HEROFEST LARP Skills
Here we break down the descriptions of each skill along with their limitations.
Universal Skills Details
1 Handed Weapon Use | Allows a character to be able to use a one handed weapon.Size to be between 12” – 42” only (from tip to pommel). |
First Aid | Allows a character to be able to apply bandages to themselves and others, and to determine how injured they are. Find out about Binding Wounds |
Forage | Allows the Character to gain additional commodity per event. See details for Foraging |
Warrior Skills Details
2 Handed Weapon Use | Allows a character to use a two-handed weapon. Size to be between 43” – 84” only. Swords cannot be taller than the wielder. |
Bow Use | Allows a character to be able to use any Bow or Crossbow. (See Archery rules for more details) |
Shield Use | Allows a character to be able to use a shield.Size to be no larger than shoulder width and neck to groin of wielder. |
Dual Wielding | Allows a character to use a one-handed weapon in each hand. This does not give the character the ability to use a one-handed weapon, they must obtain this separately. |
Strength* | This will allow the character to resist Weld & Entangle attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event |
Iron Grip | This will allow the character to resist Disarm & Fumble attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event |
Sure Footed | This will allow the character to resist Slip attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event |
Keen Sighted | This will allow the character to resist Blindness attempts, with the call “By the power of the [insert appropriate name here] I resist that” – 6 per event |
Armour Use* | Can only be learned in game. Allows the wearer to ignore the first blow per location as long as that location is at least 50% covered. Will resist Power or Magic as part of the blow ignored. Cause Mortal is not ignored. Takes 30 minutes of roleplay to repair |
Any skills marked with an asterix (*) require in character training to use. These skills may be taken before training has been received but cannot be used until the training has been completed. On average these will consist of a half hour training session or class with the relevant trainer and some possible I.C. cost.
Mage Skills
Darkness Magic | This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Dark Bolt, Weakness, Blindness |
Air Magic | This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Mend, Repulsion, Lightning Bolt |
Earth Magic | This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Weld, Endurance, Strength |
Water Magic | This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Slow, Warp Wood, Identify |
Fire Magic | This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Fire Bolt, Flame Blade, Burning Blade |
Ice Magic | This will allow the character to choose 2 of the following 3 spells to cast 3 times a day: Freeze, Weapon of Ice, Fumble |
Level 2 Darkness Magic | Pre-requisite: Have Darkness Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Dark Shield, Greater Dark Bolt |
Level 2 Air Magic | Pre-requisite: Have Air Magic skill. This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Shield of Air, Chain Lightning |
Level 2 Earth Magic | Pre-requisite: Have Earth Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Weapon Proficiency, Entrapment |
Level 2 Water Magic | Pre-requisite: Have Water Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Enchant Weapon, Dispel Magic |
Caster Level 2 Fire Magic | Pre-requisite: Have Fire Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Greater Fire Bolt, Greater Flame Blade |
Level 2 Ice Magic | Pre-requisite: Have Ice Magic skill This will allow the character to choose 1 of the following 2 spells to cast 3 times a day: Clear Sight, Mass Fumble |
Wizard | Pre-requisite: Have one Mage skill and have the Mage Class Allows the Mage to resist 3 Magic Spells per day |
For details on the spells above, take a look at the Magic Spells page.
Acolyte Skills
Life Power | Pre-requisite: May not have Caster Death Power This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Cure Mortal, Remove Fear, Power Weapon |
Death Power | Pre-requisite: May not have Caster Life Power This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Cause Mortal, Fear, Power Weapon |
Nature Power | This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Goodberryy, Entangle, Shillelagh |
Balance Power | This will allow the character to choose 2 of the following 3 invocations to cast 3 times a day: Power Hammer, Ward, Power Weapon |
Rank 2 Life Power | Pre-requisite: Have Caster Life Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Protection from Disease, Heal |
Rank 2 Death Power | Pre-requisite: Have Caster Death Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Cause Disease, Mace of Woe |
Rank 2 Nature Power | Pre-requisite: Have Caster Nature Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Neutralize Poison, Absorb Elements |
Rank 2 Balance Power | Pre-requisite: Have Caster Balance Power This will allow the character to choose 1 of the following 2 invocations to cast 3 times a day: Spiritual Balance, Greater Power Weapon |
High Priest | Pre-requisite: Have one Acolyte skill and have the Acolyte Class This will allow the Acolyte to resist 3 Power Invocations a day. |
For details on the spells above, take a look at the Power Invocations page.
Expert Healer Skills Details
Treat Poison | Allows the character to remove the effects of a standard poison, or to delay the onset of the effects of unique poisons. Suitable role playing should be used to treat Poisoned wounds, and if in any doubt about which type of poison, then treat them as unique poisons |
Treat Disease | Allows the character to remove the effects of a standard disease, or to delay the onset of the effects of unique diseases. Suitable role playing should be used to treat Diseases, and if in any doubt about which type of disease, then treat them as unique diseases. |
Ritual Skills Details
Devotion (Devotee) | Allows the character to lead any Ritual, to perform the Ritual of [faction name] and the Ritual of Resurrection, and to participate, and thus gain the benefits of a Defined or Major Ritual. May also reduce the duration of a Ritual |
Incantor | Pre-requisite: Devotion Allows the character to lead a Defined Ritual, gain it's benefits, and reduce the maximum time of a Ritual to 8 minutes |
High Incantor | Pre-requisite: Incantor - Trained Skill. Allows the character to lead a Major Ritual, gain it's benefits, and reduce the maximum time of a Ritual to 5 minutes |
LARP Crafting Skills
Each skill has three ranks. Each successive rank in these skills allows for greater energies to be harnessed while being moderately certain of sucess
Alchemist | Alchemists reconstitute the energies of the world into potions, salves, poisons, magical powders or imbued inks. |
Scribe | Scribes capture the energies present in the world onto spell scrolls, attunement sigils and spell seals. |
Enchanter | Enchanters use their skills to impress symbols into items so that the item can then manipulate the energies around itself. |