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	<updated>2026-10-31T08:59:09Z</updated>
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	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules:Foraging&amp;diff=198</id>
		<title>Rules:Rules:Foraging</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules:Foraging&amp;diff=198"/>
		<updated>2026-10-27T11:35:05Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foraging=&lt;br /&gt;
&lt;br /&gt;
Characters can take the Forage skill, which allows them to interact with the Foraging mini-game during events. The Festival Lands are rich with natural resources, and skilled Foragers are able to locate and harvest these valuable materials. &lt;br /&gt;
&lt;br /&gt;
By taking the Forage skill, a character gains two Foraging Actions per day, where they can try their luck at foraging commodities. &amp;lt;br&amp;gt;&lt;br /&gt;
These actions do not roll-over between days or events. &amp;lt;br&amp;gt;&lt;br /&gt;
A character can take the Forage skill multiple times, gaining an additional two Foraging Actions per day.&lt;br /&gt;
&lt;br /&gt;
==The Foraging Mini-game==&lt;br /&gt;
&lt;br /&gt;
Foraging sources are spread throughout the festival land, ready for players to locate; there will always be at least one source in an accessible location. &lt;br /&gt;
&lt;br /&gt;
The sources appear as symbols printed on green A5 paper; players should make a record of these symbols, leaving the paper in the location it is found.&lt;br /&gt;
&lt;br /&gt;
Players are able to resolve their Foraging Actions at the bar in the tavern. For each Foraging Action spent, the player hows a set of source symbols to the bar staff, letting them identify the source they are foraging. The staff will then reveal the result of the player&#039;s foraging.&lt;br /&gt;
&lt;br /&gt;
A source can be bountiful, and the player who first forages it will find additional commodities.&lt;br /&gt;
&lt;br /&gt;
If a source has already been exhausted (and a source may start exhausted), the action is spent, but no resources are received.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules:Foraging&amp;diff=197</id>
		<title>Rules:Rules:Foraging</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules:Foraging&amp;diff=197"/>
		<updated>2026-10-27T08:09:48Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: Created page with &amp;quot;=Foraging=  Characters can take the Forage skill, which allows them to interact with the Foraging mini-game during events. The Festival Lands are rich with natural resources, and skilled Foragers are able to locate and harvest these valuable materials.   By taking the Forage skill, a character gains two Foraging Actions per day, where they can try their luck at foraging commodities.  These actions do not roll-over between days or events. A character can take the Forage s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foraging=&lt;br /&gt;
&lt;br /&gt;
Characters can take the Forage skill, which allows them to interact with the Foraging mini-game during events. The Festival Lands are rich with natural resources, and skilled Foragers are able to locate and harvest these valuable materials. &lt;br /&gt;
&lt;br /&gt;
By taking the Forage skill, a character gains two Foraging Actions per day, where they can try their luck at foraging commodities. &lt;br /&gt;
These actions do not roll-over between days or events.&lt;br /&gt;
A character can take the Forage skill multiple times, gaining an additional two Foraging Actions per day.&lt;br /&gt;
&lt;br /&gt;
==The Foraging Mini-game==&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=196</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=196"/>
		<updated>2026-10-21T11:44:54Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Universal Skills */  Adding links to additional info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Creating a Character=&lt;br /&gt;
&lt;br /&gt;
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential).  This personality can be developed before play or during events, allowing the Herofest world to shape your character.&lt;br /&gt;
&lt;br /&gt;
The first thing you should consider is your character&#039;s name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.&lt;br /&gt;
&lt;br /&gt;
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.&lt;br /&gt;
&lt;br /&gt;
==Character Race==&lt;br /&gt;
&lt;br /&gt;
The next step of character generation is to choose the race of your character.  There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish.  The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; No explanation should be required to play a human. If in doubt we will of course explain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblinoid:&#039;&#039;&#039; Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elvish:&#039;&#039;&#039; Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.&lt;br /&gt;
&lt;br /&gt;
The non-human races and sub-races have certain LARP physical representations (&#039;phys-reps&#039;), which are required if you wish to play a character of those races.  This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs).  What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human! &lt;br /&gt;
&lt;br /&gt;
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.&lt;br /&gt;
&lt;br /&gt;
==Character Costumes==&lt;br /&gt;
&lt;br /&gt;
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing.  Obtaining a good LARP costume may appear daunting for newcomers, but it doesn&#039;t need to be.  &lt;br /&gt;
&lt;br /&gt;
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire  some items of simple costume (tabards and hoods) from Herofest to go over a basic costume.  Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.  &lt;br /&gt;
&lt;br /&gt;
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.   &lt;br /&gt;
&lt;br /&gt;
==Character Nations==&lt;br /&gt;
&lt;br /&gt;
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation. &lt;br /&gt;
&lt;br /&gt;
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.&lt;br /&gt;
&lt;br /&gt;
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the &#039;Mercenaries&#039; to learn more about the world of Orin Rakatha before picking a Faction to join.&lt;br /&gt;
&lt;br /&gt;
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.&lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
The final thing to do when designing a character is to decide your character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
Universal skills cost one XP point to take, regardless of the character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Skill Name&lt;br /&gt;
! Skill Description&lt;br /&gt;
|-&lt;br /&gt;
! One-Handed Weapon Use &lt;br /&gt;
| Allows a character to be able to use a one-handed weapon. Weapon size to be between 12” – 42” only (from tip to pommel). &lt;br /&gt;
|-&lt;br /&gt;
! First Aid &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
| Allows a character to apply bandages to themselves and others, as well as determine how injured people are. &amp;lt;br&amp;gt; More information can be found [[Rules:Rules:Healing | here]].&lt;br /&gt;
|-&lt;br /&gt;
! Forage &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Allows a character to gain additional commodities at events, by playing a foraging mini-game. &amp;lt;br&amp;gt; More information can be found [[Rules:Rules:Foraging | here]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
Mages are characters that are able to harness the elemental energies, using them to debuff and harm their enemies, as well as empowering and protecting their allies. Some Mages focus on mastering only one or a few elements, while others learn to channel all the elements.&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements involved.&lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
===Mage Skills===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable defaultleft&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Skill Name&lt;br /&gt;
! Skill Description&lt;br /&gt;
|-&lt;br /&gt;
! Darkness Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Darkness spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Ice Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Ice spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Fire Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Fire spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Water Magic  &lt;br /&gt;
| Allows the character to choose two Level 1 Water spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Air Magic&lt;br /&gt;
