You have no items in your bag. get the Epoch
Rotation of the Triangulum Galaxy M33
Baryonic mass ~ 1010 solar masses ~ 2 x 1040 kg.
Radius ~ 3 x 104 light years ~ 3 x 1020 metres.
If w = 2 (sqrt pi G d) *Gödel, where d = density.
w = sqrt 2 (pi x 6.67 x 10-11 x 2 x 1040 x 3 / 4 x pi x 27 x 1060)
w ~ 3.8 x 10-16 radians/second.
Compare with Gomel and Zimmerman
Where w = 4.58 x 10-16 radians/second.
Gödel 1949 proposed that any dust like cloud of gravitationally bound matter would have an intrinsic angular velocity w.
Gomel and Zimmerman 2019 propose that a galaxy will have an intrinsic inertial frame of reference which gives rise to an angular velocity w.
The above very rough calculation shows that the angular velocity proposed by Gödel may equal the component of the galactic rotation curve identified as w by Gomel and Zimmerman and that the hypothesis of ‘Dark Matter’ to explain galactic rotation curves will become completely unnecessary.
This calculation depends on assessing the overall density of the galactic disc and the spherical gas halo together.
Peter J Carroll 29/2/2020
Finally, eight years after the planting of her seed, Circe, the largest of the three Mandrakes at Chateaux Chaos, has given birth. See the fruit of her labour below.
These somewhat antinomian plants (Mandragora Autumnalis), prefer to flower in autumn and to produce fruit in spring. During summer they shrivel back to their huge humanoid bifurcated taproots. Perhaps they do this to avoid insect pests or desiccation during the hotter months in their native Mediterranean lands.
I don’t think they like it here on this chilly island, but I’ll distribute the seeds amongst some Druids with instructions for their nurture.
Below see a couple of graphs based on the observational data of a substantial number of Type 1A supernovae at various Redshifts. We can measure Redshifts with great precision but Apparent Magnitudes, particularly of transient events, much less precisely.
The blue line shows Apparent Distance at various Redshifts. Here I derive Apparent Distances from observed Apparent Magnitudes by converting Apparent Magnitudes to Fluxes and then applying the inverse square principle (taking the Magnitude of a Type IA supernova at 10 parsecs with negligible redshift as a baseline).
Clearly, any luminous object with a high Redshift will have a ridiculously vast Apparent Distance as the graph curves upwards. Herein lies the basic peculiarity that led to the hypothesis of ‘Dark Energy’ powering an apparent acceleration of the expansion of the universe.
The orange line shows Actual Distances against Redshifts. Here I derive Actual Distances from Apparent Distance by applying a Hyperspherical Lensing Formula based on the principle that we observe the Hyperspherical Universe in Stereographic Projection because of it positive spacetime curvature.
The derivation of this Hyperspherical Lensing Equation appears in section 7 here: -
In this graph redshift 1 corresponds to half antipode distance and the distances to far supernovae become much more reasonable. The graph shows that the universe will have an antipode distance very close to 13 BLY.
The Universe does not expand, let alone does it have an accelerating expansion, so called ‘dark energy’ does not exist.
Great! The universe remains eternal, we can abandon the philosophical burdens of an apocalyptic beginning or ending to it.
Perhaps the final end of so called Dark Matter.
Identity and Individualism in the Pandaemonaeon.
A wandering Scholar dropped in for an evening last week. Forced to compete in an oversubscribed tournament profession with zero security of contract he seemed underpaid and underemployed. A Professor did recently mournfully describe to me how a vast new exploited Academic Proletariat had arisen.
I suppose this class of Scholars must account for the tsunami of usually rather inconsequential esoteric papers which now appear daily on Google’s Academia.com. It boasts 114,376,069 Scholars and counting.
We had a lively discussion till late about many matters Magical, Cultural and Political, touching on everything from the weird phenomenon of Professor Patricia MacCormac https://en.wikipedia.org/wiki/Patricia_MacCormack to Populism, a world going apparently mad, and my part in this.
All this behoved me to check my predictions for this era.
The Psychohistoric Mechanism of the Aeons, discovered in 1988 and published soon after in my Liber Kaos, predicted the Pandaemonaeon - an era characterised by the ascendancy of Scientific and Magical Thinking and the nadir of Art and Religion. It seems to have come upon us rather quickly, assisted by globalisation and the internet.
Mind you, I didn’t say that everyone would necessarily like the Pandaemonaeon. On a broad raft of criteria some sociologists conclude that quality of life peaked in the technically developed world somewhere around the 1970’s and that dissatisfaction has risen since. Most people have more stuff, but they don’t seem to get any more satisfaction from it and their lives have become ever more frantic, complicated, and insecure.
Religion has largely ceased to engage with transcendental concepts. Theology (which always meant politics in the broadest sense) has now become overtly political, and religion now acts as little more than a social group identity badge. Religion no longer tells us a story about our inner self(s), it merely tells us which groups we belong to or despise.
Since humanity achieved the wealth and the technical ability to produce Art to any required degree of beauty and brilliance, Modern Art has abandoned any quest for meaning or spiritual uplift and now celebrates the empty rubbish of those whose talents remain limited to self-promotion, on the contra-intuitive principle that it must contain something worthwhile because of the price tag, even if we lack the wit to see it. Modern Art no longer tells us a story about human aspiration, at its best it merely illustrates human folly as artists become the keepers of useful sarcasms, along with our philosophers. Only the amateur and commercial art which does not attempt to mimic modern art seems to have anything interesting to say.
Science now tells us the dominant story about ourselves. We exist as randomly evolved mortal animals with unusually large brains, on an unremarkable planet in a stupendously vast universe. Deal with it.
