Spell Name: Odin's Songs
Spell Description: There are a few different processes for runic magic. You decide what effects you wants, you choose the most suitable rune or runes for that, you choose the location that would best draw out the effects of the runes, you actually carve the runes, you pray to the gods that ruled over each rune or magic used, you check on the effects, and you destroy the runes you had carved in order to end the effects.
These eighteen songs (
ljóð) are spells the Norse god Odin wrote to describe the 18 runes of the Norse alphabet and their magic he discovered when he hung himself on the World Tree Yggdrasil. By using the Idol Theory, one can sing the songs to be able to use the runic spells instead of carving them, which is more complicated. They are also more powerful than normal runic spells. The magician begins his spells by first signing:
Ljóð ek þau kann
er kannat þjóðans kona
ok mannskis mögr (I know the songs
that no ruler's wife knows,
nor anyone's son)
It is then followed by the actual songs:
First rune:
Hjálp heitir eitt
en þat þér hjálpa mun
við sökum ok sorgum
ok sútum görvöllum(the first is called "Help",
and it will help you
with disputes and griefs
and absolutely all sorrows.)
This song allows one to triumphs over adversity, basically allows one to have amazing luck by allowing all kinds of ''miracles'' to happen. However, it has a weakness: despite the their name, the ''miracles'' are not that miraculous. The magician can use the "rune of miracles" to reset a bad situation, but as long as the chance of it becoming favourable
is not zero. Since miracles can't really happen and everything is, in fact, a matter of possibilities, the rune can only make a miracle happen if the possibility isn't 0%. Also, the spell functions only if the magician is in a really bad pinch (''sorrow''). If there exists another method for the magician to escape his bad situation, even if he does not know it, the spell won't activate. It can be said that it helps only if you tried to help yourself first.
Second rune:
Þat kann ek annat
er þurfu ýta synir
þeir er vilja læknar lifa(I know a second
which the sons of men need, who leechcraft long to use.)
A simple healing spell that can be used indefinitely but not on the caster.
Third rune:
Þat kann ek it þriðja
ef mér verðr þörf mikil
hapts við mína heiptmögu
eggjar ek deyfi
minna andskota
bítat þeim vápn né velir(I know the third:
if great need befalls me
for a fetter for my enemy,
I can blunt the edges
of my enemies,
that weapons and staves do not bite for them.)
The pure version of ''Thororm's Defense Formula'', a defensive spell which, regardless if it's magical or scientific, as long as the caster can identify it then the offensive value a weapon can be "Set to zero". In the case of projectiles like bullet or arrows, they would loose all momentum and becomes useless. Explosives would need other interferences to explode after the effect expires. In theory, it can affect even nukes. Contrarily to its diluted version, its effects last as long as the caster wants it to. Since it's not Knight Leader's version, it still works against people of British royal blood. However, it still has some weakness: if the caster can't see the weapon then the spell can't be casted. Also, if he is overwhelmed with many different attacks by different kinds of weapons, the magician theorically couldn't block them all at once due to the possibility of mistaking one kind of weapon for another. This spell can only affect something that uses a weapon/medium, so anything that's purely magical/power related won't be affected by it.
Fourth rune:
Þat kann ek it fjórða
ef mér fyrðar bera
bönd at bóglimum
svá ek gel
at ek ganga má
sprettr mér af fótum fjöturr
en af höndum hapt (I know the fourth:
if men put
fetters on my limbs,
I sing so that
I can go:
fetter springs from my feet
and bond from my hands.)
This spell allows its caster to become literally
unstoppable. No matter what you throw at him or if there is a wall between him and his target, he will always, always find a way to go through unscathed. He is not invulnerable; it's just that
nothing can stop him. However, one can work their way around that by creating a strategy wherein not stopping would be disadvantageous for their opponent. It's difficult to do but it's realizable, since they can temporally slow down the monster by overwhelming him with many, many attacks, giving them time to make a strategy. One of the best would be to find a trap that will activate after the magician accomplishes his objective. Due to the nature of the spell, the caster doesn't pay attention to his surrounding, only looking ahead. It is not rare to hear of a magician who, after defeating a foe, is suddenly killed by a ridiculous spell that he could have sensed coming if he had paid attention.
Fifth rune:
Þat kann ek it fimmta
ef ek sé af fári skotinn
flein í fólki vaða
flýgra hann svá stinnt
at ek stöðvigak
ef ek hann sjónum of sék(I know the fifth:
if I see an arrow, shot in malice
to fly into a host,
it does not fly so strongly
that I cannot stop it,
if I catch sight of it.)
Similar to the Third Song and Thororm's Defense Formula, but instead of blocking weapons, once sung, this spell allows to catch any projectile thrown at the caster: arrow, spear, bullets, even, theorically, missiles. It works in that the magician's reaction time is increased exponentially and, at the same time, he makes any projectile thrown at him make move at a constant speed in the direction he wills it, regardless of any force acting upon it, essentially breaking the laws of motion. However, strangely, the projectile must be whole in order for the spell to work. So if one were to shoot at the caster an arrow lightly scratched, he wouldn't be able to stop it, rendering this spell pretty useless.