| Allows the character to choose two Level 1 Air spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Earth Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Earth spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Darkness Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Darkness Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Darkness spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Ice Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Ice Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Ice spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Fire Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Fire Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Fire spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Water Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Water Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Water spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Air Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Air Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Air spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Earth Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Earth Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Earth spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Wizard&lt;br /&gt;
| &#039;&#039;Pre-requisite: Have one Mage skill and have the Mage Class.&#039;&#039;&amp;lt;br&amp;gt; Allows the Mage to resist 3 Magic Spells per day &lt;br /&gt;
|-&lt;br /&gt;
! Spell-caster Staff  &lt;br /&gt;
| Allows the character to use a two-handed staff. This be held in one hand while casting with the other, and can be used to block even while casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=195</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=195"/>
		<updated>2026-10-21T11:42:44Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Universal Skills */  Added skills table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Creating a Character=&lt;br /&gt;
&lt;br /&gt;
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential).  This personality can be developed before play or during events, allowing the Herofest world to shape your character.&lt;br /&gt;
&lt;br /&gt;
The first thing you should consider is your character&#039;s name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.&lt;br /&gt;
&lt;br /&gt;
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.&lt;br /&gt;
&lt;br /&gt;
==Character Race==&lt;br /&gt;
&lt;br /&gt;
The next step of character generation is to choose the race of your character.  There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish.  The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; No explanation should be required to play a human. If in doubt we will of course explain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblinoid:&#039;&#039;&#039; Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elvish:&#039;&#039;&#039; Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.&lt;br /&gt;
&lt;br /&gt;
The non-human races and sub-races have certain LARP physical representations (&#039;phys-reps&#039;), which are required if you wish to play a character of those races.  This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs).  What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human! &lt;br /&gt;
&lt;br /&gt;
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.&lt;br /&gt;
&lt;br /&gt;
==Character Costumes==&lt;br /&gt;
&lt;br /&gt;
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing.  Obtaining a good LARP costume may appear daunting for newcomers, but it doesn&#039;t need to be.  &lt;br /&gt;
&lt;br /&gt;
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire  some items of simple costume (tabards and hoods) from Herofest to go over a basic costume.  Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.  &lt;br /&gt;
&lt;br /&gt;
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.   &lt;br /&gt;
&lt;br /&gt;
==Character Nations==&lt;br /&gt;
&lt;br /&gt;
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation. &lt;br /&gt;
&lt;br /&gt;
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.&lt;br /&gt;
&lt;br /&gt;
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the &#039;Mercenaries&#039; to learn more about the world of Orin Rakatha before picking a Faction to join.&lt;br /&gt;
&lt;br /&gt;
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.&lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
The final thing to do when designing a character is to decide your character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
Universal skills cost one XP point to take, regardless of the character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Skill Name&lt;br /&gt;
! Skill Description&lt;br /&gt;
|-&lt;br /&gt;
! One-Handed Weapon Use &lt;br /&gt;
| Allows a character to be able to use a one-handed weapon. Weapon size to be between 12” – 42” only (from tip to pommel). &lt;br /&gt;
|-&lt;br /&gt;
! First Aid&lt;br /&gt;
| Allows a character to apply bandages to themselves and others, as well as determine how injured people are. &lt;br /&gt;
|-&lt;br /&gt;
! Forage &lt;br /&gt;
| Allows the Character to gain additional commodities at events.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
Mages are characters that are able to harness the elemental energies, using them to debuff and harm their enemies, as well as empowering and protecting their allies. Some Mages focus on mastering only one or a few elements, while others learn to channel all the elements.&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements involved.&lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
===Mage Skills===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable defaultleft&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Skill Name&lt;br /&gt;
! Skill Description&lt;br /&gt;
|-&lt;br /&gt;
! Darkness Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Darkness spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Ice Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Ice spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Fire Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Fire spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Water Magic  &lt;br /&gt;
| Allows the character to choose two Level 1 Water spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Air Magic&lt;br /&gt;
| Allows the character to choose two Level 1 Air spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Earth Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Earth spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Darkness Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Darkness Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Darkness spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Ice Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Ice Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Ice spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Fire Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Fire Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Fire spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Water Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Water Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Water spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Air Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Air Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Air spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Earth Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Earth Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Earth spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Wizard&lt;br /&gt;
| &#039;&#039;Pre-requisite: Have one Mage skill and have the Mage Class.&#039;&#039;&amp;lt;br&amp;gt; Allows the Mage to resist 3 Magic Spells per day &lt;br /&gt;
|-&lt;br /&gt;
! Spell-caster Staff  &lt;br /&gt;
| Allows the character to use a two-handed staff. This be held in one hand while casting with the other, and can be used to block even while casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=194</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=194"/>
		<updated>2026-10-20T13:47:44Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Types of Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Creating a Character=&lt;br /&gt;
&lt;br /&gt;
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential).  This personality can be developed before play or during events, allowing the Herofest world to shape your character.&lt;br /&gt;
&lt;br /&gt;
The first thing you should consider is your character&#039;s name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.&lt;br /&gt;
&lt;br /&gt;
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.&lt;br /&gt;
&lt;br /&gt;
==Character Race==&lt;br /&gt;
&lt;br /&gt;
