Secret Spells of Hekte

Map of HekteSorcery, of course, is forbidden in the Empire of Hekte, one of the key lands in The Paragon Blade. They will not forget the horrors and evils unleashed by the demonologists of the Hellbound Empire. Only Imperial bondsmages, carefully monitored and suitably restrained, are allowed work magic under the watchful eyes of the Bureau of Arcana.

At least, officially. There are still many sorcerers in the Empire; secret societies and cabals flourish in every province, and they’ve developed their own unique spells. Here, then is one spell from each of the nine remaining provinces.


From Aklos, the province of scribes and bureaucrats, comes the useful charm called Palace of Memory.

Palace of Memory

Cost: 1

You perfectly recall the details of a place you’ve recently visited. You may move about this memory, examining details (such as words written on a page) but may not perceive anything beyond the reach of your senses at the time. While walking the palace of memory, you appear to be in a trance.

If you spend another point of Power, you may share this memory/illusion with another.

The major benefit of this spell, of course, is the ability to use Investigative Abilities on the recalled detailed. A character could, for example, use Scholarship to do a detailed analysis of a ledger they only glimpsed in passing, or Forbidden Lore to translate ancient runes.

Casting the Palace of Memory Spell

You conjure a memory of the past.


Advance 10+: You conjure the memory perfectly; you may examine it for as long as you wish, but only a few heartbeats pass in the real world.

Hold 4–9: You conjure the desired memory; the trance lasts about five minutes.

Setback 3 or less: The trance is unstable; you may only use one investigative ability on the recalled memory.

Extra Problem: You are discovered while in the trace, possibly accruing suspicion or +1 Peril, as the GM chooses.



Lonely is the grim Plateau of Los, where it is not good to go. The stern keepers of the Bureau of Arcana sometimes employ the bondsmages to hasten travel across the wastes by means of his spell, the Chariot of Winds.

 Chariot of Winds

Cost: 4, +1 per added passenger above 3

You conjure a ball of howling wind that shoots along the ground, carrying you and up to two other people at great speed, covering up to 200 miles in a day.

The chariot moves in straight lines – it can be steered, but not with any grace or accuracy. It can bounce or slide around most obstacles, but can be stopped by high walls, or pierced by darts or other sharp objects; doing so ends the spell. It whips up damaging winds as it travels, ruining crops and tearing up the earth. It’s also tremendously loud, very obvious and for the passengers it’s rather like being inside a barrel that’s rolling down a mountainside for eight hours. But at least it’s fast.

Casting the Chariot of Winds Spell

You hurl yourself across the surface of the earth with speed and violence.


Advance 10+: Your chariot is remarkably comfortable, graceful – and quiet.

Hold 4–9: You get to where you’re going more-or-less in one piece, apart from some minor bruises and a ringing in your ears. Gain 2 Peril if you’re trying to stay unnoticed.

Setback 3 or less: Your chariot goes wildly off course, depositing you several miles away from where you intended to go. Also, gain 2 Peril.

Extra Problem: Cuts and Bruises (p. 308 of the preview pdf).

Est Alos

In Est Alos, the evil of the Hellbound Empire lingers. The shadow of the Dark Lands lies heavy here, and whispering voices from the shadows teach the spell Demonic Ward.

Demonic Ward

Cost: Any amount of Power

Unseen demonic horrors guard you, and any who wish you harm suffer their wrath.

 This spell counter the ill-effects of Peril. When the GM spends Peril points, mischievous imps manifest and interfere with whatever was about to endanger you. For example, if you’re making a Stealth test to remain unseen, and the GM spends 2 Peril to inflict a Penalty die on you, describing it as a guard approaching your hiding place, this spell would counter the Penalty die and the guard would be harassed by demons. Or if a dragon was about to set you on fire, the imps might guard you from the flames.

Demonic Ward only affects challenges where there’s a creature or some other active opponent.

Casting the Demonic Ward Spell

You call on demons to guard you from home.


Advance 10+: This spell counters an amount of Peril equal to the amount of Power spent, +2.

Hold 4–9: The spell counters an amount of Peril equal to the amount of Power spent.

Setback 3 or less: The spell counters an amount of Peril equal to the amount of Power spend, -1.

Extra Problem: The Peril is not countered -merely deferred until the start of the next adventure.


In witch-haunted Styrae, a corrupted and incomplete version of this spell is a common children’s song.

Curse of Weakness

Cost: 2 Power

When you cast this spell, you bind your own fate to that of a named foe, so that when you face them in battle, they are struck down with terrible weakness and fear.