Whilst I question the current official scientific creation myth (the Big Bang hypothesis), I do accept the above and I find the scientific story both liberating and exhilarating. I consist of the totality of what I do. I have no mysterious ‘real self’ or inner ‘being’ to worry about, but a lot of people seem to think they must have such a thing and today imagine that they express it through Identity and Individualism.
Yet the demands of individualism begin to outstrip supply in a demand-based consumer economy, and it becomes increasingly difficult to become a genuine eccentric as all eccentricities become Identity brands in a hyperconnected society.
The State has taken over so many of the legal and financial functions of the Family that few people now identify strongly with their Familial or Tribal status beyond what remains of it in the nuclear family.
Regional identities now seem quaint and faintly ridiculous in an era of mass travel and mass communication. Sports teams supposedly representing ‘our’ cities now draw most of their managers and players from distant cities and continents.
In an era in which we think we know so much, Nationalism and Patriotism have become unfashionable because few people particularly like their own governments or the way they run the country, they just despise other countries more, so they do not usually wish to define their Identity by it.
(The European Union has failed to raise any vision of a European Identity beyond that of an unloved common bureaucracy.)
Nobody really believes in anything about themselves. We have become Lost in the Cosmos, with no metaphors for self, we just have choices of individualism and identity, and mass exposure to everyone else’s assigned or chosen identity.
Individualism in the age of Identity centres on trying to control how others regard you, not on how you regard yourself(s).
We must suspect those who preach their Identity loudest harbour the most doubts.
In this Pandaemonaeon, Identity/Individualism has become the Religion of the age because it has become fragile and mutable.
We now find ourselves passing laws to prevent anyone criticising anyone else’s Identity.
Such laws represent the official theology of the religion of Identity.
The UK police now seemingly devote more resources to investigating everything on the spectrum from ‘hate crime’ to ‘mild disdain crime’ whilst theft, fraud, and violence frequently seem to go un-investigated.
In the new religion of identity, the cult of celebrity provides a rolling pantheon of minor deities that we adulate for a time and then discard or crucify with guilty pleasure.
The culture wars that rage within our societies, the polarisation of opinions, the rise of currently fashionable forms of victimhood and mental illness, the usually secret and officially sinful pleasures of despising other people’s identities may all find their roots in the paradoxical relationship of Identity to Individualism and the increasing fragility of both.
Today we expect all of an individual’s opinions to conform to a recognisable identity.
Extreme left, hard left, centre left, centre right. hard right, extreme right. Social liberal, social conservative. Economic liberal, economic conservative. Racist, culturalist, cultural-relativist, multiculturalist, anti-racist. Rights-based moralist, responsibility-based moralist. Social Darwinist, socialist. Theocrat, militant atheist. World destroying kapitalist, extinction rebellionist. Carnivore, vegan.
Express an opinion that someone considers to fall within any of these categories and they expect you to hold all the opinions that they think necessarily go with it. Of course, none but extremely right-on woke-ists or those right-off the other end of the scale hold opinions of such imagined coherence. Hitler practised vegetarianism for example.
The ascendancy of Magic in the Pandaemonaeon often passes completely unacknowledged unless you realise that the bottom line of magical thinking comes down to: -
‘Thinking Makes It So’.
This may seem a completely deluded idea, but if handled skilfully it has enormous power.
Positive thinking can lead to extraordinary achievement, if you believe you can do something you increase your chances of accomplishing it. Negative thinking has similarly powerful effects, you can sabotage any venture with it. Placebos which we expect to work often have effects as great as treatments based on rational theories, and so do Nocebos. Curses and supposed pollutants which rationally should not have effects, can have quite damaging ones.
Thinking that you have helpful spirits on your side often gives you an edge over those who don’t, particularly for those who made such spirits deliberately and magically.
Labelling phenomena by their supposed ‘essences’ makes it easier to agree or disagree with others or to persuade others about them.
The bullshit believed about any product tends to make it sell better than its objective properties. This applies to all commodities, - religions, scientific hypotheses, political parties, celebrities, and individuals.
We live in an era where commercial, political, and personal ‘fake news’ and propaganda dominate communication. We generally prefer this now because in conditions of massive information overload, most simplifications become welcome in themselves or afford us the pleasure of contradicting them.
The magical ‘Thinking Which Makes It So’ requires considerable skill and experience. Not everyone can write persuasive propaganda or advertising copy or even convince themselves of something without practise and help.
The pandaemonaeonic magician can hold mutually contradictory opinions and beliefs on a situational basis for pleasure and profit. Free from the illusion of unitary Identity and the struggle to maintain and defend one, the magician remains inwardly aloof in a fortress of supreme arrogance built upon the meta-belief that beliefs and actions shape reality.
The effects can seem parapsychological.
A Way with The Wand.
People ask me, “Grand Master Magus, how does one become a Magician?”
I often decline to reply because most of those I have instructed in magic face to face have grown to hate me, either because they failed, or because it worked. Magicians rarely get on with each other for long. The professional jealousy seems even worse than in science.
The answer to the question remains astonishingly simple, you simply pick up something you can designate as a wand and use it until it works, and then you keep on using it.
For many decades I have always carried a Pocket Wand and have recommend that all aspiring magicians first make such a magical sidearm for themselves. The work of the Wand never ceases, and the form of the Wand evolves with time. My current version, about my fifteenth, carries different symbols and consists of different materials from all previous incarnations of the concept.
The Wand concept has at least six components: -
I) The Wand as an instrument of INTENTION. In Magic as in Life, intention counts for everything. The carrying and waving and pointing of a Wand helps to focus both conscious and subconscious intention.
II) The Wand as an instrument of IMAGINATION. Forget about ‘willpower’, you only really succeed if you can summon your imagination to support a course of action.
