here now!
Burn the Evil and the Evildoer!
Burn the Scorcerer and the Scorceress!
Singe Them! Burn Them! Destroy Them!
Consume Their powers!
Carry Them away!
Rise up, GISHBR BA GIBBIL BA GIRRA ZI AGA KANPA!
Spirit of the God of Fire, Thou art conjured!
KAKKAMMTHARIZDUNNU!
THE BOOK OF TRAVELS AMONG THE FLANAESS
And Lo! it came to pass that I finally made an error in the conjurings I was engaged in, and there was, of a sudden, a hideous laughter from Z'TRALL, He who is second to CAGRINO of the Infinite ABYSS, and Who I had called upon for assistance. He mocked me then, because I had failed to keep from the eyes of any others one of the plates I had prepared. I knew I was lost, but I did not beg or plead or cower as the Fiend would have wished, I instead defied Him and cursed him, which gave Him pause. Perhaps He believed I was more powerful than He had first thought, or perhaps I merely did that which he had not expected. It gave me the moment I needed, and I fled as fast as my feet would carry me, pleading to FHARLANGHN to guide me to a safe haven. I managed to escape the mountainside and spend the night exhausted but alive in the valley I know not, unless it was that Z'TRALL and his summoned minions relished my fear and the thought of a long torment of my soul before the rending of my flesh as revenge for the times I had called on them for menial tasks. I had but one incantation remaining to me; but one talisman by which to call it forth. That night, as I heard the Fiends closing in (for they had lost me not) I used the incantation to FHARLANGHN to take me to the East, past even the terrible Sea of Dust.
And Lo! there in lands my people had always thought uninhabited, razed by the Rain of Colorless Fire of the Bakluni Mages, there was a fertile land where the Oeridian, the Suloise and even the Bakluni, all races we had thought long perished, dwelt, mixing and living in relative harmony with the Olven and Dwur. The Gray Olve hid me for a time from my pursuers, who had seemed to have given up or lost my trail. I became lax as the days wore on, and foolishly assumed that the Fiends had forgotten me and gone back to the Nether Realms. I left the Olven sanctuary, against the advice of their Magicians, and travelled on, exploring this new land in what I thought was my new found freedom.
And 'lo in my travels I came upon a most unusual sight. There in the deep BRIGHT desert of the Flaneass were a strange race of Olvenkind, white of skin and fair of face. They seized me when I had sighted them and lead me to a place deep within the desert which I will not reveal to ye. I was brought before their leader and he told me in very poor Common that they must needs kill me as I had seen the Olven Schef. I did not understand my crime and asked them to spare me or to explain why I must be killed. They explained that they were of the Clan A'Reb, from a race of Olve split off from the evil Drow Olve who dwell in the dark places in the Oerth. The Drow have sworn a vengeance upon them, not because they forsook their evil brothers, but for the powerful artifact the Schef Olves brought with them instead of leaving for their evil brothers. Indeed, the entire plot of the evil Drow could not come to fruition without this artifact, and the Drow searched for it in vain, finally being forced to retire to the Underdarke, as it is known to be called. The Olven Schef took the artifact and split their already sundered family into three clans: Clan K'Jun, Clan A'Reb and Clan K'Nee. The artifact went with one of the clans, but although they planned to kill me, they did not reveal whence the artifact did go. I pleaded with them to let me live and I woulds't keep their secret, but their hearts were hard and the years made them trust no-one not of their own kind. So I was forced to pretend to offer them an amulet of purest gold, which I suddenly revealed and called upon Pelor to smite them and so save myself. The sun became very hot of a sudden, and the A'Reb's were blinded by it and their skins were scorched. I made my escape then, shouting behind that I would not speak to anyone of where I had found them, and indeed I have not, to this day. But now as I write, the Good Spirits of MYRHISS and LIRR appear to me and tell me I must record the event and that the evil the Olven Scheff fear will come from revealing their location will not come to pass but some good will come of it. So here I tell thee that I followed the roads of the Flanaess until such time as I felt perhaps the Fiends might be on to me again, and so I left the road at a hospitable place I had stayed named MAURE CASTLE. From there I traveled South to a place the locals named the ABBOR-ALZ, and from there South further unto the very desert named BRIGHT DESERT. I was warned of the Yellow Dragons and the Dust Fish that waited to devour my flesh, but what were these compared to the Fiends that, as I was now convinced, dogged my steps in pursuit of my very soul? I traveled as straight a southerly course as I could, stopping in another place called SIWDEH, where I was given shelter. And finally, there among the hills that I was told are in the center of the BRIGHT DESERT, I found that which I did not seek, the Olven Schef.
THE BOOK OF MAKLU
OF THE BURNING OF THE EVIL SPIRITS
Here are the Banishments, the Burnings, and the Bindings handed down to
us by THARIZDUN, the Master. They are to be performed over the ENKI DE CAMBION
(which is explained in Book 8) by the Priest, with the appropriate images as
described herein. The incantations must be recited after the Watcher has been
summoned, and he will do the deeds set down for him by the incantations. When
he returns, he is to be dismissed as set down previously. Know that, when
images are used, they must be burned utterly, and the ashes buried in safe
ground where none may find them, else to touch them would be death, or worse than death.