The next step of character generation is to choose the race of your character.  There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish.  The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; No explanation should be required to play a human. If in doubt we will of course explain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblinoid:&#039;&#039;&#039; Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elvish:&#039;&#039;&#039; Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.&lt;br /&gt;
&lt;br /&gt;
The non-human races and sub-races have certain LARP physical representations (&#039;phys-reps&#039;), which are required if you wish to play a character of those races.  This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs).  What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human! &lt;br /&gt;
&lt;br /&gt;
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.&lt;br /&gt;
&lt;br /&gt;
==Character Costumes==&lt;br /&gt;
&lt;br /&gt;
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing.  Obtaining a good LARP costume may appear daunting for newcomers, but it doesn&#039;t need to be.  &lt;br /&gt;
&lt;br /&gt;
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire  some items of simple costume (tabards and hoods) from Herofest to go over a basic costume.  Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.  &lt;br /&gt;
&lt;br /&gt;
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.   &lt;br /&gt;
&lt;br /&gt;
==Character Nations==&lt;br /&gt;
&lt;br /&gt;
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation. &lt;br /&gt;
&lt;br /&gt;
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.&lt;br /&gt;
&lt;br /&gt;
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the &#039;Mercenaries&#039; to learn more about the world of Orin Rakatha before picking a Faction to join.&lt;br /&gt;
&lt;br /&gt;
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.&lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
The final thing to do when designing a character is to decide your character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
Mages are characters that are able to harness the elemental energies, using them to debuff and harm their enemies, as well as empowering and protecting their allies. Some Mages focus on mastering only one or a few elements, while others learn to channel all the elements.&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements involved.&lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
===Mage Skills===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable defaultleft&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Skill Name&lt;br /&gt;
! Skill Description&lt;br /&gt;
|-&lt;br /&gt;
! Darkness Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Darkness spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Ice Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Ice spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Fire Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Fire spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Water Magic  &lt;br /&gt;
| Allows the character to choose two Level 1 Water spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Air Magic&lt;br /&gt;
| Allows the character to choose two Level 1 Air spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Earth Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Earth spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Darkness Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Darkness Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Darkness spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Ice Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Ice Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Ice spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Fire Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Fire Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Fire spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Water Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Water Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Water spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Air Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Air Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Air spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Earth Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Earth Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Earth spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Wizard&lt;br /&gt;
| &#039;&#039;Pre-requisite: Have one Mage skill and have the Mage Class.&#039;&#039;&amp;lt;br&amp;gt; Allows the Mage to resist 3 Magic Spells per day &lt;br /&gt;
|-&lt;br /&gt;
! Spell-caster Staff  &lt;br /&gt;
| Allows the character to use a two-handed staff. This be held in one hand while casting with the other, and can be used to block even while casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=193</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=193"/>
		<updated>2026-10-20T13:42:32Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /*  Mage */  Added mage skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Creating a Character=&lt;br /&gt;
&lt;br /&gt;
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential).  This personality can be developed before play or during events, allowing the Herofest world to shape your character.&lt;br /&gt;
&lt;br /&gt;
The first thing you should consider is your character&#039;s name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.&lt;br /&gt;
&lt;br /&gt;
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.&lt;br /&gt;
&lt;br /&gt;
==Character Race==&lt;br /&gt;
&lt;br /&gt;
The next step of character generation is to choose the race of your character.  There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish.  The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; No explanation should be required to play a human. If in doubt we will of course explain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblinoid:&#039;&#039;&#039; Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elvish:&#039;&#039;&#039; Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.&lt;br /&gt;
&lt;br /&gt;
The non-human races and sub-races have certain LARP physical representations (&#039;phys-reps&#039;), which are required if you wish to play a character of those races.  This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs).  What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human! &lt;br /&gt;
&lt;br /&gt;
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.&lt;br /&gt;
&lt;br /&gt;
==Character Costumes==&lt;br /&gt;
&lt;br /&gt;
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing.  Obtaining a good LARP costume may appear daunting for newcomers, but it doesn&#039;t need to be.  &lt;br /&gt;
&lt;br /&gt;
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire  some items of simple costume (tabards and hoods) from Herofest to go over a basic costume.  Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.  &lt;br /&gt;
&lt;br /&gt;
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.   &lt;br /&gt;
&lt;br /&gt;
==Character Nations==&lt;br /&gt;
&lt;br /&gt;
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation. &lt;br /&gt;
&lt;br /&gt;
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.&lt;br /&gt;
&lt;br /&gt;
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the &#039;Mercenaries&#039; to learn more about the world of Orin Rakatha before picking a Faction to join.&lt;br /&gt;
&lt;br /&gt;
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.&lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
The final thing to do when designing a character is to decide your character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
Mages are characters that are able to harness the elemental energies, using them to debuff and harm their enemies, as well as empowering and protecting their allies. Some Mages focus on mastering only one or a few elements, while others learn to channel all the elements.&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements involved.&lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
===Mage Skills===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable defaultleft&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! Skill Name&lt;br /&gt;
! Skill Description&lt;br /&gt;
|-&lt;br /&gt;
! Darkness Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Darkness spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Ice Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Ice spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Fire Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Fire spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Water Magic  &lt;br /&gt;
| Allows the character to choose two Level 1 Water spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Air Magic&lt;br /&gt;
| Allows the character to choose two Level 1 Air spells, and gain the ability to cast each one three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Earth Magic &lt;br /&gt;
