Browse the Grimoire
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.
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
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
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
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.
By Mark
magic (6)
poison (6)
spell (6)