Browse the Grimoire

With Image Story Cast
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

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