| Allows the character to choose two Level 1 Earth spells, and gain the ability to cast each one three times a day. &lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Darkness Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Darkness Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Darkness spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Ice Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Ice Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Ice spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Fire Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Fire Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Fire spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Water Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Water Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Water spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Air Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Air Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Air spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Earth Magic&lt;br /&gt;
| &#039;&#039;Pre-requisite: Earth Magic skill.&#039;&#039; &amp;lt;br&amp;gt; Allows the character to choose one Level 2 Earth spell, and gain the ability to cast it three times a day.&lt;br /&gt;
|-&lt;br /&gt;
! Wizard&lt;br /&gt;
| &#039;&#039;Pre-requisite: Have one Mage skill and have the Mage Class.&#039;&#039;&amp;lt;br&amp;gt; Allows the Mage to resist 3 Magic Spells per day &lt;br /&gt;
|-&lt;br /&gt;
! Spell-caster Staff  &lt;br /&gt;
| Allows the character to use a two-handed staff. This be held in one hand while casting with the other, and can be used to block even while casting.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=192</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=192"/>
		<updated>2026-10-20T13:18:30Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /*  Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Creating a Character=&lt;br /&gt;
&lt;br /&gt;
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential).  This personality can be developed before play or during events, allowing the Herofest world to shape your character.&lt;br /&gt;
&lt;br /&gt;
The first thing you should consider is your character&#039;s name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.&lt;br /&gt;
&lt;br /&gt;
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.&lt;br /&gt;
&lt;br /&gt;
==Character Race==&lt;br /&gt;
&lt;br /&gt;
The next step of character generation is to choose the race of your character.  There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish.  The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; No explanation should be required to play a human. If in doubt we will of course explain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblinoid:&#039;&#039;&#039; Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elvish:&#039;&#039;&#039; Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.&lt;br /&gt;
&lt;br /&gt;
The non-human races and sub-races have certain LARP physical representations (&#039;phys-reps&#039;), which are required if you wish to play a character of those races.  This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs).  What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human! &lt;br /&gt;
&lt;br /&gt;
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.&lt;br /&gt;
&lt;br /&gt;
==Character Costumes==&lt;br /&gt;
&lt;br /&gt;
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing.  Obtaining a good LARP costume may appear daunting for newcomers, but it doesn&#039;t need to be.  &lt;br /&gt;
&lt;br /&gt;
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire  some items of simple costume (tabards and hoods) from Herofest to go over a basic costume.  Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.  &lt;br /&gt;
&lt;br /&gt;
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.   &lt;br /&gt;
&lt;br /&gt;
==Character Nations==&lt;br /&gt;
&lt;br /&gt;
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation. &lt;br /&gt;
&lt;br /&gt;
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.&lt;br /&gt;
&lt;br /&gt;
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the &#039;Mercenaries&#039; to learn more about the world of Orin Rakatha before picking a Faction to join.&lt;br /&gt;
&lt;br /&gt;
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.&lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
The final thing to do when designing a character is to decide your character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
Mages are characters that are able to harness the elemental energies, using them to debuff and harm their enemies, as well as empowering and protecting their allies. Some Mages focus on mastering only one or a few elements, while others learn to channel all the elements.&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=191</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=191"/>
		<updated>2026-10-20T13:05:07Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Creating a Character=&lt;br /&gt;
&lt;br /&gt;
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential).  This personality can be developed before play or during events, allowing the Herofest world to shape your character.&lt;br /&gt;
&lt;br /&gt;
The first thing you should consider is your character&#039;s name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.&lt;br /&gt;
&lt;br /&gt;
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.&lt;br /&gt;
&lt;br /&gt;
==Character Race==&lt;br /&gt;
&lt;br /&gt;
The next step of character generation is to choose the race of your character.  There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish.  The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; No explanation should be required to play a human. If in doubt we will of course explain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblinoid:&#039;&#039;&#039; Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elvish:&#039;&#039;&#039; Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.&lt;br /&gt;
&lt;br /&gt;
The non-human races and sub-races have certain LARP physical representations (&#039;phys-reps&#039;), which are required if you wish to play a character of those races.  This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs).  What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human! &lt;br /&gt;
&lt;br /&gt;
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.&lt;br /&gt;
&lt;br /&gt;
==Character Costumes==&lt;br /&gt;
&lt;br /&gt;
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing.  Obtaining a good LARP costume may appear daunting for newcomers, but it doesn&#039;t need to be.  &lt;br /&gt;
&lt;br /&gt;
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire  some items of simple costume (tabards and hoods) from Herofest to go over a basic costume.  Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.  &lt;br /&gt;
&lt;br /&gt;
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.   &lt;br /&gt;
&lt;br /&gt;
==Character Nations==&lt;br /&gt;
&lt;br /&gt;
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation. &lt;br /&gt;
&lt;br /&gt;
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.&lt;br /&gt;
&lt;br /&gt;
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the &#039;Mercenaries&#039; to learn more about the world of Orin Rakatha before picking a Faction to join.&lt;br /&gt;
&lt;br /&gt;
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.&lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
The final thing to do when designing a character is to decide your character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;Magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres|Spheres]] by way of [[World:Prions|Prions]], what people from other worlds might call &#039;gods&#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Brown_and_Grey&amp;diff=190</id>
		<title>Rules:Magic:Brown and Grey</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Brown_and_Grey&amp;diff=190"/>
		<updated>2026-10-20T13:03:07Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Brown and Grey Magic=&lt;br /&gt;
&lt;br /&gt;