III) The Wand as an instrument of INSPIRATION. Nothing has ultimate truth. Anything remains possible. Engrave it with meaningful symbols of knowledge and aspiration.
IV) The Wand as an instrument of IDENTITY. If you have a Magic Wand and invest belief in it, you become a Magician – simple as that. However, because you don’t immediately become a brilliant all-powerful magician a concealable pocket wand may prove a convenience.
V) The Wand as an instrument of INVESTIGATION. A Wand, like a person, remains sanctified through continual improvement, add fresh notches and symbols or completely rebuild it as needed.
VI) The Wand as an instrument of IMPROBABILITY. There seems little point in taking up Magic unless you want to achieve something extraordinary, but the Magician achieves the totally improbable by manipulating probabilities in steps rather than by attempting extreme violations of causality, at least to begin with.
A brief interdenominational ritual for the initiation of Wands and Magicians now follows:
Find a suitable length of something that stretches from wrist to about the tip of the middle finger. A piece of wood seems a good place to start although I have made metal versions.
Decide on some meaningful symbols that you can remember and visualise for the following: -
a) Contemplate the Wand awhile and what it represents. Add any additional marks and symbols to the wand as desired.
b) With the Wand draw a circle in the air to surround the participant(s). Say something meaningful about the circle.
c) Utter three or five times the immortal words of Paul Huson’s incantation: -
THIS IS MY MAGIC WAND – I HOPE IT WORKS!
d) Turn to each quarter in turn and at each quarter draw in the air with the Wand something to represent each quarter. Firstly, with open eyes, secondly with closed eyes visualising what you draw, and thirdly with open eyes attempting to visualise as well.
e) Above the circle draw and visualise something to symbolise your highest aspirations, whatever represents ‘the spirit’ of yourself or the universe to you. Pointing at the ground draw and visualise a desire you wish to earth and manifest.
f) Conceal Wand(s). Close Circle.
It doesn’t come much simpler than that, add any meaningful embellishments as desired.
In the Chaos Magic style, we tend to regard all symbolism as human made and with a power entirely dependent on its meaningfulness to the user. We also take the Sir Terry Pratchett bottom line on Magic (he knew more about it than any mere novelist has a right to) that anyone can do it with a bit of effort, belief, and imagination.
The above may supply the answer to the connundrun of Galactic Rotation Curves not matching the Newtonian-Relativistic predictions but the following now looks like a better proposition https://www.specularium.org/component/k2/item/290-rotation-of-the-triangulum-m33-galaxy
Interroga Omnia – Question all things.
Arcanorium College consists of a Natural Philosophy Faculty with two Departments: -
The Department of Magic consists of a teaching facility which freely offers a Baccalaureate in Magic, specifically in Chaos Magic, to worthy candidates.
The Department of Science consists of a rebel research facility which invites collaborators already well versed in Particle/Quantum and/or Cosmological Physics.
Peter James Carroll, BSc, IOT 00, Author, Magician, and Retired Entrepreneur, acts as Chancellor of the College and Moderator of both Departments.
The Arcanorium College Department of Magic, Degree in Magic.
Few if any academic institutions in the known universe recognise the existence of Arcanorium College or the reality of Magic. The guardians of Arcanorium College wish to keep it that way. Arcanorium College forbids its Alumni from participating in academic parapsychology experiments. We have no wish to render ourselves open to persecution or to end up working behind barbed wire.
The transferrable skill of magic can lead to the achievement of any life objective. Merely dabbling with the paradigms and practices of magic will likely lead to both material and psychological failure.
We define magic as -
‘The Science and Art of Causing Change by the Exercise of Imagination.’
The Magical Exercise of Imagination requires a high level of dedication and discipline.
Arcanorium College levies no charges for tuition, but it will ruthlessly exclude those who make insufficient efforts.
The Arcanorium College Degree of Magic (BoM) course provides Alumni with the following opportunities:
a) To begin immediate work with practical magical techniques for the achievement of desired results, The College uses the Chaos Magic paradigm which considers the actual practical techniques of magic far more important than any specific cultural symbolism. The magician can adapt these techniques for use with any set of cultural beliefs and assumptions to taste.
b) To gain some familiarity with a variety of traditional and modern magical theories.
c) To gain experience in researching and writing about magical topics.
d) To make some original contributions to the study and practice of magic.
e) Perhaps to advance to a position within Arcanorium College. The Chancellor seeks project collaborators, apprentices, and eventually a replacement for himself.
The degree course will normally take at least several years to complete; Alumni may proceed at their own pace and take longer if required
Requirements for the award of a BoM Degree from Arcanorium College.
2) No person of Arcanorium College shall reveal the identity of any other member without their express written permission.
To qualify for a BM Degree from Arcanorium College, Alumni will need to satisfy the following requirements:
3) Work through the six modules of Practical Chaos Magic: - Enchantment, Divination, Theory, Evocation, Invocation, and Illumination, posting on progress and results as appropriate.
5) Create a dissertation on some aspect of the history or culture or current practise of magic.
(In place of the dissertation, another type of creative project may prove acceptable, at the discretion of the Awards Committee.)
Assessment and Certification
1) An Awards Committee shall consider each award application, recommending further work if necessary.
Module 1 - Enchantment
In Chaos Magic the word ‘Enchantment’ means making things happen by magic. It means getting what you want by casting spells or somehow making the world do what you want by magical means. In a chaotic and unpredictable world like this one, Enchantment usually proves a more useful skill than Divination. A willingness to persist with Enchantment defines a serious magician. It seems odd that so many people can believe in the possibility of Divination and clairvoyance but that, so few have the courage to attempt Enchantment, and to keep on going with it.
