Browse the Grimoire
Spell
Corrode Iron
Poison · Circle 2 — The iron, taken apart — the corrosion is the whole argument, and the corrosion does not cut, and the corrosion wins by the slow argument that the edge was always the one who was losing.
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.
Spell
Ground Grab
Earth · Circle 1 — A handful of the ground, raised and held.
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.
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.
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.
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*.
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.
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
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
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
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
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
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
Ember Touch
Fire · Circle 1 — The hand lights.
Spell
Tide Break
Water · Circle 5 — The line's signature — the tide, drawn and let go where the hand says, and the tide is the one who is still standing, and the one who cast it is the one who gave the blood, and the blood is the one the story remembers.
Spell
Drown Glass
Water · Circle 4 — A sphere of pressurized water, held in the hand and let go where the hand says — the pressure is the whole argument, and the sphere does not cut, and the sphere does not flow, and the sphere is the one who is still standing.
Spell
Current Walk
Water · Circle 3 — A path of moving water, drawn under the foot and held — the water carries, and the carrying is the whole argument, and the one who walks is the one who is still standing.
Spell
Ice Grab
Water · Circle 2 — A limb, frozen in the shape the hand held — the water finds the gap and the gap is the limb, and the limb is the one who is still standing, and the standing is the one who has to wait.
Spell
Flood Voice
Water · Circle 2 — A torrent, drawn and let go where the voice says.
Spell
Water Thread
Water · Circle 1 — A jet of water, drawn in a line and let go.
Spell
Cinder Tongue
Fire · Circle 5 — The dragon's breath, held in the hand and let go where the hand says.
Spell
Cinder Fall
Fire · Circle 4 — A rain of cinders, set over an area and held.
Spell
Firebrand
Fire · Circle 3 — A burning arrow, drawn and let go — the fire is the head, and the head flies true where the hand points.
By Mark
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