Brown and Grey magic are associated with the elements of earth and steel. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Earth Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weld===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You command the very earth itself to rise up and hold your enemies feet. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target&#039;s feet are stuck in place for 1 minute. They may pull themselves out or be pulled out by someone with Strength.&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue your target with the durability of earth and steel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Absorbs the next blow on the target, regardless of location. Endurance cannot be stacked (cast on a target multiple times). It absorbs Magic and Power hits, but does not provide resistance against Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue your target with the strength of steel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target gains Strength for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Earth Magic&#039; skill to learn Level 2 Earth spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Earth Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Weapon Proficiency===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You bind the knowledge of steel and its use within the recipient. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The target gains proficiency with specified weapon type for 4 hours. This does not allow dual wielding.&lt;br /&gt;
&lt;br /&gt;
===Entrapment===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You soften the ground beneath your targets feet, then solidify it as they sink. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is pulled into the ground, up to their knees (kneeling) for 1 minute. The Strength skill or spell is not sufficient to pull themselves out.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Blue_and_Yellow&amp;diff=189</id>
		<title>Rules:Magic:Blue and Yellow</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Blue_and_Yellow&amp;diff=189"/>
		<updated>2026-10-20T13:02:56Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Blue and Yellow Magic=&lt;br /&gt;
&lt;br /&gt;
Blue and Yellow magic are associated with the elements of air and lightning. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Air Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mend===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You call forth tiny elementals of air to repair the item. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Instantly mend a warped shield, bow or crossbow.&lt;br /&gt;
&lt;br /&gt;
===Repulsion===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth a powerful blast of wind to drive your enemy back. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is pushed 20ft backwards away from caster and held back for 5 secs.&lt;br /&gt;
&lt;br /&gt;
===Lightning Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Crackling electricity arks from your fingertips to strike your target. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 Magic hit to chest.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Air Magic&#039; skill to learn Level 2 Air spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Air Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Shield of Air===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon swirling winds to protect you from the missiles of your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is protected from the next 5 ranged attacks (including bolts). Shield of Air cannot be stacked on itself.&lt;br /&gt;
&lt;br /&gt;
===Chain Lightning===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon powerful lightning, and control its path as it jumps from one target to another. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Fire a Lightning Bolt at the target, then immediately fire another Lightning Bolt at a separate target in range (the energy for both bolts is provided by this spell).&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Green&amp;diff=188</id>
		<title>Rules:Magic:Green</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Green&amp;diff=188"/>
		<updated>2026-10-20T13:02:42Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Green Magic=&lt;br /&gt;
&lt;br /&gt;
Green magic is associated with the element of water. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Water Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth water to coat your enemy and slow its speed to a crawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target moves, talks and fights at half speed for 1 min.&lt;br /&gt;
&lt;br /&gt;
===Warp Wood===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure water inside the wood itself to twist and break it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Renders any shield, bow, or crossbow unusable for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
===Identify===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Self &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth undines of water to seek their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The caster performs a 5 minute casting ceremony to determine the magical properties of any item. Roleplay is strongly encouraged. Answers and feedback will be imparted by the crew.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Water Magic&#039; skill to learn Level 2 Water spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Water Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue a weapon with the essence of water. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the next 15 minutes, target weapon blows deal a Magic hit as well as the blow to that body part. This can target any weapon.&lt;br /&gt;
&lt;br /&gt;
===Dispel Magic===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You utilise your knowledge of magic to unravel the spells of others. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Any spells affecting the target (including any weapon the target holds) immediately end.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Red&amp;diff=187</id>
		<title>Rules:Magic:Red</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Red&amp;diff=187"/>
		<updated>2026-10-20T13:02:27Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Red Magic=&lt;br /&gt;
&lt;br /&gt;
Red magic is associated with the element of fire. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Fire Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure a mote of flame to hurl at your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 Magic hit to the chest.&lt;br /&gt;
&lt;br /&gt;
===Flame Blade===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue a bladed weapon with living fire. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the next 15 minutes, target blade weapon blows deal a Magic hit as well as the blow to that body part.&lt;br /&gt;
&lt;br /&gt;
===Burning Blade===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Enhancing the flame in a bladed weapon to let it burn brighter and longer. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When cast on a weapon affected by Flame Blade, it extends the duration to 4 hours.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Fire Magic&#039; skill to learn Level 2 Fire spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Fire Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Greater Firebolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon a raging inferno in your hand to incinerate your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 2 Magic hits to the chest.&lt;br /&gt;
&lt;br /&gt;
===Greater Flame Blade===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Binding an elemental of fire into a bladed weapon to burn all it touches. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the rest of the day, target blade weapon blows deal a Magic hit as well as the blow to that body part.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:White&amp;diff=186</id>
		<title>Rules:Magic:White</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:White&amp;diff=186"/>
		<updated>2026-10-20T13:02:13Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=White Magic=&lt;br /&gt;
&lt;br /&gt;
White magic is associated with the elements of ice and light. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Ice Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freeze ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth the cold to encase your foe in ice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot move for 10 seconds or until struck.&lt;br /&gt;
&lt;br /&gt;
===Weapon of Ice===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You coat the weapon in a shimmering energy to grant it magical properties. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the next 15 minutes, target blunt weapon blows deal a Magic hit as well as the blow to that body part.&lt;br /&gt;
&lt;br /&gt;
===Fumble===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You coat your enemies weapon in ice as it slips from their grasp. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target must drop whatever weapon they are holding. It cannot be recovered until it has fully hit the ground and come to a rest.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Ice Magic&#039; skill to learn Level 2 Ice spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Ice Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Clear Sight===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The magic of light shines from your eyes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is immune to any form of blindness for the next 15 minutes.&lt;br /&gt;