If only a fifth of your spells work you still have a real and useful power, but if only a fifth of your divinations work then you may incur a severe disability if you act on them.
In a chaotic universe the magician should ‘Enchant Long’ and ‘Divine Short’, in the first case to take advantage of randomness by nudging the hand of chance and in the second case to avoid getting lost in the astral forest of possible futures.
Enchantment usually takes longer than other forms of magic to produce results, so it appears first on the curriculum of this course. We will study some of the theory of enchantment and cast a wide variety of spells. We shall examine the theories of enchantment and hopefully before the end of the course some participants may have some positive practical results to discuss also. We should not of course ignore the negative results, because these can teach us something too.
Study the following items of text, and see what you can make of them:
(LN refers to Liber Null & Psychonaut; LK refers to Liber Kaos-The Psychonomicon
LN 20-23 Sigils. A versatile method of turning desires into spells.
LN 31-35 Gnosis. A survey of methods for charging spells.
LN 55-56 Enchantment. Some general points.
LK 41-51 The Equations of Magic. The requirements of magic and its likely effects.
LK 87-90 Sleight of Mind. Observations on technique.
LK 107-140 Eight Magics. Some possible objectives for spellcasting.
You may well detect changes of emphasis or even apparent contradictions between some of these texts. Enchantment remains a tricky and capricious art; it awaits refinement into a precise science, the magician needs to develop an intuitive feel for personal techniques.
When casting spells consider ’ensigillising’ for at least half a dozen separate desires. Having a whole bunch of sigils helps you forget what you made them for. (Keep a separate record concealed away for later). Try various forms of gnosis and concentration with them and wait and see what happens. Try for objectives that lie within credible bounds of probability. You can realize a good business deal far more easily than you can materialise gold bricks, for example. Do not forget to do everything possible on the material plane as well. If you enchant for seduction you will probably still need to make a move on the target.
Whilst working on this module prepare a magical Wand to draw sigils and symbols in the air, and hence in the mind’s eye. Small pocket wands have the advantage of portability. Larger wands can pass as walking sticks.
Module 2 - Divination
Of all the magical arts, Divination offers the most opportunities for really screwing things up. If an enchantment fails you can usually try again or try another approach, but poor divination may lead to bad decisions which you cannot easily undo. In the Chaoist view of reality, much of the future remains unfixed by the conditions of the present, we inhabit a universe with a lot of randomness in it, and the further ahead you look the more random it becomes. This offers great scope for enchantment, but it puts considerable limits on what you can do with divination. Thus, chaos magicians try to ‘enchant long and divine short’.
The magician should try to develop divination in two ways, firstly by trying to become more generally psychic and open to intuition, and secondly by mastering one or more methods of deliberate divination. The second will prove useless without the first. Anyone can shuffle the tarot cards or the I-Ching sticks and mechanically read off the result, but this yields useful results only occasionally and purely by coincidence, if they do not use any intuition or psychism.
On the other hand, sortilege procedures such as card shuffling or crystal ball gazing can prove very useful for stimulating the imagination, the lateral thinking ability, and Apophenia - the ability to perceive connections between phenomena that others don’t usually notice.
To develop intuition, Apophenia, and psychism most people will find the inhibitory forms of gnosis the most useful way of blanking the mind into a state where such intuitions and psychism can manifest. Those who would become psychic should also strive to pay more attention to their dreaming and record whatever they can on awakening. They should also strive for inner silence when doing ‘nothing in particular’, or when simply walking or listening to others speak. It becomes far easier to intuit if someone has lied if you listen to them without a head full of thoughts of your own.
Read the following texts and see what you can make of them: -
LN 14-15. Mind Control. Techniques for stilling the mind.
LN 23. Dreaming.
LN 52-54. Divination. Methods and techniques.
LK 90-92. Sleight of Mind in Divination. Technique.
Participants should experiment with two deliberate techniques of Divination, a sortilege method like Geomancy, Runestones, Tarot or I-Ching, and a hallucinatory method such as crystal gazing or scrying in a black mirror or a dark pool of liquid. In divination according to the Chaoist model, look for events which may have become secretly fixed already, rather than those which probably remain completely open to chance.
Whilst working on this module prepare a ‘Cup’. The magical instrument of The Cup need not necessarily resemble a drinking vessel, although chalice like objects can have uses in sacramental rituals. The magician’s ‘Cup’ could also take the form of any divinatory instrument.
Module 3 - Theory
Anyone who practices magic or believes in magic has a theory of magic, even if they don’t think that they have. Such theories may range from informal sets of assumptions to organized sets of ideas about spirits and other planes or levels of reality or even quantum physics. Some magicians proclaim a disinterest in theory and assert instead that they just believe in anything that works. I do not actually believe them, because I notice that they all have assumptions about the subject which define what they consider possible or impossible, or worth attempting or not worth attempting.
Thus, I have spent many years contemplating the assumptions and the theories of magic that have come and gone over the aeons, to see what sense I could make of them, and to see to what extent belief structures reality.
It has become a sort of axiom of Chaos Magic that ‘nothing has ultimate truth’ and ‘anything remains possible’, and Chaoists like to proclaim the meta-belief that ‘belief structures reality’.
However, some beliefs plainly work more effectively than others and you can rarely use two contradictory beliefs simultaneously without creating a third.
I have peppered Liber Null and Liber Kaos with ideas and assertions and beliefs about the theories and assumptions of magic. Some of these pieces have rational flavour and some appeal more to the romance of sorcery. Herewith follows a selection, read them and see what you think and feel about them. My ideas about magical theory have evolved considerably over the decades. I began with a rather loose set of assumptions which I have tried to refine ever since.
LN 28-30. LN 97-98. LN 191-200.
