The Sorcery Club Informative Summary

Overview:

The novel “The Sorcery Club” by Elliott O’Donnell is a captivating tale of three unemployed men in San Francisco who stumble upon a book detailing the lost civilization of Atlantis and its use of black magic. Driven by desperation and a thirst for wealth, they form a syndicate called “The Sorcery Company Limited”. Their journey involves mastering the art of black magic through a series of tests and initiations, culminating in a pact with the “Unknown” power behind the magic.

The novel weaves together elements of historical fiction, mystery, and the occult, creating a world where magic and the supernatural are real forces. As the trio gains power, they use their newfound abilities to manipulate others for their own gain, often engaging in black magic practices like divination, thought transference, and conjuring spirits.

Key Findings:

  • Black magic is real: The novel presents a world where magic is a tangible force with specific rules and practices.
  • The power of will: The characters acquire their magic powers through intense concentration and willful intent, suggesting a link between the power of the mind and the supernatural.
  • The cost of power: The trio’s pursuit of power comes at a heavy cost, leading to immoral actions and ultimately their downfall.

Learning:

  • The nature of black magic: The text explores the principles of black magic, including specific rituals, incantations, and materials needed for its practice.
  • The danger of unchecked power: The novel serves as a cautionary tale about the dangers of seeking power without moral restraint. It highlights the potential for corruption and self-destruction that can arise from unchecked ambition.
  • The significance of historical context: The novel draws upon historical and cultural elements, including references to ancient civilizations like Atlantis, Irish mythology, and the practices of witchcraft, providing insights into the historical context of the occult.

Historical Context:

The novel was published in 1912, a time of rapid societal change marked by technological advancements, scientific discoveries, and growing interest in the occult and spiritualism. The novel reflects the anxieties and fascination with the unknown that characterized the era, exploring the potential for both good and evil in the supernatural.

Facts:

  • Atlantean civilization: The novel describes a lost civilization called Atlantis that existed between America and Ireland in the Atlantic Ocean.
  • Atlantean sorcery: The Atlanteans were masters of sorcery, capable of controlling natural forces, influencing others’ minds, and communicating with spirits.
  • The Unknown: A powerful supernatural entity, known as “Daramara” or “the Unknown” is responsible for bestowing magical powers to those who perform the necessary rites.
  • The Book of Mysteries: “Brahnapotek” or “Book of Mysteries”, a text containing the secrets of black magic, was written by Barrahneil, the 51st sovereign of Atlantis.
  • The Deluge: The destruction of Atlantis was caused by a massive earthquake, resulting in the continent’s submergence.
  • Superphysical manifestations: The novel presents spirits such as trolls, pixies, nymphs, and imps as real beings.
  • Occult Powers: Various occult powers, like Rabsés (music), Brakvos (medicine), and Derinas (love) are described.
  • Temple building: Atlanteans built temples dedicated to individual spirits, later evolving into places of worship with rituals and priests.
  • First priests: These “showmen” used spiritual manifestations as a way to make money, ultimately replacing genuine spirit contact with elaborate rituals and incantations.
  • Evocation of spirits: Evocation of spirits, practiced by the Atlanteans, is believed to be the origin of modern spiritualism.
  • Vice Elementals: These are spirits that are antagonistic to humanity and are associated with negative emotions and vices.
  • Mumia: The essence of life that lingers in body parts after death, used in various black magic practices.
  • The Magnes Microcosmi: A magnet made from human hair or blood that attracts diseases and properties, used to inflict maladies on others.
  • Impact of Black Magic: The practice of black magic ultimately led to the downfall of Atlantis, demonstrating its corrupting influence.
  • The Seven Vices: These include greed, lust, sloth, pride, envy, wrath, and gluttony, and are associated with negative occult forces.
  • The Seven Types of Spirits: The spirits most antagonistic to humanity include Vice Elementals, Morbas (Disease Elementals), Clanogrians (malicious family ghosts), Vampires, Barrowvians (phantoms of prehistoric beings), Planetians (spirits from other planets), and Earthbound Spirits of the Dead.
  • The Seven Stages of Initiation: The characters must undergo seven stages of initiation to fully master the art of black magic.
  • Divination: The first stage of initiation grants the power to detect the presence of water and metals and to read people’s thoughts.
  • Second Sight: The second stage grants the ability to separate one’s immaterial body from the physical form and project it.
  • Invisibility: The third stage allows the practitioner to become invisible at will, walk on water, breathe underwater, and understand animal languages.
  • Infliction of Diseases: The fourth stage grants the power to inflict diseases, torments, and plagues.
  • Healing: The fifth stage allows the practitioner to cure all ailments.
  • Transformation: The sixth stage grants the power to transform humans into animals.
  • Ultimate Power: The seventh stage grants complete mastery over all arts and sciences, including necromancy, and the power to control women’s wills and affections.

