Browse the Grimoire

magic clear
With Image Story Cast
Rule The Veil How casting works in Uaellaen's Chronicles — the four steps, the cost ladder, and what the mana meter actually measures. Rule The Maker's Hand How things are made in Uaellaen's Chronicles — material, recipe, item; the quality tiers; and why an enchanted item is a spell given somewhere to live. Spell Lantern Truth Light · Circle 1 — A light, held — the light reveals, and the revealing is the whole argument, and the one who is revealed is the one who was already the shape. 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 Nameless Dark Dark · Circle 4 — The dark, set over a line — the names in the dark are taken out, one by one, and the line is the one who is not named, and the not-named is the whole argument. Spell Dread Shape Dark · Circle 3 — A shape in the dark, held — the dark is the absence that holds the shape, and the shape is the one who is not there, and the not-there is the whole argument. Spell Shadow Step Dark · Circle 1 — A step into the dark and out of the line of sight — the dark is the absence that holds the shape, and the shape is the one who is not seen. 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 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 Veiled Face Dark · Circle 2 — The face, taken out of the light — the dark does not hide the body, the dark *takes the face*, and the face is the whole argument. Spell The Dawn Rite Faith · Circle 4 — The rite, kept at dawn under silence — the oath is the whole argument, and the keeping is the exchange, and the keeping is never optional. Spell Hold the Line Light · Circle 4 — The line, held in the light — the light is the answer, and the holding is the whole argument, and the one who holds is the one who is still standing. 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 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 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 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 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 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 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 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 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 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 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.

By Mark

air (7) animated (1) arcane (1) construct (1) crafting (1) current-universe (1) dark (5) dark-elf (1) dragon (1) earth (6) elemental (1) elementalist (1) elf (1) enchantress (1) erudite (1) faith (1) fire (6) golem (1) high-elf (1) intelligence (1) light (5) magic (57) non-pc (1) plane (1) poison (6) protagonist (1) race (3) remedy (1) rule (4) scholar (1) spell (48) stats (1) story (1) story-cast (2) sylvan (1) the-forgotten (1) veil (1) venom (6) water (6)