Consider also looking at the theoretical section of The Apophenion and The Octavo for more hardcore quantum-based models of magic.
For those who would like to try some practical paradigm shifting try Random Belief,
LN pages 72-75. You can try them in order, one per day, or get a six-sided dice.
Note that ‘the book of chaos in its entirety’ mentioned to in option 5, alludes to an as yet unfinished library by many authors.
Module 4 – Evocation
Whilst working on this module prepare a Grimoire. A small notebook may suffice, you can always transcribe what you have written into a vast leather-bound jewel encrusted tome later. Note in the Grimoire any magical ideas or principles which seem particularly significant or important.
Evocation means interacting with ‘spirits’ or servitors to make them do things for you or to find out things for you. Most Chaoists wouldn’t buy a second-hand spirit from anyone else, (you never know where it’s been), and thus they usually prefer to make their own.
Some magicians of a traditional persuasion still insist on looking up tables of spirits in ancient grimoires to find something suitable, and some will insist on trying to find a suitable one by some sort of clairvoyant process. However, in my experience, you usually get a better result if you can summon the beliefs to allow yourself to start afresh with a homemade one.
This calls into question the whole nature of exactly what we mean by ‘spirits’ or servitors. The Chaos Magic description runs something like this; we all have a sub-conscious mind that does all sorts of complicated things for us more or less automatically. Thoughts and feelings have something of a mind of their own. Magic allows things in the mind to interact directly with the world. Thus, it does not matter if a spirit or servitor starts life inside your head, it can still interact with the outside world.
Thus, the chaos magician tries to bundle up a nexus of thoughts feelings and ideas in the personal subconscious, into something that will act automatically and with a certain degree of antonymous intelligence. By analogy with a computer, the magician writes a sub-program to execute certain wishes on command. To achieve maximum sleight of mind the magician will often command the servitor using the name or the visualized sigil given to it during its construction, or an abstract image or a physical representation of it. I have an elaborate physical analogue of an important servitor that I fashioned from half a pound of silver and semi-precious stones, another consists of a wooden carving that took me months of work and chanting, but some magicians simply use modelling clay.
For a selection of ideas on Evocation, read the following extracts and see what you make of them: -
LN 36-40. Evocation. LK 92-94. Sleight of Mind in Evocation.
LK 163-164. Sorcery Evocation. LK 168. Shamanic Evocation.
LK 173-174. Ritual Evocation.
The practical work of this module consists of the Evocation of a general-purpose Servitor. Use your imagination and intuition to adapt the ideas to your needs. You may need to re-access the childlike ability to anthropomorphize images and objects. Remember that evocation demands long term commitment, do not expect instant results.
Please do not mess around with the material in medieval grimoires at this stage, all sorts of murk and horror has got mixed into these texts and it may contaminate your results.
Whilst working with this module prepare a ‘Groundsleeve’ for the general-purpose servitor. Such instruments usually consist of a portable figurine of some sort of fantastic creature, executed in wood, metal, clay, or some sort of composite modelling material.
Module 5 - Invocation
The Chaos Magic approach to invocation depends on the principle that we have, or can have, many different selfs, and that none has any more reality than any other. Given the appropriate preparation, anybody can change into someone capable of almost anything.
Most people’s preconceptions about who they really ‘are’ holds them back from accomplishing extraordinary things (and it also usually keeps them out of trouble).
Our identities arise largely as social constructs and we present slightly different identities, or sometimes very different identities, in different situations.
Chaos magic theory asserts that because we have seen other people behave in extraordinary ways and because we have imagination, that we all have the resources to do such things ourselves, if only we could let go of our preconceptions about ourselves, or at least make radical additions to them.
In its most extreme form, Chaoist theory asserts that we all have multiple personality (although few suffer from the selective amnesia that characterizes the clinical manifestation of this condition). The ancient Pagans felt quite at home with this experience and sensibly had whole pantheons of gods to explain their desires and impulses and abilities.
Invocation, in Chaos Magic, means summoning the mindset you need to do something that you would not otherwise feel capable of. Its mildest manifestation consists of a kind of ‘method acting’ in which the player pretends very hard to actually become the desired character. In deeper forms of Invocation the magician seeks complete abandonment of the ordinary self and full-blown possession by an alternative mindset. In either case the magician will usually either try for some form of results magic (enchantment or divination) or some kind of direct action in the world, pertinent to the abilities of the invoked form, whilst invoked. Afterwards the magician should complete a banishing of the invoked form. Here Chaos magic differs radically from religion and mysticism.
The magician treats alternative states of mind and self as tools, not as ends in themselves.
The magician practices Psychonautics and Neurotheology to manipulate belief, not merely to create belief and faith for its own sake.
Read the following texts and see what you can make of them:
LN 41-44. LN 66-67 (darkside approach).
LK 75-79. LK 94-97.
Consider performing more than one type of Invocation in the same week. This decreases the chances of obsession. See LK 107-151 for some possible objectives. Above all, do not omit a proper banishing ritual afterwards. See LK181-185, the GPR, for an effective banishing.
The Esotericon and Portals of Chaos contains a substantial resource of god-forms for Invocation.
Whilst working with this module prepare suitable paraphernalia for several Invocations. Masks, head-dresses, robes or special clothing, and instruments of office always help in invocation and the magician should learn how to improvise such things.
Module 6 - Illumination
If you want Illumination then turn more lights on, as some wit once quipped, but she did have a point, if you cannot define your terms then remain silent. Personally, I loathe the term ‘spirituality’ because anyone who utters it just means ‘behaving as I think people should behave’. People often confuse two separate things in Illumination; mystical experience and wisdom. If you want mystical experience try any of the techniques of gnosis or a good lungful of nitrous oxide or some of the newer neurotheology electromagnetic headsets or fall in love.