&lt;br /&gt;
===Mass Fumble===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet, 90 Degree cone as indicated by arms &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A wave of cold spreads forth effecting all weapons in its path. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Everyone in the cone is affected by the fumble spell.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=185</id>
		<title>Rules:Magic:Black</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=185"/>
		<updated>2026-10-20T13:02:03Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Black Magic=&lt;br /&gt;
&lt;br /&gt;
Black magic is associated with the element of darkness. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Darkness Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon a sliver of pure darkness to hurl at your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 Magic hit to the chest. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Using the power of darkness, you strip the strength from your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot fight, cast, or drink potions for 1 minute. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure darkness to cloud their vision. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot see and must keep eyes closed or covered for 1 minute. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Darkness Magic&#039; skill to learn Level 2 Darkness spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Darkness Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Dark Shield===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Self &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You shift your body partially into the plane of darkness to protect from the weapons of your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Immune to physical blows for 1 minute. Cannot strike others nor block for others. Can only cast black magic during this time. Power and Magic hits work as normal. &lt;br /&gt;
&lt;br /&gt;
===Greater Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth a roiling ball of darkness to strike down your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 2 Magic hits to the chest of a single target.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=184</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=184"/>
		<updated>2026-10-19T12:02:52Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Creating a Character=&lt;br /&gt;
&lt;br /&gt;
The LARP character is the focus of Herofest, and generally has a personality that is separate from your own (although this is not essential).  This personality can be developed before play or during events, allowing the Herofest world to shape your character.&lt;br /&gt;
&lt;br /&gt;
The first thing you should consider is your character&#039;s name. If it will be your first LARP event, do not worry too much about this; you can always change it once you have a better grasp of the system and your character.&lt;br /&gt;
&lt;br /&gt;
==Character Background==&lt;br /&gt;
&lt;br /&gt;
Every Herofest character should have a personal backstory. This is not essential for your first few LARP events. As you come to more events, you will begin to develop your character and a backstory will emerge. It is easier to create a backstory as you go, rather than to start with one that doesn’t fit and have to change it once you get more familiar with playing your character.&lt;br /&gt;
&lt;br /&gt;
Each factions will have a suitable general background for any characters joining that Faction to utilise, if they wish.&lt;br /&gt;
&lt;br /&gt;
==Character Race==&lt;br /&gt;
&lt;br /&gt;
The next step of character generation is to choose the race of your character.  There are three main race categories to pick from within the Herofest world: Human, Goblinoid, and Elvish.  The Goblinoid and Elvish races are divided into sub races, to ensure that every conceivable race is accounted for and contained within the three main races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human:&#039;&#039;&#039; No explanation should be required to play a human. If in doubt we will of course explain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goblinoid:&#039;&#039;&#039; Includes sub-races such as: Goblins, Orcs, Half-Orcs, Bugbears, Trolls, Dwarves, Duergar, and Ogres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elvish:&#039;&#039;&#039; Includes sub-races such as: Elves, Half-Elves, Sprites, Pixies, and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
It is possible for a large range of fantasy races or sub-races to be played. However, please note that it is not possible to play any form of non-living creature. There are no in-game advantages or disadvantages to playing any races within Herofest LARP; it is only there to enhance the roleplaying aspect of the character.&lt;br /&gt;
&lt;br /&gt;
The non-human races and sub-races have certain LARP physical representations (&#039;phys-reps&#039;), which are required if you wish to play a character of those races.  This includes the application of make-up to change skin colour (e.g. green for Goblins, and grey for Trolls) or applying certain prosthetics (e.g. pointed ears for Elves, and piggy noses or tusks for Orcs).  What method you use to act as a phys-rep for your character is up to you, but you should produce something to clearly identify what race your character is – if in doubt, play a human! &lt;br /&gt;
&lt;br /&gt;
Advice on suitable phys-rep requirements for your race may be obtained from Herofest LARP.&lt;br /&gt;
&lt;br /&gt;
==Character Costumes==&lt;br /&gt;
&lt;br /&gt;
The costume is another identifying feature of your character, which helps you to stand out and should be appropriate for the character that you are playing.  Obtaining a good LARP costume may appear daunting for newcomers, but it doesn&#039;t need to be.  &lt;br /&gt;
&lt;br /&gt;
A basic under costume can be made from: brown or black trousers; a shirt (with no buttons); sturdy footwear; a plain belt; and gloves. You can hire  some items of simple costume (tabards and hoods) from Herofest to go over a basic costume.  Try to avoid items of clothing that are glaringly unsuitable such as white trainers, jeans and labelled t-shirts.  &lt;br /&gt;
&lt;br /&gt;
Costumes should not have any hard or sharp edges (such as on phys-rep horns and claws) that could cause injury during LARP combat.   &lt;br /&gt;
&lt;br /&gt;
==Character Nations==&lt;br /&gt;
&lt;br /&gt;
The land of Orin Rakatha is scoured in dangerous Mists, which cleanse the lands of those without protections. Being part of a Nation is what keeps a character protected from these Mists, as well as offering other benefits unique to each Nation. &lt;br /&gt;
&lt;br /&gt;
There are creatures that live in the Mists called Hordelings. Hordelings are attracted to large groups of people, so Nations do not leave their lands in large groups. Instead they send out small groups to carry out activities; these groups are called Factions, and these are the groups you see at Herofest LARP events.&lt;br /&gt;
&lt;br /&gt;
New characters upon Orin Rakatha are given a grace period of one year and a day, before the Mists are a danger to them. In this time, they are encouraged to join the &#039;Mercenaries&#039; to learn more about the world of Orin Rakatha before picking a Faction to join.&lt;br /&gt;
&lt;br /&gt;
Because of the dangers of the Mists, there is a limit to how large a Faction can be. This also allows for each Faction to remain balanced against the others, ensuring a more fun event for all. Because of this limit, it is important to check whether there is space in a Faction before you decide to join it.&lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
The final thing to do when designing a character is to decide your character&#039;s class.&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Magic===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=183</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=183"/>
		<updated>2026-10-19T10:56:14Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangers, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Character Classes=&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Magic===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=182</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=182"/>
