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Understanding the central importance of operating the flows of Power (whether described in vector or vortical terms) on the Way of the Magus, it is equally important to grasp not only the “size” of a flow but its direction.

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The art of attaining the state of magical inspiration is one of the most important areas of a Magus’s training, and undeservedly often falls out of the attention of practitioners.

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A Magus’s battles are elements of his overall war — a war in which the only thing he can conquer — or lose — is himself.

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Interaction with the Runes is not limited to their divinatory and practical uses; they can open for a Magus not only gates to Power but also gates to Wisdom, and that is no less important.

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An important lesson this goddess teaches is that sleep, illusion — can be both a path to death and a precondition of life.

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Anyone who sets foot on the Way of Magic must clearly understand that this Way is not a joyful and serene ascent “from perfection to perfection”, but a Way of constant, exhausting struggle.

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Mapping is by no means mere intellectualizing or a superfluous activity; on the contrary, it markedly increases the effectiveness of the Way by creating coordinate systems and thereby ordering the Psychocosmos, which in turn makes governing it easier.

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The game is the primary form of existence of desire, since desire is valuable in itself, and its fulfillment leads to its disappearance.

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For the Magus it is very important not to fall into either condemnation or indulgence, focusing attention on his own Way and those who share it with him.

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In a ritual, as in myth, the primary concern is structure; the motives behind actions are secondary to the actions themselves. Any deed or text within a ritual assumes symbolic meaning.

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Fenrir and Garm, Jormungand and Surtr — these are not only symbols of psychic processes; they are living agents that exist in the Psychocosmos as truly as their “Higher” analogues live in the Macrocosmos.

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