Browse the Grimoire
Spell
Reaveil
Light · Circle 3 — The name, taken back — the light reveals what the dark took, and the taking back is the whole argument, and the name is the one the camp has to read.
Spell
Heal Hand
Light · Circle 2 — The wound, held in the light — the light is the answer, not the question, and the answer is the whole argument, and the wound is the one who is closed.
Spell
Line of Dawn
Light · Circle 2 — A line of light, drawn and held — the light is the answer, and the line is the whole argument, and the dark is the one who does not cross.
Spell
Shadow's Oath
Dark · Circle 5 — The line's signature — the dark, held where the hand says, and the absence is the whole argument, and the one who cast it is the one who gave the blood.
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
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
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
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
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.
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
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
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
Tail Strike
Venom · Circle 2 — The tail, drawn and let go where the hand says — the venom carries the wound in the tail and in the tooth, and the wound goes where the hunter points it.
Spell
Venom Vein
Venom · Circle 3 — The vein, found and set — the venom is the delivery, and the vein is the road the wound goes where the hunter points it.
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.
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.
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
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
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 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.
By Mark
air (9) ancient (9) animal (143) aquatic (9) backstory (13) beast-folk (9) bestiary (123) carnivore (22) character (12) combat (16) crafting (48) current-universe (12) dark (7) dark-elf (6) dragon (14) earth (8) fire (8) goblin (9) god (15) god-like (10) god-servant (6) herbivore (6) home (72) item (25) light (8) magic (57) material (12) omnivore (40) overpowered (13) pantheon (12) predator (7) race (40) recipe (8) remedy (10) rule (10) spell (48) story-cast (37) undead (15) venom (8) water (9)
Character
Race
Location
Faction
Creature
Magic System
Historical Event
Concept
Episode
Deity
Dragon
Rule
Item
Material
Recipe