Browse the Grimoire
Spell
Dart True
Venom · Circle 2 — A dart, drawn and let go where the hand says — the venom is the delivery, and the dart is the one who carries the wound with an address, and the address is the whole argument.
Spell
Wound With Address
Venom · Circle 5 — The line's signature — the wound, drawn and let go where the hand says, and the delivery is the whole argument, and the one who cast it is the one who gave the blood.
Spell
Fang Point
Venom · Circle 1 — A point of venom, set in the wound — the venom is the delivery, and the delivery is the whole argument, and the wound goes where the hunter points it.
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Long Rot
Poison · Circle 5 — The line's signature — the decay, set and held where the hand says, and the arithmetic is the whole argument, and the one who cast it is the one who gave the blood.
Spell
Poisoned Ground
Venom · Circle 4 — The ground, set with the wound — the venom decides who walks it, and the walking is the whole argument, and the one who walks is the one who was already the address.
Spell
Set Terms
Poison · Circle 4 — The terms, set in the air between two fighters — the poison does not strike, and the poison does not chase, and the poison *sets the terms*, and the terms are the ones who are already losing.
Spell
Sick Broth
Poison · Circle 1 — A taint, set in a cup, a well, a wound — the poison does not chase, it *sets the terms*, and the terms are already losing.
Spell
Rot Limb
Poison · Circle 2 — A limb, taken apart — the decay is the whole argument, and the decay does not strike, and the decay wins by the arithmetic of the slow argument that everything given will be returned.
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Marsh Taint
Poison · Circle 3 — The ground, set bad — the poison makes the water bad, and the water bad is the whole argument, and the one who drinks is the one who was already the terms.
Spell
Shear Blade
Air · Circle 2 — A line of air, drawn sharp and let go where the line says — the air does not hold a shape, so the air *cuts*, and the cut is the whole argument.
Spell
Wind's Verdict
Air · Circle 5 — The line's signature — the wind, drawn and let go where the hand says, and the carrying is the whole argument, and the one who cast it is the one who gave the blood.
Spell
Sky Tear
Air · Circle 4 — A tear in the air, drawn and held — the distance where the other man is a rumor, and the rumor is the one who is about to find out the shape of the tear.
Spell
Gale Carry
Air · Circle 3 — The air under the foot, drawn and held — the fighter walks on the wind, and the walking is the whole argument, and the ground is the one who is left behind.
Spell
Still Room
Air · Circle 2 — The air in a room, held — the sound stops, the dust hangs, the breath of the one in the room is the only sound there is.
Spell
Wind Lane
Air · Circle 1 — A lane of moving air, drawn in a line and held — the air carries the arrow true, the feather far, the spark across the gap.
Spell
Gale Whisper
Air · Circle 1 — A breath, drawn and let go — the air carries the sound, the smell, the shape of the moment, and the carrying is the whole argument.
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Mountain's Voice
Earth · Circle 5 — The line's signature — the mountain, raised and let go where the hand says, and the weight is the whole argument, and the one who cast it is the one who gave the blood.
Spell
Buried Road
Earth · Circle 4 — The ground closes over a line — the road, the wall, the gap — and the earth does not move, so the earth *buries*.
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Stone Fist
Earth · Circle 3 — A fist of the ground, raised and let go where the hand says — the weight is the whole argument, and the fist does not cut, and the fist does not flow, and the fist is the one who lands.
Spell
Quake Step
Earth · Circle 2 — A line of the ground, shaken under the feet — the earth does not move, so the mage moves it a hand's breadth, and the hand's breadth is the whole argument.
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Stone Skin
Earth · Circle 2 — The body takes on the weight of the earth — the skin hardens, the breath slows, and the fighter is the wall for as long as the breath holds.
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Ground Grab
Earth · Circle 1 — A handful of the ground, raised and held.
Spell
Cinder Fall
Fire · Circle 4 — A rain of cinders, set over an area and held.
Spell
Hearth Wall
Fire · Circle 2 — A wall of flame, raised in a line and held.
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