Know that the Evil Spirits are principally Nine, for the Nine Fiend Lords
who tear away the heart of a man and mock his Gods. And their magick is very
strong, and they are the Lords over the shadows and over the depths of the
Pits, and reigned once, it is said, over DESIRKALAY, whence they came. The banishings, or excorcisms, are to be said in a clear voice without trembling,
without shaking. The arms should be held over the head in the attitude of a
Priest of THARIZDUN, and the eyes must behold the Spirit of the God THARIZDUN
even though it He still Sleeps behind the Three Doors inside the Mountain of the Scorpion.
No word must be changed. These must not be shown to any but the properly
instructed. To show them to anyone other is to ask the curse of ANTHRAXAS
on yourself and upon your generations.
The Book MAKLU of the Burnings:
THE EXCORCISM OF THE COWL OF OBOX-OB
The Priest, in time of peril, Shall put on the spotless black cowl of
OBOX-OB with the Eight-rayed Seal and stand in the prescribed manner with the
Tablets of Calling on his breast and the copper dagger of INCABULOS in his right
hand aloft.
For it is said, if a man builds a fire, does he not build it in a Pit,
that he might not be harmed thereby? Thus it is true of the Fiends we call,
for they are like Fire and every caution must be used lest they consume the
magician and his entire generation.
Thus, the Excorcism of OBOX-OB
I have put the Starry Cowl of Hades, the potent Covering of OBOX-OB on my head
That a kindly Spirit and a kindly Watcher
Like the God that hath me
May stand at my head always
To lift me to favor with the Elder Gods
UDUGGHUL
ALLACHUL
MALLACHUL
MASQIMCHUL
DINGIRCHUL
No Evil Spirit
No Evil Demon
No Evil God
No Evil Fiend
No Hag Demon
No Filth-Eating Demon
No Thieving Demon
No Shadow of the Night
No Shell of the Night
No Mistress of the Demon
No Offspring of the Demon
No Evil Spell
No Enchantment
No Sorcery
NO EVIL IN THE WORLD OR UNDER IT
OVER THE WORLD OR INSIDE THE WORLD
MAY SEIZE ME HERE!
BARRA ANTE MALDA!
ZI DINGER ANNA KANPA!
ZI DINGER KIA KANPA!
GAGGAMANNU!
CONJURATION AGAINST THE NINE LIARS IN WAIT
They are Nine
They are Nine
In the depths of the Ocean, they are Nine
In the shining heavens, they are Nine
They proceed from the ocean depths
They proceed from the hidden retreat
They are neither male nor female
These which streach themselves out like chains
They have no spouse
They beget not children
They are strangers to charity
They ignore prayer
They scoff at wishes
They are the vermin that comes forth from the Mountains of MASHU
Enemies of Our Master ENKI
They are the vengence of the Ancient Ones
Raising up difficulties
Obtaining power through wickedness
The Enemies! The Enemies! The Nine Enemies!
They are Nine!
They are Nine!
Spirit of the Sky Remember! Spirit of the Earth Remember!
THE EXCORCISM AGAINST FRAZ-URB'LUU
AND HIS EMMISSARIES
An image must be made of a throne-chair, and put into the flames as pit of 10 foot flames while chanting the following excorcism:
Boil! Boil! Burn! Burn!
FRAZ-URB'LUU!
Who art thou, whose son?
Who art thou, whose daughter?
What scorcery, what spells, has brought thee here?
May TASQUOT, Master of Magicians, free me!
May NERULL, son of ANTHRAXAS, free me!
May they bring to naught your vile scorceries!
I chain you!
I bind you!
I deliver you to GRAZ'ZT
Lord of the Flames
Whose sears burns, enchains
Of whom even mighty THARIZDUN has fear!
May MARDUK, the Ever-burning One, give strength to my arms!
May JORAMY, the Lord of Fire, give power to my magick!
Injustice, murder, freezing of the loins
Rending the bowels, devouring of the flesh, and maddness
In all ways hast thou persecuted me!
May God of CHAOS!
May GRAZ'ZT free me!
FRAZ-URB'LUU NE ARDATA! IA MARDUK! IA MARDUK! IA THARIZDUN!
You have chosen me for a corpse.
You have delivered me to the Skull.
You have sent Phantoms to haunt me.
You have sent vampires to haunt me.
To the wandering Ghosts of the Wastes, have you delivered me.
To the Phantoms of the fallen ruins, have you delivered me.
Open Thy Mouth In Scorceries Against Me No More!
I have handed thine image over
Into the flames of JORAMY!
Burn, Mad Fiend!
Boil, Mad God!
May the burning FRAZ'ZT untie thy knots!
May the flames of JORAMY untie your cord!
May the Law of the Burning seize your throat!
May the Law of the Burning avenge me!
It is not I, but MARDUK, son of TASQUOT, Masters in Magick, that commands
thee!
INCANTATION AGAINST THE ANCIENT ONES
To be recited each year, when the Bear hangs from its Tail in the
Heavens:
Destructive storms and Evil winds are they
An evil blast, herald of the baneful storm
They are mighty children, Ancient Ones
Heralds of Pestilence
Throne-bearers of LUGUSH
They are the flood which rusheth through the land
Nine Gods of the Broad Heavens
Nine Gods of the Broad Earth
Nine Ancient Ones are They
Nine Gods of Might
Nine Evil Gods
Nine Evil Demons
Nine Demons of Oppression
Nine in Heaven
Nine on Earth
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