[REVIEW] The Veritable Key of Solomon
[ahem]
The Veritable Key of Solomon
edited by Stephen Skinner and David Rankine
Llewellyn Publications, 2008, $65
446 pages, hardback, black and white
Opening grimoires at random is probably not the wisest thing one can do, but in this case, the results were worth it:
This doesn't mean "roll up your character while the GM is watching, and you'll probably get away with more, but make sure your girlfriend knows where you are all night," although reading it the day after Daylight Savings steals an hour of my sleep, it sort of seemed like that. What does it actually mean? Well, it means: If you want to cast a Luck in Gambling spell, do it at a time auspicious for Jupiter, not crossed by Mercury; Venus will give you a bonus. In short, it's GURPS Cabal. For reals, yo.
This is one of the three Keys of Solomon that Skinner and Rankine have translated, footnoted, and goosed into this single volume -- a veritable Key of Solomon indeed. The Key of Solomon, for those of you who came in late, is probably the single most important grimoire in post-Renaissance European magic, and it's so famous that S.L. MacGregor Mathers picked it to sew together from a slew of manuscripts in the only previous English edition.
As you can tell from the phrase "slew of manuscripts," there were a bunch of different Keys around; one of the great features of Skinner & Rankine's volume is that they provide a lengthy and scholarly introduction discussing the four main families of Keys (and the fifteen separate "text-groups" descended from one or another copy). This volume prints entire mss. of three of those Families;
ratmmjess will thrill to the notion that at least one of these three manuscripts almost certainly belonged to Edward Bulwer-Lytton, and appears in the novel Zanoni, which is what started the fad for Solomonic grimoires that caused Mathers to hocus together his own version. (In further delightful synchronicity, the Chicago publisher L.W. deLaurence pirated Mathers' edition and inserted ads for his own tie-in merchandise into the spells!) Most of this material doesn't appear in Mathers' Key, although Skinner & Rankine include a few of Mathers' greatest hits ("Of the Experiment of Invisibility," "How to Prepare Extraordinary Experiments and Operations," etc.) as a kind of appendix to their first Key in the volume.
So the Key is famous, and important. What's it good for? Well, assuming you want to conjure up angels and planetary spirits and just a few demons, it's good for that -- or, at least, no worse than any other grimoire is. (Except maybe the limited-edition version of this volume from Golden Hoard, which has color plates instead of black and white ones. If color is important to your conjuring needs. But if you can afford that version, you hardly need to be dickering with spirits for hidden treasure.) Otherwise, it's fascinating inspiration for games -- Lovecraft's six or seven Necronomicons pale in comparison to the 144 (and counting!) versions of the Key that Skinner & Rankine have identified. Each one with slightly different pentacles, recipes, instructions, and invocations -- maybe this one in Czech has the right pentacle, but only the 15th-century Greek version (the oldest one known to exist -- the Key likely entered Italy from the Byzantine Empire, either right after 1453 or right before) has the correct invocation. Imagine trying to assemble one working Necronomicon from a hundred parenthetical, partial, mis-translated, mis-transcribed versions. (Not even including the ones featuring product placements by canny Chicago hucksters.) This, it seems, is how to occult a tradition.
Into this morass, Skinner & Rankine stride swinging. Their footnotes are almost uniformly excellent; I can't vouch for the translation (not speaking French or knowing the original), but it certainly reads properly grimoire-y. The pentacles are plentiful, as they should be, and the editors even include the original illustrations drawn by the scribal copyist, a French scribe from a landed family named Fyot. Msieu. Fyot was apparently sitting and copying demon-calls by hand during the Reign of Terror -- not these specific demon-calls, as these mss. date from 1796, but still. (Said illustrations contain a lot of insects and bugs, by the way. Just saying.) The actual magic is probably way too much of a muchness for games per se, although it can certainly serve as flavor-text and inspiration. Just like some game books, in other words. If you want a grimoire, this is literally the grimoire. You can't do any better than that -- just tell those demons that King Solomon sent you. And, er, keep my name out of it.
The Veritable Key of Solomon
edited by Stephen Skinner and David Rankine
Llewellyn Publications, 2008, $65
446 pages, hardback, black and white
Opening grimoires at random is probably not the wisest thing one can do, but in this case, the results were worth it:
For games of chance, you could draw the Characters under the auspices of Jupiter, being one of the more fortunate amongst the Planets, as well as the ones under Mercury, because Jupiter governs all sorts of riches.
The design for the Talisman I am giving on the following page will, therefore, be extremely effective for adding luck to games, especially if you work on it under a Constellation of Jupiter not in any Opposition to Mercury and that it is dominant in the Heavens and in a friendly aspect with Venus.
This doesn't mean "roll up your character while the GM is watching, and you'll probably get away with more, but make sure your girlfriend knows where you are all night," although reading it the day after Daylight Savings steals an hour of my sleep, it sort of seemed like that. What does it actually mean? Well, it means: If you want to cast a Luck in Gambling spell, do it at a time auspicious for Jupiter, not crossed by Mercury; Venus will give you a bonus. In short, it's GURPS Cabal. For reals, yo.
This is one of the three Keys of Solomon that Skinner and Rankine have translated, footnoted, and goosed into this single volume -- a veritable Key of Solomon indeed. The Key of Solomon, for those of you who came in late, is probably the single most important grimoire in post-Renaissance European magic, and it's so famous that S.L. MacGregor Mathers picked it to sew together from a slew of manuscripts in the only previous English edition.
As you can tell from the phrase "slew of manuscripts," there were a bunch of different Keys around; one of the great features of Skinner & Rankine's volume is that they provide a lengthy and scholarly introduction discussing the four main families of Keys (and the fifteen separate "text-groups" descended from one or another copy). This volume prints entire mss. of three of those Families;
So the Key is famous, and important. What's it good for? Well, assuming you want to conjure up angels and planetary spirits and just a few demons, it's good for that -- or, at least, no worse than any other grimoire is. (Except maybe the limited-edition version of this volume from Golden Hoard, which has color plates instead of black and white ones. If color is important to your conjuring needs. But if you can afford that version, you hardly need to be dickering with spirits for hidden treasure.) Otherwise, it's fascinating inspiration for games -- Lovecraft's six or seven Necronomicons pale in comparison to the 144 (and counting!) versions of the Key that Skinner & Rankine have identified. Each one with slightly different pentacles, recipes, instructions, and invocations -- maybe this one in Czech has the right pentacle, but only the 15th-century Greek version (the oldest one known to exist -- the Key likely entered Italy from the Byzantine Empire, either right after 1453 or right before) has the correct invocation. Imagine trying to assemble one working Necronomicon from a hundred parenthetical, partial, mis-translated, mis-transcribed versions. (Not even including the ones featuring product placements by canny Chicago hucksters.) This, it seems, is how to occult a tradition.
Into this morass, Skinner & Rankine stride swinging. Their footnotes are almost uniformly excellent; I can't vouch for the translation (not speaking French or knowing the original), but it certainly reads properly grimoire-y. The pentacles are plentiful, as they should be, and the editors even include the original illustrations drawn by the scribal copyist, a French scribe from a landed family named Fyot. Msieu. Fyot was apparently sitting and copying demon-calls by hand during the Reign of Terror -- not these specific demon-calls, as these mss. date from 1796, but still. (Said illustrations contain a lot of insects and bugs, by the way. Just saying.) The actual magic is probably way too much of a muchness for games per se, although it can certainly serve as flavor-text and inspiration. Just like some game books, in other words. If you want a grimoire, this is literally the grimoire. You can't do any better than that -- just tell those demons that King Solomon sent you. And, er, keep my name out of it.