Sixth rune:
Þat kann ek it sétta
ef mik særir þegn
á rótum rams viðar
ok þann hal
er mik heipta kveðr
þann eta mein heldr en mik (I know the sixth:
if a warrior wounds me
with the root of a strong tree
and calls forth hatreds from me,
then the harms eat the man and not me.)
Originally used to counter curses, this spell can nowadays be labeled as ''the magical Automatic Reflect'', because it reflects every spell that come at the caster. This ability is automatic, so any kind of spell coming his way will have no effect on him, as they will be redirected, even if he is unaware of their presence. Mental attacks, attempts of mind control and illusions are also repelled. It doesn't matter if the spell is strong or not: it will be reflected right back at its caster. In fact, this ability is even more dangerous if the other magician casts an upper tier medium spell or a Pope-class spell. If a spell of this output was to be reflected, the incoming force would be much higher than the caster's defense. Even if many spells were trying to overwhelm the magician, it wouldn't do any good as since he is not defending, but simply reflecting, his shield is not
stopping the magical attack, but instead
diffusing it. Evidently, this type of defense only works against normal human magic; thus Magic God's magic or angelic magic completely ignore this reflection and still reach the magician. However, the spell has idiosyncrasies when reflecting out impacts, as such there are some magical attacks that the ''shield'' cannot fully escape. If ever a competent person can calculate the shockwave pattern, then they can open a hole in the spell's reflection. Using this technique requires the usage of advanced computers to calculate and predict the impact patterns.
Seventh rune:
Þat kann ek it sjaunda
ef ek sé hávan loga
sal um sessmögum
brennrat svá breitt
at ek honum bjargigak
þann kann ek galdr at gala (I know the seventh: if I see a high hall to burn around my table-companions, it does not burn so bright that I cannot save it, when I can sing the spell.)
This spell can theorically only stop an arson. However, in Western magic, fire can have different meanings (i.e. sometimes lightning is called ''fire of the gods'' in ancient mythology). As such, the spell stops everything related to fire: it can stop firearms from functionning, reduce an explosion to nothing and, most of all,
stop all forms of electricity from functionning (in a 10km radius). The weakness of this spell is that it doesn't work when surrounded by water, like on a boat or in the rain, since the water ''is already'' extinguishing the power. So if one brings the magician near a sprinkler system, the spell is completely useless.
Eighth rune:
Þat kann ek it átta
er öllum er
nytsamligt at nema
hvars hatr vex
með hildings sonum
þat má ek bœta brátt (I know the eighth, which is useful for all to take: wherever hatred grows among the sons of the prince, I can quickly cure it.)
This spell works a bit like ''Divine Punishment'', only that, instead of stripping people of their consciousness if they bear any ill will towards the caster, it forcibly supress it. As such, the affected will never be hostile against the magician, even if he attacks them. Their mind is at peace whenever they are near or see the magician. The effect still last on the victims, even if the magician is gone, as it works like hypnotism: the spell still lingers on their subconscious, only to be reactivated once they see the caster again. If one is subjected to the spell once, they will be for the rest of their lives, unless the original caster dispell it. It's not that bad, as it doesn't affect the daily life. Still, this spell does not have the same scale as ''Divine Punishment'' as it only works in a 100 meters radius. As such, the caster can still be taken out by a long range-type of attack, whether a scientific sniper or a magical long range spell. And it's not a mind control-type of spell: the magician does not
control his victims, he can only
suggests that he is not a threat. However, people like Kihara Amata, who can kill with none of the hostility that is normally associated with it, are not at all affected by the Eighth Rune.
Ninth rune:
Þat kann ek it níunda
ef mik nauðr um stendr
at bjarga fari mínu á floti
vind ek kyrri
vági á ok svæfik allan sæ (I know the ninth: if I need to save my ship afloat I can calm the wind on the wave and lull the whole sea to sleep.)
A spell that can stop any environmental disturbances, even natural disasters such as tornadoes, volcanic eruptions, floods, earthquakes, etc. Is very effective against lightning or wind-type abilities.
(
you can see where I started not to care anymore)
Tenth rune:
Þat kann ek it tíunda
ef ek sé túnriðir
leika lopti á
ek svá vinnk
at þeir villir fara
sinna heimhama
sinna heimhuga (I know the tenth: if I see witches playing in the air, I can so arrange it that they go astray from their proper shapes and proper thoughts.)
A confusing spell, which erases the memories of the person targeted and changes their appearance, making the person unable to tell who they are and rendering them unrecognizable by others as well. The target is technically ''dead'' and has been ''reborn'' as another. Fortunately, the effects do not last long.
There are 8 other songs, but at this point, I was pretty much fed up with it all.