		<updated>2026-10-19T10:47:29Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Types of Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangeres, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Character Classees=&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forrage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Magic===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
All Magic spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are no spell cards in use at Herofest, so you must keep track of your own spell usage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Brown_and_Grey&amp;diff=181</id>
		<title>Rules:Magic:Brown and Grey</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Brown_and_Grey&amp;diff=181"/>
		<updated>2026-10-19T10:46:19Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: Created page with &amp;quot;__NOTOC__  =Brown and Grey Magic=  Brown and Grey magic are associated with the elements of earth and steel.   ==Level 1 Spells==  The &amp;#039;Earth Magic&amp;#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt; You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.  ===Weld=== &amp;#039;&amp;#039;&amp;#039;Range:&amp;#039;&amp;#039;&amp;#039; 20 Feet &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Description:&amp;#039;&amp;#039;&amp;#039; You command the very earth itself to rise up and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Brown and Grey Magic=&lt;br /&gt;
&lt;br /&gt;
Brown and Grey magic are associated with the elements of earth and steel. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Earth Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
===Weld===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You command the very earth itself to rise up and hold your enemies feet. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target&#039;s feet are stuck in place for 1 minute. They may pull themselves out or be pulled out by someone with Strength.&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue your target with the durability of earth and steel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Absorbs the next blow on the target, regardless of location. Endurance cannot be stacked (cast on a target multiple times). It absorbs Magic and Power hits, but does not provide resistance against Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue your target with the strength of steel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target gains Strength for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Earth Magic&#039; skill to learn Level 2 Earth spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Earth Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Weapon Proficiency===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You bind the knowledge of steel and its use within the recipient. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The target gains proficiency with specified weapon type for 4 hours. This does not allow dual wielding.&lt;br /&gt;
&lt;br /&gt;
===Entrapment===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You soften the ground beneath your targets feet, then solidify it as they sink. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is pulled into the ground, up to their knees (kneeling) for 1 minute. The Strength skill or spell is not sufficient to pull themselves out.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Blue_and_Yellow&amp;diff=180</id>
		<title>Rules:Magic:Blue and Yellow</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Blue_and_Yellow&amp;diff=180"/>
		<updated>2026-10-19T10:36:09Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: Created page with &amp;quot;__NOTOC__  =Blue and Yellow Magic=  Blue and Yellow magic are associated with the elements of air and lightning.   ==Level 1 Spells==  The &amp;#039;Air Magic&amp;#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt; You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.  ===Mend=== &amp;#039;&amp;#039;&amp;#039;Range:&amp;#039;&amp;#039;&amp;#039; 20 Feet &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Description:&amp;#039;&amp;#039;&amp;#039; You call forth tiny elementals of air to repai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Blue and Yellow Magic=&lt;br /&gt;
&lt;br /&gt;
Blue and Yellow magic are associated with the elements of air and lightning. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Air Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
===Mend===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You call forth tiny elementals of air to repair the item. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Instantly mend a warped shield, bow or crossbow.&lt;br /&gt;
&lt;br /&gt;
===Repulsion===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth a powerful blast of wind to drive your enemy back. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is pushed 20ft backwards away from caster and held back for 5 secs.&lt;br /&gt;
&lt;br /&gt;
===Lightning Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Crackling electricity arks from your fingertips to strike your target. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 Magic hit to chest.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Air Magic&#039; skill to learn Level 2 Air spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Air Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Shield of Air===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon swirling winds to protect you from the missiles of your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is protected from the next 5 ranged attacks (including bolts). Shield of Air cannot be stacked on itself.&lt;br /&gt;
&lt;br /&gt;
===Chain Lightning===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon powerful lightning, and control its path as it jumps from one target to another. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Fire a Lightning Bolt at the target, then immediately fire another Lightning Bolt at a separate target in range (the energy for both bolts is provided by this spell).&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Green&amp;diff=179</id>
		<title>Rules:Magic:Green</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Green&amp;diff=179"/>
		<updated>2026-10-19T10:27:02Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: Created page with &amp;quot;__NOTOC__  =Green Magic=  Green magic is associated with the element of water.   ==Level 1 Spells==  The &amp;#039;Water Magic&amp;#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt; You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.  ===Slow=== &amp;#039;&amp;#039;&amp;#039;Range:&amp;#039;&amp;#039;&amp;#039; 20 Feet&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Description:&amp;#039;&amp;#039;&amp;#039; You summon forth water to coat your enemy and slow its speed to a crawl.&amp;lt;br&amp;gt; &amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Green Magic=&lt;br /&gt;
&lt;br /&gt;
Green magic is associated with the element of water. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Water Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth water to coat your enemy and slow its speed to a crawl.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target moves, talks and fights at half speed for 1 min.&lt;br /&gt;
&lt;br /&gt;
===Warp Wood===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure water inside the wood itself to twist and break it.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Renders any shield, bow, or crossbow unusable for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
===Identify===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Self &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth undines of water to seek their knowledge.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The caster performs a 5 minute casting ceremony to determine the magical properties of any item. Roleplay is strongly encouraged. Answers and feedback will be imparted by the crew.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Water Magic&#039; skill to learn Level 2 Water spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Water Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue a weapon with the essence of water. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the next 15 minutes, target weapon blows deal a Magic hit as well as the blow to that body part. This can target any weapon.&lt;br /&gt;
&lt;br /&gt;
===Dispel Magic===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You utilise your knowledge of magic to unravel the spells of others. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Any spells affecting the target (including any weapon the target holds) immediately end.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Red&amp;diff=178</id>
		<title>Rules:Magic:Red</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Red&amp;diff=178"/>