When this spell is cast, you must name a specific individual and write their name on a scrap of paper. You must then somehow get the individual to carry that paper – they need not be aware of it, so you can slip in into their pocket with Burglary or stick it inside their clothing before they get dressed.

If you’re engaged in a physical contest with that creature, you will always at least Hold. You can only have one Curse active at a time; to remove an existing untriggered curse, the scrap of paper must be burned.

Casting the Curse of Weakness Spell

You demand the spirits curse your foe.


Advance 10+: Not only will you always at least Hold in the contest, you gain an extra die.

Hold 4–9: The spell works.

Setback 3 or less: The foe senses that they’ve been (potentially) cursed and will be on guard for suspicious pieces of paper.

Extra Problem: Foreboding Feeling (p. 310 of the preview pdf).



In Cordobel it is said ‘the sword points to truth’; this spell makes it doubly so.

Blade of Truth

Cost: 1

You enchant a weapon to reveal the secrets of your foe.

When you (or another wielder) strike a foe with the enchanted weapon, you get a brief glimpse of the foe’s thoughts. The exact information divulged is up to the GM; you may shape it with an Investigative Ability push (“I search his mind for Forbidden Lore”).

The spell lasts for one scene.

Casting the Blade of Truth Spell

You draw a sigil of truth on the weapon.


Advance 10+: The spell works especially well; you gain a bonus Push that can only be used with this spell.

Hold 4–9: The spell works.

Setback 3 or less: The spell works, but the opponent knows you’re peeking in their mind.

Extra Problem: The sigil of truth glows brightly, letting everyone know the weapon’s enchanted.


In rustic, isolated Mior, magic is savage and secretive.

Command Shadow

Cost: 2

You make a shadow into a solid mass that moves and flows according your desires.

The shadow you choose must be within your field of vision. The shadow is semi-solid; it can stretch, manipulate objects and even attack foes, but it stays rooted in place. (So, if you command a guard’s shadow, it stays attached to the guard and moves with him.) Casting the spell gives you 1 or more Shadow dice; these dice can be assigned to any reasonable Physical challenge involving an animated shadow.

Casting the Command Shadow Spell

With a glare, you make the shadows move.


Advance 10+: You gain 4 Shadow dice.

Hold 4–9: You gain 2 Shadow dice.

Setback 3 or less: You gain 1 Shadow die.

Extra Problem: If the shadow is damaged, you gain A Painful Wound (p. 307 of the preview pdf).


In beleaguered Estrabel, spells to bolster courage are common – and their use overlooked by the authorities. Every weapon’s needed against the undead.

Charm of Heroes

Cost: 1

You summon the shades of fallen heroes to bolster your courage, and the courage of those around you.

By means of this spell, you can gain Courage die in exchange for taking on extra peril. Furthermore, the results of your Courage test extend to those nearby – if you suffer a Setback, they’re overcome by fear, but if you get an Advance, they’re filled with bravery. The spell lasts until you next Take Time.

Casting the Charm of Heroes Spell

Inspire me, heroes.


Advance 10+: You may gain Courage dice at the rate of 1 die per 1 Peril.

Hold 4–9: You may gain Courage dice at the rate of 1 die per 2 Peril.

Setback 3 or less: You may gain Courage dice at the rate of 1 die per 3 Peril.

Extra Problem: None.



Ah, the verdant fields of Galator! Breadbasket of the Empire! Green and gold waving under the sun…


Cost: 0

You drain life from the land.

This spell works just like the regular Tap spell (preview pdf p. 59) – but it drains the vitality from the living world around you. It can only be cast in places that are especially fecund and healthy – farmland, a thriving forest, a rich fishing ground – and sucks the life from the land, leaving it barren.


Gaur Melas

A potent protective spell, it’s believed this incantation was learned through trade with the dwarves who often visit the lonely isle.


Cost: 2

You turn to stone.

 While in stone form, you don’t need to eat, drink, or breathe, and you cannot be damaged by most injuries. You can cast this spell in reaction to an incoming attack. You and all your possessions turn into a solid marble statue for the duration of the spell. You don’t perceive the world while you’re a statue – you’re locked in a stony prison of your own thoughts.

Casting the Stoneform Spell

You transmute your body to stone.


Advance 10+: You may turn back to your natural form at any point before the next sunset or sunrise. If you wait, you automatically turn back at sunset or sunrise.

Hold 4–9: You’re a statue until sunset or sunrise, whichever comes first.

Setback 3 or less: You’re stuck. You’re permanently encased in stone, unless your Companion or some other ally finds a way to free you.

Extra Problem: None.

This site uses cookies to offer you a better browsing experience. By browsing this website, you agree to our use of cookies.