Some Basic Occult Terms You Should Know
If you're a newbie occultist, you might feel a bit thrown off by all of the arcane terminology and magibabble that your books will start throwing at you. Here's a list of all the most important and/or most misued terms, and what they're supposed to mean. (If you're a fantasy writer and you want some authentic occult terms to use for your magic system, this might be useful for you, too!) I have a list of occult fields and divination methods here, so I'll leave them off this list.
Altar: Your working space for ritual. It's called an altar because magic is (usually) an inherently spiritual endeavor — you are communing with grand cosmic forces, of one kind or another. A basic altar consists of your magical tools, candles (for vibes), and images or statues of whatever spirits you're working with. (Spelled altar with an "a," not alter with an "e." An alter is a headmate or a personality in a DID system.)
Athame: A ritual knife, specifically one used in Wicca. It's mostly used for directing energy, rather than for cutting things. (Sometimes, a knife or sickle that is used for cutting things is called a boline.)
Apotropaic: Referring to protection magic. An apotropaic charm is a spell meant to keep bad stuff away. Amulets are apotropaic talismans.
Astral: The spirit world. The astral plane is the literal or figurative "above" in "As above, so below." "Astral" can refer to ethereal or spiritual beings or "energy." Sometimes magic is called "Astral Light," like the Force in Star Wars. Astral projection is traveling through the astral plane during meditation, by sending one's spirit or astral body away from one's physical body.
Besom: A witch's broom, specifically a traditional broom made of twigs tied around a pole. It's just an old term for a broom. (Witchcraft likes to make use of Old and Middle English words.)
Baneful: Describes any kind of spell designed to harm or inhibit another person. Also called malefic (as opposed to benefic) magic.
Banishing: A spell that is designed to force unwanted vibes out of a space. Usually performed at the beginning and end of a ritual, so you can begin with a "blank slate." It's like hitting the magical reset button. Also good for managing negative emotions. The best-known banishing in Western occultism is the Lesser Banishing Ritual of the Pentagram. A banishing can also be a type of baneful working that forces a person's influence out of your life.
Binding: A spell that is designed to prevent a person or entity from acting. A binding spell can prevent a person from harming themself or others, or prevent a spirit from misbehaving.
Charm: A generic term for a spell, especially one represented by a physical object or phrase. A lot of charms are inscriptions or symbols written on paper and kept on one's person.
Conjuring: A spell or ritual that summons a spirit. Invocation and evocation are both types of conjuration.
Correspondences: Magical properties of things existing in nature, e.g. colors, crystals, plants, animals, elements, planets. They were once called occult virtues, and were a staple of Renaissance magic. They're like the building blocks of a spell or ritual, and they can be used as tools to align natural forces with the magician's intent.
Curse: A baneful enchantment, a spell designed to cause harm to another person. There's lots of different types of curses, and lots of reasons to cast one. Sometimes the word hex is used interchangeably.
Demonolatry: The practice of worshipping demons, as opposed to demonology, which is the study of demons or any magical working involving demons. Some magicians prefer to bind and command demons rather than worshipping them, but demonolators treat demons the way pagan witches typically treat gods.
Divination: Acquiring information by magical means. There's thousands of different methods. Some of the more popular ones are cartomancy, reading cards, cleromancy, casting objects like stones or dice, and scrying, staring into a blank object like a mirror or a crystal ball. Astrology is a kind of divination, too.
Ego Death: A particular type of mystical experience, in which one becomes "submerged" in the infinitely vast presence of God or the Universe, and briefly loses one's sense of self. It can be traumatic the first time one experiences it, which is why it's compared to or symbolized by death. Subsequent times are usually much more peaceful and enlightening. A prerequisite for most mystical traditions.
Egregore: An entity created and sustained by a group of people, a collective thoughtform.