Wisdom however has a higher price, and nobody in these times of information overload can hope for the Renaissance ideal of knowing everything. Nevertheless, magic does offer a few sleight of mind tricks for making anyone outstandingly brilliant at something in particular. The first half of the trick consists of discovering or inventing the field in which you have the motivation and capacity for excellence. In traditional occult parlance this had the odd title of ‘finding your true will’ with the strange implications that it resided in the spirit realm as a sort of holy guardian angel and that no two true wills could find themselves in conflict, but that smells like a leftover idea from monotheism to me.
The second part of the trick consists of making it happen by enhancing the motivation and the capacity with suitable magic and ritual.
As Chaos magicians tend to classify all other operations to add extra motivations and abilities to their repertoire of selves as works of Invocation, they tend to reserve the term Illumination for works that expand and enhance their magical abilities and personalities.
The Chaos magician thus performs Illumination for enhanced wisdom, power, knowledge, motivation, and ability in the field of magic itself.
Read the following texts and see what you can make of them:
LN 49-51. LN 66-67 (darkside interpretation).
LN 164-167. LK 97-99.
When conjuring for Illumination attempt to define exactly what form your self-improvement should take, or if it seems difficult to define, then try divining for it. Seek modest and necessary improvements rather than grandiose ones. Enchantments cast upon oneself may effect some useful changes, Invocations of Ouranian or Octarine god-forms may assist in the magical quest of The Great Work.
Whilst working on this module the magician should prepare the magical instrument of Illumination, variously called a ‘Lamp’ or a ‘Lamen’. This device represents the magician’s quest, what inspires the magician, and what the magician aspires to. It can take almost any form, a candle holder, a ring inscribed with something significant, an engraved or painted plaque or sigil, whatever has personal ‘sacred’ meaning for the magician.
No battle plan survives contact with the enemy,
No business plan survives contact with the market,
No political plan survives contact with the human condition,
No ‘true will’ survives contact with reality.
Thus, always remain prepared for an act of High Magic, the destruction or redesign of the Lamp or Lamen.
The Arcanorium College Department of Science, Research and Collaboration Facility.
‘Nobody understands Quantum Physics’, as Richard Feynman observed, and Conventional Cosmology has become riddled with path-dependent Phlogiston theories.
The Department invites Physicists who feel dissatisfied with the current situation to collaborate on alternative theories.
The Department offers complete discretion, you may communicate pseudonymously if you wish, to protect your academic tenure or reputation from the priesthood of the current scientific orthodoxy.
The Chancellor, as a private self-funded researcher, has nothing to lose, and has published numerous speculations upon Hypersphere Cosmology and Three-Dimensional Time.
Lensing, Redshift and Distance for Type1A Supernovae.
All data input from Perlmutter et all, https://arxiv.org/pdf/astro-ph/9812133.pdf
The measured Apparent Magnitudes of type 1A Supernovae become converted into fluxes measured in Janskys and these fluxes become converted into Apparent Distances on the basis of the inverse square law taking the Absolute Magnitude of a type 1A supernova as -19.3 at 10 parsecs as the basis of calculation.
The Lensing Equation then gives the Actual Distance for each supernova.
The Redshift-Distance Equation then gives the Antipode distance of the Universe which comes out at ~13 billion light years with only minor divergences, in every case.
The physical principles underlying the Lensing Equation and the Redshift-Distance Equation lie here https://www.specularium.org/hypersphere-cosmology in sections 8 and 5 respectively.
This analysis suggests that the small positive spacetime curvature of a Hyperspherical Universe can account for the apparent discrepancies between observed redshifts and observed apparent magnitudes of type 1A, and the hypotheses of an expanding universe with an accelerating expansion driven by a mysterious ‘dark energy’ become unnecessary.
There seems much to celebrate this year: -
Herewith for a Christmas card, a picture of The Three Witches of Chateaux Chaos.
These three Mandragora Autumnalis have taken seven years from seed to finally all flower at once for Solstice. They usually sprout around Samhain, last year the largest one produced a single flower for the Solstice season, this year they have produced more than twenty between them. They don’t seem to enjoy the British climate and would probably prefer their native Greece. Telepathic communication with them gradually develops, they request water and baby-bio when they want it. We don’t have many pollinating insects at this time of year, so I’ll do the sex for them with a tiny paintbrush. Hopefully by Beltane I’ll have seeds to distribute to my Druid friends.
Our eldest daughter up in the Highlands has this year produced a third grandchild for us, this time a boy. They plan to feed him oats and venison and have him learn Gallic; I hope he doesn’t end up voting SNP.
We have a splendid and epochal General Election Result, the British always do the right thing and vote Conservative in a crisis. Now we can finally extricate our country from the ghastly undemocratic synarchy of the EU political project.
Well done Boris you loveable old rogue. Well done Jeremy Corbyn, the finest leader of the opposition the Conservatives could hope for, it just seems a pity you probably won’t lead the opposition to the next heroic defeat of the lunatic left. Well done Jo Swinson for exposing the illiberal dimocrats as hectoring busybodies and splitting the traitors vote. Above all thanks to Nigel Farage who made independence possible and did the right thing in the final battle. We should elevate him to the highest echelons of the peerage, for no man hath done more for his country, perhaps Marquis or even Duke of Dover?
Null points for Nicola the Loch Ness Sturgeon, you can still play the Oppressed Scot card to screw more subsidy from Westminster, but you no longer face the terrifying prospect of another Indyref which you would loose because the Scots would now face a choice between a UK that gives them a big say and a big subsidy and an EU which would offer them neither.
