TEUTONIC MAGIC - Awaken Video
TEUTONIC MAGIC - Awaken Video
TEUTONIC MAGIC - Awaken Video
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herbs you use for this purpose are nonpoisonous, and also remember that a little herbal taste can go a very<br />
long way: half or a quarter of an ounce of dried herbs is enough to flavor a five-gallon batch of strong<br />
mead quite thoroughly. It was common practice among the Norse people to brew their enchantments into<br />
ale or mead; you may make small batches for specific purposes, or hallow a general-purpose batch which<br />
may be directed towards more specific ends later. Care should be taken if the enchantment itself is<br />
directly tied to the ever-growing action of the yeast. It is quite possible to end up with something much<br />
stronger than you expect and hence potentially disastrous (rather like intending to smoke marijuana and<br />
ending up on a surprise acid trip).<br />
If you are unable to actually brew an enchanted drink, scraping the runes into mead or ale and<br />
singing the galdrar into it, being sure that your breath stirs the surface of the liquid, is equally as<br />
traditional. A more potent enchantment may be set into mead by repeating the rite for three or nine nights.<br />
Herbs may be steeped in it as well, though the same cautions apply as do to brewing with herbs. A single<br />
fresh leaf or small dried pinch is quite enough for one bottle.<br />
Another alternative to brewing, especially if you wish to use herbal lore in conjunction with runic<br />
power, is the creation of herbal tinctures or fluid condensers. These are less traditional than the other two<br />
means, being dependent on distilled liquor as a base, but are still within the spirit of Teutonic tradition<br />
and can be quite powerful. Herbal tinctures can be made by filling a clean glass jar two- thirds with fresh<br />
or dried herbs, then filling it to the brim with Everclear or unflavored vodka (methyl alcohol must not be<br />
used). This should be done on the night of the New Moon, after which one should trace the runes and sing<br />
the galdrar appropriate into the tincture every night of its maturation. If runes are to be scraped into it, this<br />
should be done on the night of the Full Moon after the tincture is strained, or else a drop of the vitki's<br />
blood should be added on that night in the final ritual of enchantment. A few drops of this tincture may be<br />
taken internally (if none of the herbs used were poisonous); otherwise it may be used to charge an item<br />
which, for whatever reason, cannot have runes carved into it. The herbs strained out may be dried slowly<br />
in your oven and used as recels.<br />
NUMBER<br />
Number is used in Teutonic magic for the purpose of increasing the effectiveness of runic writings and<br />
spells. It differs from standard Western numerology in that the Germanic counting worked on a base-12<br />
system (whereby we still have “eleven, twelve" instead of "oneteen, twoteen"). Hence the consciousness<br />
of "perfect numbers" is shifted to twelve, its factors, and their multiples.<br />
Number in runic inscriptions can be shown by the total of the numbers of the runes in the<br />
inscription or by the number of runic staves (bind-runes counting as a single stave). These numbers can<br />
be used to multiply the potency of a runic incantation or to guide the sphere through which it works,<br />
according to either general Teutonic numerology or the specific numerology of the runes.<br />
ONE: One is the prime source and the end of the synthesizing process; in all Indo-European cultures, a<br />
single thing or deity will quite often be divided into three aspects: Odhinn = Odhinn/Vili/Ve, Odhinn/<br />
Hoenir/Lodurr; the Well of Wyrd = Hvergelmir, Mimir, Urdhr, etc. An understanding of this continual<br />
process of division and synthesis is important to the working of Teutonic magic, especially as numerical<br />
lore is concerned.<br />
TWO: In Teutonic magic, the power of duality is not so much conflict of opposites (which, to be<br />
effectively powerful, must be resolved into the synthesis of the triad) as it is the common working of<br />
complements (ehwaz). This can be seen in the archaic dual kingship, the Vanic twins Njord/Nerthus and<br />
Freyr/Freyja, and the pairs Geri/Freki (Odhinn's wolves) and Huginn/Muninn (Odhinn's ravens), as well<br />
as the other manifestations of dual power discussed under ehwaz. It is associated with active balance.<br />
THREE: Three is the first of the great magical numbers of the Teutonic people. As two is the number of<br />
active balance, three is the number of action/reaction. It represents the synthesis of opposites to create<br />
directed force (see thurisaz), as fire and ice create the first life. A chant or word of power is often repeated<br />
three times to set it into action, and a rune is carved three times to multiply and activate its power. It is<br />
both permissible and effective to alter the galdr slightly with three repetitions, being sure to stick to the<br />
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