The following is a listing of some the rituals of Seidhr magic. It is more of a sampling than a complete list, however. Players should feel free to think of other potential effects and discuss it with the GM.
  Charms are simple magic workings which can be done with chanting and use of prepared materials.
Charm, Line of Sight
This covers any number of spirit curses which can affect the
long-term fortunes of the target. The practitioner needs only to
lock eyes with the target, at which point the curse takes effect.
The practitioner marks the target, and invokes spirits who listen to
her to work ill upon the target. This has no instant effect, but will
instead come to pass over the next days, weeks, or even months.
Common curses include:
Charm, Touch
This is a simple ritual representing the general healing arts of the
practitioner. The practitioner pays 1 magic point, and that day will
count as two days for the healing of a given target's wounds.
Charm, Touch
This is a simple ritual to fool the untrained eye. The practitioner
pays 3 magic points, and for as long as she remains touching a single
item, she can make it appear as something else. A person could appear
as a goat or a rock, a sword could appear as a feather or a stick.
The single catch is that this will not fool another practitioner, who
can automatically see through the deception with second sight.
Charm, Line-of-sight
This is a charm to hold someone in place, unaware of the passage of
time, for as long as the practitioner can lock eyes with the target.
The practitioner must remain unmoving while this is in effect.
  A sending is a powerful ritual for which the practitioner must go into a trance upon a platform. It is helpful but not required for there to be singers who aid in the casting.
Sending
This creates an area of misdirection up to a mile across, where all
familiar landmarks become confused. As long as the practitioner
remains in a trance, any without second sight cannot find their way
through this land.
Sending
This influences a large group of animals to a general behavior, such
as to flee or to violently charge. It can affect all of the animals
within an area around a mile to a few miles across. The animals
exact behavior cannot be controlled unless the practitioner has a
material form to guide them (such as through shape-shifting -- see
below). If so, then the material form must travel amongst the
animals.
Sending
This creates an area of storm, calm, fog, or other weather. It may
be a mile to several miles across. It can move to follow a ship or
party, but only if the practitioner has a material form to direct
it (such as through shape-shifting -- see below). If so, then the
material form must travel at the heart of the weather sending.
Sending
This is a powerful ritual by which the practitioner ventures forth in
animal shape in the physical world. The animal can move and act as
any animal of its type, but its toughness (i.e. hit points) is that of
the practitioner. The animal can be distinguished because it has
human eyes.
Sending
This is a powerful ritual by which the practitioner ventures forth in
human shape in the physical world.
Enchantment
This is an enchantment ritual which produces a gorningstakkr ("witch's
shirt") that is proof against iron, such as the one woven by Katla for
her son Odd in the Eybyggja saga or the one woven by Ljot for her son
Hrolleifr in Vatnsdoela saga. This requires a permanent investment of
POW, however. Your permanent POW stat will decrease by the amount
of protection the shirt gives (6 points will make it the equivalent of
finest mail).