Browse the Grimoire

With Image Story Cast
Dart True
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.
Wound With Address
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.
Fang Point
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.
Long Rot
Spell 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.
Poisoned Ground
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.
Set Terms
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.
Sick Broth
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.
Rot Limb
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.
Marsh Taint
Spell 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.
Shear Blade
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.
Wind's Verdict
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.
Sky Tear
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.
Gale Carry
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.
Still Room
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.
Wind Lane
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.
Gale Whisper
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.
Mountain's Voice
Spell 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.
Buried Road
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*.
Stone Fist
Spell 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.
Quake Step
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.
Stone Skin
Spell 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.
Ground Grab
Spell Ground Grab Earth · Circle 1 — A handful of the ground, raised and held.
Cinder Fall
Spell Cinder Fall Fire · Circle 4 — A rain of cinders, set over an area and held.
Hearth Wall
Spell Hearth Wall Fire · Circle 2 — A wall of flame, raised in a line and held.

By Marks

air (10) ancient (9) animal (143) aquatic (9) backstory (13) beast-folk (9) carnivore (22) character (8) combat (28) current-universe (12) dark (7) dark-elf (6) divine (5) dragon (7) dwarf (5) earth (8) elf (6) fire (8) goblin (9) god-like (10) god-servant (6) herbivore (6) humanoid (6) light (8) magic (56) moor (5) mystery (5) omnivore (40) overpowered (13) pantheon (12) poison (6) predator (7) protagonist (6) remedy (10) story-cast (37) the-forgotten (6) undead (15) venom (8) warrior (6) water (9)