Heroes of Midhgardhur
Seidhur roughly translates as “witchcraft,” and is seen in the North as a womanly form of magic. Seidh-konur and seidh-menn are normally Witches as per the Advanced Player’s Guide. Traditionally the magic of seidhur includes shamanic magic (like spirit journeys, healing by removing “elf-shot” from the bodies of the sick, magic psychiatric treatments by recovering lost portions of the soul-complex, etc.), prophecy, channeling the gods or their voices, magic that affects weather or animal movements, malefic magic, etc. Most characteristic is illusion and deception – sjonhverfing.
There is often confusion between seidhur and spae, the art of prophecy (of Oracles)
Seidhur is normally a solitary art, practiced alone or with family, though there may be attendants or a chorus to assist in rituals.
Seidhur often makes use of a ritual seat or platform, called a seidhhjallur, and sometimes the risky practice of utiseta (literally “sitting out,” i.e. on a burial mound overnight, communing with the dead, but risking arousing the unquiet dead).
Sometimes seidhur involves shamanic practices like shape-shifting or projecting one’s spirit into the body of an animal, a practice known as gand-reidh (“riding the wand”) or “faring forth.”
Seidhur practitioners are said to be able to unleash the winds, tame tempests, send snow upon their foemen, and lash the ocean to fury.
Seidhur is also associated with spinning and weaving, and the making of magical protective garments like the gorningstakkur, or “witch’s shirts,” and magical items like the Raven Banner (which was white but turned black in battle, and the raven depicted seemed to flap its wings, the magic used to protect one’s troops and terrify the foemen).
Some sedihur practices are associated with making taufir (sg. taufur), or “amulets.”