Hyperion
Browse the public spells that belong to this world. Select a card to read more.

Wisper Of Wills is a rare cantrip that can be wielded by those either decendances of or blessed by the divine powers, such as Tieflings, Aasimar, Bards, Paladins, and Clerics. This enchanting spell allows the caster to exert control over a small group of people or a single individual, with the duration varying based on the number of targets and their willpower. The spell's effectiveness is enhanced when the affected individuals are already infatuated or in awe of the caster, making it a valuable tool for those with high charisma. Once the cantrip is cast, the caster can maintain control without needing to remain in the target's presence, and the affected individuals will have no memory of the enchantment upon its expiration. However, the spell cannot be used to directly harm the targets, and its powers are less effective on enchanted beings like Dwarves, Elves, and Orcs.
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A rare cantrip only teachable to one who is a decendant of, or blessed by a devine. Examples of weilders are races like Tiefling or Aasimar, and classes like Monk, Ranger, or Rogue. This cantrip is less effective on beings with enchanted sight abilities like Dwarves, Elves, and Firblogs. Phantom Faze is a perfect choice for any being looking to sneak around undetected, or have a distinct fighting advantage. This cantrip is perfect for those with advanced dexterity. When used, the weilder can hide their physical form in a personally chosen haven while their essence stays intact, thus becoming invisible and emitting no sound. It's duration and cantrip regeneration time depends on the weilders skill and their connection to the arcane. On average, a weilder can hold the spell as long for 1 hour with a required regeneration of 2 to peform again. If used again before full regeneration occurs, the cantrip takes a toll on the weilders body causing 1 hit point of Nercrotic damage per minute. Though the weilders body is exposed, unprotected, and vaunerable to attack or damage in their haven, they are able to sense danger or foul play, thus allowing them to recall their physical form at any time. If their body is damaged beyond their lifeforms durability, they die too. When in Phantom Faze form, the weilders essence can still act and move as normal. They are able to fight, see, touch, and perform other actions as if their physical from was there.
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The Blood Moon Rage is a rare and powerful cantrip, accessible only to the lycantropes of the Grimfangs. When a Grimfang becomes enraged, they can summon a deep, primal power within themselves. This rage turns their vision red and enhances their constitution, dexterity, and strength, transforming them into a formidable, nearly unstoppable killing machine. The spell's effects make the wielder a potent tank, particularly for a barbarian. However, this power comes at a cost - the wielder's vision narrows, and they struggle to differentiate friend from foe, exposing them to attacks from angles outside their limited field of vision. The blinding rage to slay all in their path can also lead to the regrettable demise of allies who fail to avoid the wielder's path. The Blood Moon Rage is a testament to the raw, animalistic nature of lycantrope kind.
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The Sly Moon is a potent ability that grants its wielder enhanced stealth capabilities. When activated, the user's movements become virtually silent, and their appearance blurs, granting them an advantage on all stealth-related actions for one turn. This makes the Sly Moon an invaluable tool for those seeking to catch their prey unaware, allowing for devastating surprise attacks. However, the ability comes with a drawback - once its effects fade, the wielder experiences a profound sense of drowsiness, causing them to roll at a disadvantage for the following turn. This temporary vulnerability serves as a balancing factor, ensuring that the user must carefully time their use of the Sly Moon to gain the most benefit while minimizing the risk of being caught off-guard in its aftermath.
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Believed to be a gift of their diety Selune, the Direbane clan of the Crescent tribe have a unique precongnitive ability, called The Eye of Selune. It allows the weilder to see glimpses of the future. The ability is only usable during deep meditation and only offers a small vision that the weilder must decifer. The deeper meditation the weilder is in, the stronger the ability and results are.
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The Lunar Kiss is a unique and powerful ability that has been passed down through generations within the Moonclaw clan of the Crescent tribe. When wielded in battle, the user can produce a potent venom from their claws. This venom, upon entering an enemy's bloodstream through a slash or puncture, causes the victim's wounds to heal at a much slower rate. This, in turn, leads to a prolonged and more severe bleeding, gradually draining the target's life force as they struggle to recover from the effects of the attack. The ability is named in reverence to the clan's deific patron Selune, whose grace and influence are said to empower this unique technique. The Lunar Kiss is a testament to the Moonclaw's mastery of their craft and the deep connection they share with the celestial forces that guide their people.
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The Sonic Howl is a potent ability that can only be learned by the Stormhowler clan of the Crescent tribe of lycanthropes. When unleashed, the wielder emits a powerful, resonating howl that can captivate and disorient nearby creatures. Targets within a 30-foot radius must succeed on a DC 15 Wisdom saving throw or become paralyzed for one round, unable to move or take actions. Even on a successful save, the creatures still take 3d6 psychic damage from the sheer force of the howl. The true power of the Sonic Howl, however, lies in its ability to project the wielder's voice over great distances, allowing them to warn their fellow lycanthropes of impending danger, no matter how far away they may be.
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