Statistics:

  • $10,000 a week average earnings: The Sorcery Company earns an average of $10,000 per week selling spells and performing supernatural feats.
  • £100,000 owed by Dick Davenport: Davenport owed his business partner John Martin £100,000 at the time of his death.
  • £200 fee for retrieving magical ingredients: John Waley, a former employee of the Brazilian government, charges £200 to collect the specific magical ingredients needed for the characters’ practice.
  • £50 guineas fee for occult instruction: Madame Elvita, an occultist in New Bond Street, charges 50 guineas for teaching the secrets of Black Magic.
  • £10,000 wager: The Sorcery Company bets £10,000 against Martin and Davenport, challenging them to solve their magic tricks.
  • £20,000 paid to Martin and Davenport: The Sorcery Company wins the wager and pays Martin and Davenport £20,000.
  • £1000 bail: Hamar is arrested and denied bail, and later bribed his lawyer £1000 for his release.
  • £1000 for a love spell: Lady De Greene paid £1000 to the Sorcery Company for a spell to hasten the death of a person she disliked.
  • £50,000 inheritance by Shiel Davenport: Shiel Davenport inherits £50,000 from his uncle’s investments in enamel-ivorine.
  • £100,000 dowry: Lilian Rosenberg demands £100,000 as a dowry before she agrees to marry Kelson.
  • £20,000 wedding gift: Hamar offers to pay Lilian Rosenberg £20,000 as a wedding present if she breaks off her engagement with Kelson.
  • £10,000 per week: The Sorcery Company earns an average of £10,000 per week in profits selling their services.

Terms:

  • Astral Plane: A plane of existence beyond the physical world, inhabited by spirits and other supernatural entities.
  • Clairvoyance: The ability to see things beyond the normal range of human perception, often through spiritual means.
  • Concentration: A mental practice involving focused attention and will-power, used to access and control supernatural abilities.
  • Elementals: Spirits of nature that embody natural forces and can possess human forms and objects.
  • Karma: A concept from Hinduism and Buddhism, referring to the law of cause and effect, where actions have consequences.
  • Mumia: A magical substance used in black magic, often taken from the body parts of humans or animals.
  • Psychometrist: A person with the power to interpret the past, present, and future through physical objects.
  • Projection: The ability to separate one’s immaterial body from the physical form and project it to a remote location.
  • Spells: Ritualistic incantations or practices used to influence events or affect others.
  • Spiritualism: The belief in the existence of spirits and the ability to communicate with them.
  • Trance: A state of altered consciousness where a person is seemingly controlled by a spirit or other supernatural force.
  • Vice Elementals: Spirits associated with negative emotions, vices, and harmful forces.

Examples:

  • The “Brass Coffin” trick: A person disappears from inside a sealed coffin, reappearing elsewhere.
  • The “Eve at the Window” trick: A woman seemingly disappears from a closed window.
  • The “Floating Head” trick: A head is levitated and appears to float in mid-air.
  • The “Mango Seed” trick: A mango seed is swallowed, and the entire fruit emerges from the person’s mouth.
  • The “Haunted Bathing Machine” trick: A person appears and disappears in a sealed bathing machine.
  • The “Girl with Five Eyes” trick: A person appears to have five eyes.
  • The “Vanishing Bicycle” trick: A bicycle vanishes from a stage.
  • The “Table Turning” trick: A table is moved and made to communicate through rapping.
  • The “Flying Man” trick: A person seemingly defies gravity and flies in mid-air.
  • The “Tiger Taming” trick: A man enters a cage with a fierce tiger, subduing it through the power of the Red Laryx stone.

Conclusion:

“The Sorcery Club” is a thrilling and cautionary tale about the pursuit of power, exploring the seductive nature of black magic and its potentially corrupting influence. The novel highlights the dangers of seeking supernatural abilities without moral restraint and the disastrous consequences that can result from ambition unchecked. While the characters experience exhilarating moments of power, they ultimately succumb to their own vices and the sinister forces they have unleashed.

Learn more

Jessmyn Solana

Jessmyn Solana is the Digital Marketing Manager of Interact, a place for creating beautiful and engaging quizzes that generate email leads. She is a marketing enthusiast and storyteller. Outside of Interact Jessmyn loves exploring new places, eating all the local foods, and spending time with her favorite people (especially her dog).

Make a quiz for your business with AI

Use our AI quiz maker to create a beautiful quiz for your brand in a minute.

Make a quiz - for free