Magic and the Mists¶
Blitz Eternal: Adventures Beyond the Mists — v0.4 Draft¶
This document covers how magic works at the table and how the Mists drive recovery. The cosmology of the Mists lives in the setting material; this file covers only the mechanical layer. It assumes the d6 combat engine in the core-rules document.
Magic in this game is uncanny rather than utilitarian. There is no spell catalogue. What a caster can do is expressed through the same Pool the rest of the company rolls, read through a class's combos and Tactics.
Mana and The Old Craft¶
Some classes, the Mage foremost, turn misses into fuel. The Old Craft Tactic lets a caster set aside any die showing a 1 as Mana rather than treating it as a miss. Mana accumulates across a fight and resets only between fights.
Mana is a resource a class spends on effects defined by that class. Because a 1 always misses in the core resolution, The Old Craft gives the Mage a use for the worst face on the die, turning the Pool's dead results into a slow-building reservoir. The specific effects Mana pays for are a per-class open question and are not yet fixed.
Healing In the Fight¶
Wounds close on their own between fights, so a healer's value is not patching afterward. It is preventing Falls during the fight. See the core-rules document for why: a Fallen Retainer is gone until the Mists return them, so a Fall prevented is a fighter kept for the next battle.
Healer Combos¶
A healer's in-combat ability, typically gated behind a Triple or a similar combo, restores 1 Hit Point to a target. This is dramatic, rare, and the primary reason to bring a healer.
The Priest's Hand¶
The Priest's Hand has moved to the Priest Guild layer, its home now that Guilds are defined. It is a Specialty a Character buys after joining the Priest Guild, not a class or universal Tactic, and its full rules live in Priest Guild Specialties. In brief: instead of rolling their own personal die this turn, the caster may reverse a wound on a standing combatant or fully revive one that Fell earlier in the same, still-ongoing battle. The open question of whether reviving a Fallen Character also refunds the Life that Fall cost is carried on that page.
Between-Fights Recovery Is the Mists' Work¶
No roll restores a Fallen combatant between fights. Combatants still standing are simply made whole, and the Fallen return when the Mists bring them back, all together, on the GM's timing. Resurrection in Hynafol is the work of the Mists, not of any caster. It is not prayed for, paid for, or negotiated.
The one exception inside a battle is The Priest's Hand and healer combos above, which act only within the fight in which the combatant Fell. Once a battle ends, the Fallen belong to the Mists.
Wellsprings¶
Wellsprings modify the Lives economy rather than the combat engine, so they are documented in full in the core-rules Lives section. In brief: a combatant that dies at a Wellspring is returned by the Mists without expending a Life. Wellsprings exist only in Hynafol and are sought after by lords, since adjacent Wellsprings can sustain a war indefinitely until specific fictional conditions dissolve them.
Coup de Grace does not change this. A deliberate killing blow is still only a death, so a combatant Felled by one at a Wellspring is returned without expending a Life, the same as any other death there (core-rules, Part Eleven). The Wellspring's mercy is absolute; the manner of the death does not matter to the Mists.
Changelog
- 2026-08-06: Coup de Grace no longer denies Wellspring mercy; a killing blow at a Wellspring costs no Life, like any death there. Aligned with core-rules Parts Eleven and Twelve.
- 2026-08-05: Completed the long-flagged relocation of The Priest's Hand; its full rules now live on the Priest Guild Specialties page and this section is a pointer.
- 2026-08-03: Added to the v0.3 playtest site.