Elements: Much of Western esotericism is based around the four classical elements, Earth (🜃), Air (🜁), Fire (🜂), and Water (🜄). They're better understood as the four states of matter: solids (🜃), liquids (🜄), gasses (🜁), and plasma (🜂). Each one is understood as a spiritual force, with its own correspondences and areas of life that it governs. Much of Western magic involves harnessing their influence.
Enchanting: Imbuing an object or place with magic. The magic of the enchantment will last much longer than the duration of the ritual.
Evocation: Calling a spirit to appear before you within a ritual space, a more correct word for summoning. Ideally, a successful evocation will cause the spirit to manifest before you in some way (though you might need a scrying mirror in order to see it).
Familiar: A personal spirit that aids a witch or other magic practitioner. Distinct from a servitor in that it is an external entity that helps the witch of its own accord, not one that the witch themself has created. Traditionally shaped like an animal, but not always. (Lately, the term has become popular as a word for a witch's pet or animal companion. Lots of people use the word "familiar" to refer to pets that aid with magical workings. Traditionally, though, familiars are spirits, not actual animals.)
Fetch: A witch's astral body (or servitor) sent forth to do their bidding.
Glamour: A type of enchantment or illusion spell that changes the appearance of something. In real life, glamour spells won't literally change the physical appearance of a thing, but they will change people's reactions to a thing, e.g. casting a glamour on yourself can cause other people to perceive you as being more attractive.
Grimoire: A book of magic (as opposed to a book about magic). There are lots of mysterious magic books that circulated in Europe in the Middle Ages and early modern period. These books are full of spells, rituals, and weird symbols meant to conjure spirits, gain secret knowledge, and control other people. Modern grimoires are books of practical spells and rituals for experienced practitioners, as opposed to theory or how-to guides. Most occultists also keep a personal grimoire to record their own spells and rituals and their results. (In Wicca, a personal grimoire is called a "Book of Shadows.")
Incantation: Magic words, especially spoken (as opposed to written) spells.
Invocation: Calling a spirit to give you some of its power, either by lending its attention or influence to your magical working, or by physically possessing your body and mind. The latter type of invocation can be partial, meaning you share your body/mind with the spirit, or total, in which the spirit possesses you completely. Don't attempt total invocation alone! Total invocation needs a group ritual, so that other people can tell you what you do and say while possessed, and keep you safe. (Besides, partial invocation is intense enough as it is.)
Left-Hand Path: In Western occultism, the Left-Hand Path is an umbrella term for traditions that take an iconoclastic or self-interested approach to magic. LHPers tend to resent dogma, question taboos, and place emphasis on one's personal power or divinity over unification with the Divine or service to others.
Magic: It's impossible to properly define "magic," with all of its nuances, in a list like this. So I'll give the short version: One famous definition is Aleister Crowley's, "causing change in accordance with Will." This is a pretty broad definition that includes anything done with intention. A more academic definition of magic is "heterodox ritual behavior." Personally, I prefer "harnessing spiritual or supernatural forces to cause desired change in one's life."
Mysticism: The practice of facilitating direct interaction with the Divine, i.e. meeting God face-to-face, in order to acquire spiritual knowledge. Mysticism is taxing and comes with a real risk of insanity, so, it requires a lot of diligent study and mental discipline for most people.
Necromancy: Originally, necromancy referred to a type of divination, which involved calling the spirit of a dead person to ask it questions. (The "Speak With Dead" spell in D&D is a great example of traditional necromancy.) Lately, though, "necromancy" has come to refer to any kind of magic involving the dead. (Be respectful! Dead people are still people.)
Patron Deity: A god or goddess that takes a personal interest in you and your spiritual development. You can't force a god to take interest in you, so you may or may not have a patron deity. If you don't have one, don't worry, you can still do magical work with gods! See this post for the rundown. (Btw, the feminine of "patron" is patroness, not "matron." "Matron" means something different.)
Pentacle: A type of circular talisman inscribed with a sigil representing a spirit or planet, used to evoke its influence. Typically worn as a pendant. Also refers to a pentagram (five-pointed star) in a circle.