When I first joined the fight under the UKIP flag many years ago this outcome seemed a very remote possibility, but somehow the British have finally managed it, conquered their fears and thrown off the shackles. I hope it will prove an example to other nations who will follow and that the EU will eventually revert to a simple group of freely trading friends as originally advertised. We taught the modern world democracy, and now we have shown how to maintain it.
This summer’s breakthrough in Hypersphere Cosmology leaves only dark matter to eliminate. The newly discovered mechanisms and equations of the Distance-Redshift relationship and Hyperspherical Lensing have eliminated the expansion hypothesis and dark energy entirely. The Big Bang hypothesis itself will not last much longer.
See https://www.specularium.org/hypersphere-cosmology and look at how much attention its getting.
Work on the hypothesis of Three Dimensional Time has taken second place to HC for a while but evidence seems to pile up in support of one of its main predictions, the existence of a Duon Boson: -
“PREDICTION: - This model describes the photon as consisting of a particle that carries a superposition of plus and minus one units of electric charge spin, and the Z boson as a particle that carries a superposition of plus and minus three units of electric charge spin. A third boson of this type should exist which carries a superposition of plus and minus two units of electric charge spin. This boson may have already appeared in the anomalous decay of Beryllium 8, and it seems to have a mass-energy of about 17MeV.”
Try googling ‘X17 Boson’ and see all the excitement.
This strengthens my conviction that the Higg’s Boson does not actually exist, the Higg’s mechanism does not apply, and the miniscule 125GeV blip on the graphs from CERN probably merely consists of a fleeting ZZ diboson.
The Arcanorium College website will close at the end of January 2020. For more than a decade it has provided a fertile and productive forum for the exchange of magical ideas. However, it has fallen prey to the vices of the internet, zero length attention spans and a relentless demand for novelty for which it does not cater. Plus, Chaos Magic seems to have become a victim of its own success, it has become the prime esoteric paradigm of western magical thought and you can find hundreds of books and websites about it.
Don’t forget to treat the Wizard in your life to a copy of The Esotericon and Portals of Chaos, for this festive season or the dark nights ahead.
Have a good one. Pete.
Breaking News! A visiting friendly giant with mathematical skills just put all the type 1A supernovae data through a massive calculation for me and herewith the result: -
It works for ALL data points. Appropriately enough the giant himself comes from the Antipodes (Australia).
Herewith a recent sci-fi board game system. The board represents space using star systems as nodal points connected by posible jump routes. All movement takes place simultaneously on the declaration of pre-wriiten destinations for starships. Combat between opposing ships that land on the same star system takes place by the simultaneous revealing of ship order of engagement and chosen tactical cards, the effects of which appear on the combat octagon charts. The system does not use dice or other sortilege procedures, everything depends on trying to anticipate an opposing commander's intentions in movement and tactical combat. Does this make it a game of chance or not?
The various classes of starship and the starsystem bases all consist of various nuts and bolts and masonry anchors and plumbing fittings painted matt mettalic. Such pieces have the advantage of standing upright and not cluttering the board, vessels of the same class all have the same appearance, and the pieces have a pleasing weight. Combat takes place only at star systems. Although the system used a 2D board to represent 3D space we can consider the stars as lying both above and below the plane of representation.
Legemeton flotilla threatens a Terran position.
Legemeton ~ Little Green Men of unknown origin and appearance.
Frontier Space War.
A boardgame system for modelling interstellar conflict as it may develop in coming centuries. This system uses concealed simultaneous choice of movement and concealed simultaneous choice of combat tactics rather than sortilege procedures to model the uncertainties of conflict.
1) Starships in the FSW Universe.
Common Classes of Vessel.
Common Name Firepower Defences Cost
Battleship 5 5 5
Cruiser 3 3 3
Destroyer 1 1 1
Factory 1 1 5
Common Name Firepower Defences Cost
Battlecruiser 5 3 3
Heavy Cruiser 3 5 3
Frigate Carrier FC 3 3 3 (Carries up to 5 Frigates)
Frigate 1 1 2 for 1. (Not jump capable)
2) Ship Movement in the FSW Universe.
At each turn all ships on all sides can move simultaneously.
All ships that move must move two star systems, slingshotting via an intermediary system at hypervelocity. (The presence of other ships at the intermediary star makes no difference)
Commanders write down the next position of each of the ships under their control on a log-sheet and then all commanders reveal their secret orders and move their ships accordingly.
A log-sheet for a small flotilla might look like this: -
Ship Initial position 1st Move, 2nd Move, 3rd Move, 4th Move, etc
Battleship N36 D43 H67
Cruiser N36 X14 L65
Destroyer N36 D43 H67
Destroyer N36 D43 H67
Destroyer N36 X14 L65
Here the flotilla starts at star system N36. On successive moves the flotilla splits in two with a pair of Destroyers accompanying the Battleship to D43 and then on to H67, whilst the other Destroyer goes with the Cruiser to X14 and then to L65.
3) Ship Combat in the FSW Universe.
When opposing vessels meet at a star system, combat occurs if any commander elects to attack opposing vessels. Combat proceeds by combat rounds until only the vessels of one side remain, the others having become destroyed or having managed to evade, or all commanders elect not to attack further.
A combat round begins with the Assignment of vessels. Commanders put forward a piece concealed within a hand against an enemy commander who must then put forward a concealed piece and then both reveal them simultaneously, until all attacking ships become paired.
If one side’s ships outnumber that of the other, then the commander(s) of the greater number may then assign any spare ships to join in where desired.
Combat rounds then take place between vessels assigned against each other. Each commander selects a tactical card for a vessel and puts it forward, both commanders then reveal their tactics and consult the tactical chart to assess the result.
