Wyrd

Wyrd is a form of sorcery practiced among the Aesir, and first learned by Odin, the pantheon's leader, after he drank from the Well of Fate in Asgard. The power of Wyrd comes from the Charms, mystical symbols which, when successfully employed, each produce a unique magical effect. Those who use practice the arts of Wyrd are known as Casters.

There are two methods of using the Charms, the first and more frequently employed being called Casting. Casting involves making a sequence of hand and finger movements which create the Runic symbol of a Charm, which appears as a brief trail of light in the air before being released at its target, and fading away after it makes contact. Thanks to the presence of the Shroud on Earth, most mortals there are unable to see the images of the Charm's Rune, merely the gesture itself.

The other method of employing Charms requires a Charm's Rune to be inscribed into a physical object, granting anyone who wields it the power of the Charm in question, even if they have no experience wielding Wyrd. After the Rune is imbued into an object, the Charm is cast in the Rune's presence. The more number of times the Charm is cast, and the more skilled the Caster, the more potent the power imbued into the object. However, the Casting must be carefully controlled, or else the power released will simply cause the object to explode. Once the Casting into the Rune halts, the level of power imbued into the object becomes set, and cannot be altered.

Each Charm has a unique and specific effect, which cannot be altered, though Runes can be applied to enchanted objects to allow for access to the effects of multiple Charms. Additionally, Charm Casting requires use of one's hands and fingers, and restraining or damaging them will prevent a Caster from making use of Charms.

## Mastering Charms

Every Charm must be mastered individually, for the most part. The first element to mastering a Charm is mastering the complicated sequence of hand movements needed to Cast it. Next, one must practice controlling the flow of magical energy generated whenever performing those movements, and learning to successfully channel it and Cast the Charm. The act of Casting a Charm is all or nothing, either it achieves its function, or it fails utterly.

The potency and duration of a Charm is affected by the Caster's skill in Wyrd.

* Petty Casters produce Charms that take effect for a moment, then end, and only produce small effects.
* Simple Casters are able to Cast more potent Charms, which can typically last minutes to hours.
* High Casters can bring forth Charms that are very powerful, and last days, weeks, or even months.
* Epic Casters unleash Charms of devastating potency, which usually last for years at the very least, and can even be permanent until broken.

## Charms

* Azir: Using this Charm calms the mind, clearing it of all turbulent emotion and allowing for mental peace, at least temporarily.
* Bíta - Called the ‘Cutting Charm’, this charm conjures a rune that will cleave through most materials- causing a deep rooted gouge that bites as true as any blade's edge. This can be used to sever bonds, slice through obstacles, or rend through flesh- leaving a deep and thick wound wherever the charm lands.
* Udam: The Udam Charm relieves physical pain and heals the body with a touch.
* Hrun: Causes any weapon afflicted by the Charm to be rendered harmless, unable to wound anyone it strikes.
* Skujir: When cast at any form of physical binding, such as a rope or set of manacles, the binding is undone.
* Ofnar: Alters the course of any projectile, allowing the caster to redirect it or bring it harmlessly to a halt.
* Mror: Turns any spell or curse back on whoever cast it.
* Uspell: Snuffs out any fire that it is directed at.
* Yggnor: Any being targeted by this Charm has all aggression purged from them, preventing them from raising a hand against any other being.
* Lokvar: The use of this Charm calms the weather, soothing storms, gentling the wind, or clearing away fog,
* Shrrgen: Any shapeshifting creature outside its natural shape becomes locked in whatever form it is in, preventing it from returning to its true form.
* Rording: When cast upon an individual, it causes all weapons directed at them to turn aside.
* Loga - A blazing charm that conjures a blast of fire from the user's hand. Known as the ‘Surtr’s Fist’ charm.
* Hvir: When cast upon a recently deceased individual, this Charm raises their soul long enough for the Caster to interrogate them.
* Aela: Any individual who has this Charm cast upon them instantly becomes enamored of the Caster, and will remain so until their desire is sated somehow, such as with a kiss or full-on intercourse.
* Frjósa - Summons a blast of frigid cold which freezes most anything in its path, coating it in ice. Depending on the Caster’s strength, the ice conjured can be flimsy and easily shattered, or become a glacier in density.
* Yvari: If a Caster uses this Charm on any individual, they become aware of the target's name.
* Valdi: This Charm will clear grime, dust, and any other unclean pollutant from any surface it strikes.
* Kaldir: The Kaldir Charm will pull any object it strikes into the hand of the Caster.