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TEUTONIC MAGIC - Awaken Video

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14: SEIDH-<strong>MAGIC</strong><br />

Seidh-magic has been described as a form of shamanic practice, in contrast to the more directly magical<br />

workings of galdr-magic, although in fact there is a great deal of shamanic practice in runic magic as<br />

well, and the two overlap somewhat. The working of seidhr-magic originated with the Vanir and was<br />

brought to the Aesir by Freyja, who taught it to Odhinn.<br />

Historically, seidhr seems to have been thought of as less respectable than galdr-magic, and<br />

certainly as unmanly. In the Lokasenna, Loki taunts Odhinn with having woven spells and flown about<br />

like a witch, "were these womanish ways, I ween".[1] A seidhkona (female) was feared, but respected; a<br />

seidhmadhr (male) was looked upon with contempt as well as fear. This attitude probably stemmed from<br />

the fact that the Germanic women were always thought of as closer to the worlds beyond Midgardhr and<br />

the workings of the Norns, and that the magical workings involving faring forth into the other realms and<br />

fore-seeing that-which-should-become were largely kept from men. Consequently, over the course of<br />

time seidhr became classed simply as "women's magic." It is also true that visionary ability is more easily<br />

awakened in women than in men, and that seidhr, like many shamanic forms, may have involved the<br />

temporary feminization of the male practitioners.<br />

The term seidhr is used here to cover a number of related arts:<br />

faring forth from one's body, usually in the "hide" of an animal or with the aid of the fetch; sending the<br />

fetch out itself; performing works to directly affect the mind or soul of another while out of the body;<br />

sitting out in a circle at night to hold conversation with various spirits and beings; and the trance of the<br />

spakona or spamadhr (ill- translated as "prophetess," "prophet"), the faring to the Well of Urdhr for the<br />

sake of seeing the patterns of what is becoming and what should be ~- fore-sight much surer but harder to<br />

achieve than the reading of the runes, being shown as visions rather than a casting, which depends on the<br />

vitki's ability to read and understand and which thus may be easily mis-read. The word “seidhr" is related<br />

to the root for "seethe," and it is thought that part of this practise involved the boiling of objects for<br />

magical purposes while singing magical songs (perhaps part of the origin of the "witches' brew" of<br />

folklore?) There has not, however, been much study done in recreating this aspect of seidh-magic, and it<br />

was not well thought of even in heathen times.<br />

FARING FORTH<br />

The first of these crafts, faring forth in the shape of an animal, is the most commonly written of<br />

among the seidh-skills. The Heimskringla mentions that "Odhinn could shift his appearance. When he did<br />

so his body would lie there as if he were asleep or dead; but he himself, in an instant, in the shape of a<br />

bird or animal, a fish or serpent, went to distant countries on his or other men's errands." [2] It is also<br />

described how another wizard went forth in the shape of a whale to scout out Iceland for an invasion, both<br />

judging the earthly lay of the land and testing the strength of the guardian spirits of the land (see Chapter<br />

18, Landvaettir). This tale shows that one of the advantages of seidhr is that when one is faring forth, one<br />

is able to see all manner of things which are hidden from the eyes of the body. This practice has survived<br />

long past the coming of Christianity in most Germanic areas. Tales of witches going forth in the hides of<br />

other creatures were not unusual as late as the sixteenth century, when the well-known witch Isobel<br />

Gowdie confessed to having gone into the skin of a hare or a cat.<br />

Faring forth in an animal hide should not be confused with the berserkergang, although both have<br />

been classed as forms of lycanthropy. When one fares forth, one keeps one's human mind and only the<br />

shape changes. In the berserker fit, one is altogether overcome by the beast within, and dressing in the<br />

animals skin is merely an aid by which its spirit can take one over. The two workings are similar in many<br />

ways, but one is a magical means to a number of possible ends while the other is an end in itself and<br />

belongs properly to battle-magic and the mysteries of Odhinn. Also, the berserkergang, being limited to<br />

one type of animal, would seem to call upon the might of the fylgja, while one wight can take many forms<br />

through simple shape-changing. This is further discussed under Outdwellers.<br />

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