If vessels from both sides survive their individual duels, then any vessels which did not evade successfully can go through another cycle of assignment and combat rounds. Ships which manage to evade during a combat round can voluntarily de-evade and participate in another cycle of assignment and combat rounds if desired.
Where more than one vessel becomes assigned to attack a single vessel the commander(s) of the multiple vessels may order them to attack individually and put forward a concealed tactical card for each. In this case commanders assess the effects of each of these chosen tactics against the single tactic chosen for the single vessel. Alternatively, the commander of the multiple vessels may coordinate Destroyers or Frigates with other vessels (subject to certain restrictions below) and chose a single tactic for them.
Ships coordinated together on a single tactic simply pool their firepower and defences and act in effect as a single more powerful vessel.
Restrictions on the grouping of Destroyers or Frigates arise from the telemetry problems associated with closely coordinating their actions:
a) A single Destroyer or Frigate can coordinate with a heavier vessel such as a Cruiser or a Battleship or a Jump Carrier or a Factory.
b) Two Destroyers or Frigates can coordinate with each other.
c) Destroyers or Frigates cannot coordinate with vessels from different allied civilisations.
The arrows on Combat Octagon 1 show the effects of eight possible tactical choices upon each another. A thick arrow shows that one ship has scored 3 against another. Middleweight arrows add a score of 2. Lightweight arrows add a score of 1. Red arrows or red circles show a score of 1, 2, or 3 against both ships.
If adding the arrow score to the firepower of the ship that scored the hit gives a number higher than the defence value of the target, the target ship becomes destroyed. In the unforgiving environment of space, shield and generator breaches invariably prove fatal.
Dotted lines show that a vessel which has chosen tactic 7 or 8 has achieved an evasion. To achieve an evasion against multiple opposing ships, a ship must evade them all.
When Ships attack Factories based on planets, commanders use Combat Octagon 2 in which they have fewer tactical options.
When a Factory comes under attack, commanders treat the Factory in the same way as a Ship for the purposes of Assignment. If all defending Ships have become destroyed or have managed to evade, the attacking commander may simply declare an evasion of remaining attacking Ships if an attack no longer appears worthwhile.
After the resolution of all combats, another turn begins, and commanders write new movement destinations for all the Ships they wish to move.
Thus, a complete turn consists of the following three phases.
a) Spending of Ship Units to create Ships which appear at the Factory.
b) The writing of movement orders on a ship-log. The mutual revealing of movement orders and the implementation of movements.
c) Combat resolution.
e) Production of Ship Units at Manufactories which lie on planets and have not moved during the turn. (Only one Manufactory can operate at any Planet.)
4) General Notes on Scenarios, Strategy, and Tactics in the FSW Universe.
a) The FSW system uses Topological Nodal Mapping of the contested areas of space. Points on the map denote star systems. Yellow points or markers show stars with inhabitable rocky worlds in an appropriate temperature range. Blue and Red points show stars which do not have such planets, Ships can go to such systems or slingshot past them whilst jumping but they cannot establish bases there. In most areas of space, uninhabitable star systems outnumber habitable ones by about five to one. Lines joining star systems show those within navigational range of each other and hence the possible ‘jump routes’.
Two dimensional representations of contested areas (with the stars and jump routes understood as projecting both above and below of the plane of representation and with some jump routes thus perhaps appearing to cross each other) prove most convenient. The scale of the map in relation to the sizes of the pieces should allow for the unambiguous positioning of groups of pieces around any star system.
To settle larger battles at star systems commanders may temporarily move all involved pieces off board to a convenient space and then replace the surviving ones on the board afterwards.
In Tournament Scenarios both or all commanders start with equal forces on a board with an appropriate (if somewhat unrealistic) symmetry, and the contest continues until one side achieves set victory conditions such as the elimination of all enemy Factories or Ships or the establishment of a set number of new Factories.
Initial set ups and dispositions should ensure the dispersal of forces between well separated Bases to avoid excessive force concentration and cataclysmic battles too early in the scenario.
Empire Building. Players start with some Factories placed and strive to expand their spheres of influence. Alliances may form and break.
Raids. An empire can over-extend itself by providing insufficient protection to peripheral areas or to areas where it has started to establish new Factories. This may offer opportunities for cost effective raids by smaller vessels against areas defended by too few heavier vessels. Deep Penetration Raids against Factories designated as politically important can also justify the commitment of heavy warships.
Convoy Operations can involve moving Factories or designated warships carrying items of great value from one side of an area to another against enemy interdiction.
Insurrection Scenarios can arise after cyber-warfare and/or political propaganda causes some Factories and Ships to rebel and fight for independence.
Tactical Notes. Jump Carriers enter combat with their Frigates already launched. Thus, a fully loaded Jump Carrier could in some circumstances engage several opposing ships by effectively reconfiguring itself as (3+1), (1+1), (1+1). Alternatively, the Jump Carrier could attempt to evade carrying its Frigates.
The civilisations from which fleets originate may not wish to allow commanders to become too powerful and may limit the number of replacements and reinforcements they can build.
5) Diplomacy and Treachery in the FSW Universe.
Scenarios involving more than two players provide opportunities for the making and breaking of alliances.
The simultaneous movement of ships requires trust between allies, and treachery can exploit this.
During a multi-player battle of several combat rounds, ships can change allegiances.
Diplomacy can proceed openly and/or by the passing of private notes.
The complexity of FSW lies above that of ‘family game’ but below that of ‘afficionado game’. However, game aficionados can easily complicate to game to any required degree of sophistication by adding house rules.
Whilst a two player game becomes a straight conflict based on bluff and an asymmetric rock-paper-stone type combat, multiplayer games tend to also involve elements of Diplomacy and Poker.
The rules do not forbid the use of psychic powers.