Poppet: A doll made of clay or cloth used to represent a person in a spell. In pop culture, poppets ("voodoo dolls") are best known as cursing tools, by being pricked with pins or otherwise harmed in order to harm the person. But there are lots of potential uses for poppets beyond that! For example, they can also be used as healing tools by being stuffed with herbs, or taken care of like a sick person. A type of sympathetic magic.
Projection: Pushing one's own magical power or intention out of one's body, using one's wand or dominant hand. Astral projection is pushing one's spirit out of one's body. A projection is also a type of illusion that creates the appearance of something that isn't there (as opposed to a glamour, which disguises something that is there).
Right-Hand Path: In Western occultism, the Right-Hand Path is an umbrella term for traditions that adopt a formalized structure, and/or place emphasis on mystical union with God and achieving enlightenment. The RHP tends to be more community-focused, as opposed to the LHP's radical individualism. RHPers also care about order, and working according to established traditions.
Servitor: An entity created by the magician. Usually, servitors are "programmed" to perform specific tasks, like magical robots. A servitor created by a group of people is an egregore. A servitor with its own personality and agency is sometimes called a tulpa, but this word is appropriated from Tibetan Buddhism, so I tend not to use it. (My personal spirit insists that he is not a tulpa. Also "tulpamancy" drives me up the wall — "-mancy" means divination, people!)
Sigil: An abstract symbol or glyph meant to represent the desire or intention of the magician. Can also be a generic term for magic symbols or seals in grimoires. Sigils have ancient roots, but the practice of turning one's desire or intention into an unreadable symbol is a modern one. Sigil magic streamlines the process of casting a spell, making it simple, but more difficult, because you have fewer tools and gimmicks to do the heavy lifting for you. (Technically, a sigil does not have to be a symbol — it can be a mantra or incantation, a song, a series of dance steps, etc. as long as it abstractly represents the desire.)
Sympathetic Magic: Magic that affects a target by acting upon a symbol of the target, like using a poppet to represent a person, or using a rose to represent the influence of the planet Venus. Anything you do to the symbol, you do to the target. The magical connection between the symbol and the target is called a "sympathetic link." Correspondences are often used as material representations of immaterial things, like luck or love or protection. By acting upon the material object, you affect the immaterial thing.
Talisman: A spell in the form of an object. There's lots of different kinds of talismans: magic words or sigils written on paper, enchanted jewelry, pentacles, natural objects with their own magical properties (like crystals or feathers), packets of herbs and other ingredients, etc. An amulet is an apotropaic talisman. A talisman has to be the spell itself, so, magical tools are (mostly) not talismans.
Theurgy: Deity work. Magic or mysticism involving the invocation of deities, or the practice of casting spells with the aid of a god or goddess. Mystical theurgy attempts to acquire knowledge of the universe by contemplating the Divine, eventually reaching unification with it.
Thoughtform: A thought or idea that is projected out into the universe so that it will manifest physically. The more coherent the thoughtform, and the more willpower behind it, the easier it will be for it to manifest. Thoughtforms are based on the idea that thoughts alone have some degree of existence, even agency. Everything man-made began as an idea in someone's head...
Trance: An altered state of consciousness. Most kinds of magic require one to be able to enter a trance state at will. There are lots of methods of entering a trance state, in broadly two categories: inhibitory trance, which creates an altered state of consciousness by physically restricting the body or mind, and excitatory trance, which creates an altered state of consciousness by overstimulating it.
Unverified Personal Gnosis: The divine messages or insights that a mystic receives during ritual or trance. They're unverified because they don't really hold water for anyone but the mystic themself. (It is not a good idea to go around insisting that your revelations are the infallible word of God and everyone should listen to you.) Shared Personal Gnosis is when multiple mystics have similar experiences or revelations. Verified Personal Gnosis is when your experiences or revelations are attested in historical sources.
Ward: A type of apotropaic spell that protects an area, like a kind of spiritual shield.












