Enchants a stone that functions at +1 “to hit” and damage (i.e., 2 hp if thrown, or 1d4+1 hp if fired from a sling). Each stone issues a sharp report upon impact. For every 3 CA levels one stone is enchanted:

Table 103: Magic Stone Spell
CA Level No. of Stones
1–3 1
4–6 2
7–9 3
10–12 4

Magic stones can be launched with a sling or hurled as normal stones by the caster or an ally. Only one stone can be hurled at a time unless the target is no more than 10 feet away, in which case multiple stones may be hurled. Once a magic stone is tossed, its enchantment is lost, whether it strikes its intended target or not. If a sorcerer is struck by a magic stone whilst casting a spell, the spell is disrupted, even if the optional concentration check is in play, and spell loss is automatic.


The illusionist creates a glowing, palm-sized sphere of energy based on one of the seven colours of the visible spectrum. The prismatic orb may be hurled up to 30 feet at a single foe. This functions as a missile attack roll with a bonus +2 “to hit” against the target’s armour class. The colour of orb conjured is determined randomly by a d8; a result of 8 indicates a special orb that cycles rapidly between two colours, delivering the effects of both colours.

Table 107: Prismatic Orb Effects
d8 Result Prismatic Orb Effect
1 Red orb that inflicts 1 hp of burning damage per CA level.
2 Orange orb that inflicts 2 hp burning damage per CA level.
3 Yellow orb that partially blinds the visual organs of the target as per a light spell (−2 “to hit,” −2 AC, and −2 saving throws; sorcery saving throw negates); duration is 1d2 + CA level in rounds.
4 Green orb that sickens target for 2d4 rounds unless a death (poison) save is made; –2 “to hit” and saving throws.
5 Blue orb that inflicts effects similar to a chill touch spell; sorcery saving throw or victim suffers 1d4 hp of energy-sapping damage and is penalized –1 “to hit” and damage rolls for 1d2 + CA level in rounds.
6 Indigo orb that causes the target to wander about confused for 1d6 rounds; sorcery saving throw modified by willpower adjustment (if applicable) negates the spell.
7 Violet orb that shoves the target with 10 pounds of force per CA level (cf. shove spell) unless a sorcery save is made.
8 Two colours: Roll twice, ignoring results of 8.

A prismatic orb may not be hurled through barriers and will return to the caster’s palm up to three times if it misses its intended target; however, each time it returns to the caster’s palm, a (possibly) new colour(s) takes form; i.e., a d8 must be rolled again. A returned orb must be hurled on the next round or it disappears.


The target of this spell (human, humanoid, or giant) must make a sorcery saving throw, modified by willpower adjustment, if applicable. If the save fails, the victim views the caster as a close and trusted comrade to be protected and defended for the duration of the spell. If the ensorcelled victim understands the caster’s language, the caster can “suggest” the victim perform various tasks, so long as they are not diametrically opposite to the victim’s nature.

The spell dispel magic can cancel this spell. Otherwise, additional sorcery saving throws (willpower adjustment applies) are allowed to break the spell at a time predicated on the targets intelligence (IN) score.:


Sorcery transports one or more lesser dæmons from Underborea as selected by the sorcerer, depending on need. The dæmons will arrive 1 round after the spell is cast and will perform their designated task, after which, dead or alive, they will either disappear or turn on the caster and/or any allies (see below). When casting this spell, the sorcerer must explicitly state the summoned type: “defender,” “illuminator,” or “seeker.”

Betrayal: Dæmons are infamous for betrayal. Upon completing their prescribed task, they may turn on the sorcerer and/or any allies on a 1-in-6 chance. Dæmons are, however, subject to morale checks during the entire summon dæmon process. Those that fail will attempt to flee (if possible), now permanent inhabitants of Hyperborea that may one day seek revenge. Wise sorcerers are known to take sanctuary within the confines of a candlelit magic circle whilst casting and maintaining this spell; of course, the magic circle will only protect the sorcerer, not allies.


The sorcerer or another recipient is instantaneously transported with all gear intact to any unoccupied space on the same world/dimension. Distance is irrelevant. An unwilling recipient may make a sorcery saving throw to resist the spell (and see below). Teleportation is dangerous sorcery. The less familiar with the destination the caster is, the greater the risk of error and, potentially, injury or death. Roll a d20 to determine the results of the teleport spell:

Table 120: Teleport Spell
Familiarity with DestinationResult of Spell
Very FamiliarSomewhat FamiliarVaguely Familiar
d20 Resultd20 Resultd20 Result
1–181–151–10Success
1916–1811–151d10×10 ft high
2019–2016–201d10×10 ft low

The three degrees of familiarity are defined as follows:

Success indicates the desired location has been achieved without error. Teleporting too high may result in a fall, in which case 1d6 hp damage should be rolled for every 10 feet fallen. Teleporting too low might cause one to appear in solid ground, in which case death is instantaneous. (Teleporting the subject to an occupied space cannot be intentional; the destination must be an unoccupied location on solid ground.) Exceptions can apply. For example, a sorcerer who attempts to teleport to the ground floor of a two-storey building might end up 20 feet too high, in which case he appears on the roof.