		<updated>2026-10-19T10:15:55Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: Created page with &amp;quot;__NOTOC__  =Red Magic=  Red magic is associated with the element of fire.   ==Level 1 Spells==  The &amp;#039;Fire Magic&amp;#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt; You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.  ===Fire Bolt=== &amp;#039;&amp;#039;&amp;#039;Range:&amp;#039;&amp;#039;&amp;#039; 20 Feet &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Description:&amp;#039;&amp;#039;&amp;#039; You conjure a mote of flame to hurl at your foes. &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Effect:&amp;#039;&amp;#039;&amp;#039; 1 Magic hi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Red Magic=&lt;br /&gt;
&lt;br /&gt;
Red magic is associated with the element of fire. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Fire Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
===Fire Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure a mote of flame to hurl at your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 Magic hit to the chest.&lt;br /&gt;
&lt;br /&gt;
===Flame Blade===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You imbue a bladed weapon with living fire. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the next 15 minutes, target blade weapon blows deal a Magic hit as well as the blow to that body part.&lt;br /&gt;
&lt;br /&gt;
===Burning Blade===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Enhancing the flame in a bladed weapon to let it burn brighter and longer. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When cast on a weapon affected by Flame Blade, it extends the duration to 4 hours.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Fire Magic&#039; skill to learn Level 2 Fire spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Fire Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Greater Firebolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon a raging inferno in your hand to incinerate your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 2 Magic hits to the chest.&lt;br /&gt;
&lt;br /&gt;
===Greater Flame Blade===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Binding an elemental of fire into a bladed weapon to burn all it touches. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the rest of the day, target blade weapon blows deal a Magic hit as well as the blow to that body part.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=177</id>
		<title>Rules:Magic:Black</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=177"/>
		<updated>2026-10-19T10:13:09Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Black Magic=&lt;br /&gt;
&lt;br /&gt;
Black magic is associated with the element of darkness. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Darkness Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
===Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon a sliver of pure darkness to hurl at your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 Magic hit to the chest. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Using the power of darkness, you strip the strength from your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot fight, cast, or drink potions for 1 minute. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure darkness to cloud their vision. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot see and must keep eyes closed or covered for 1 minute. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Darkness Magic&#039; skill to learn Level 2 Darkness spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Darkness Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Dark Shield===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Self &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You shift your body partially into the plane of darkness to protect from the weapons of your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Immune to physical blows for 1 minute. Cannot strike others nor block for others. Can only cast black magic during this time. Power and Magic hits work as normal. &lt;br /&gt;
&lt;br /&gt;
===Greater Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth a roiling ball of darkness to strike down your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 2 Magic hits to the chest of a single target.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:White&amp;diff=176</id>
		<title>Rules:Magic:White</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:White&amp;diff=176"/>
		<updated>2026-10-19T10:12:31Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=White Magic=&lt;br /&gt;
&lt;br /&gt;
White magic is associated with the elements of ice and light. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Ice Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
=== Freeze ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth the cold to encase your foe in ice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot move for 10 seconds or until struck.&lt;br /&gt;
&lt;br /&gt;
===Weapon of Ice===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You coat the weapon in a shimmering energy to grant it magical properties. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the next 15 minutes, target blunt weapon blows deal a Magic hit as well as the blow to that body part.&lt;br /&gt;
&lt;br /&gt;
===Fumble===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You coat your enemies weapon in ice as it slips from their grasp. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target must drop whatever weapon they are holding. It cannot be recovered until it has fully hit the ground and come to a rest.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Ice Magic&#039; skill to learn Level 2 Ice spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Ice Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Clear Sight===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The magic of light shines from your eyes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is immune to any form of blindness for the next 15 minutes.&lt;br /&gt;
&lt;br /&gt;
===Mass Fumble===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet, 90 Degree cone as indicated by arms &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A wave of cold spreads forth effecting all weapons in its path. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Everyone in the cone is affected by the fumble spell.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:White&amp;diff=175</id>
		<title>Rules:Magic:White</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:White&amp;diff=175"/>
		<updated>2026-10-19T09:58:59Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=White Magic=&lt;br /&gt;
&lt;br /&gt;
White magic is associated with the elements of ice and light. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Ice Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
=== Freeze ===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth the cold to encase your foe in ice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot move for 10 seconds or until struck.&lt;br /&gt;
&lt;br /&gt;
===Weapon of Ice===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You coat the weapon in a shimmering energy to grant it magical properties. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; For the next 15 minutes, target blunt weapon blows deal a MAGIC hit as well as the blow to that body part.&lt;br /&gt;
&lt;br /&gt;
===Fumble===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You coat your enemies weapon in ice as it slips from their grasp. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target must drop whatever weapon they are holding. It cannot be recovered until it has fully hit the ground and come to a rest.&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Ice Magic&#039; skill to learn Level 2 Ice spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Ice Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Clear Sight===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The magic of light shines from your eyes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target is immune to any form of blindness for the next 15 minutes&lt;br /&gt;
&lt;br /&gt;
===Mass Fumble===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet, 90 Degree cone as indicated by arms &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A wave of cold spreads forth effecting all weapons in its path &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Everyone in the cone is affected by the fumble spell&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=174</id>
		<title>Rules:Magic:Black</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=174"/>
		<updated>2026-10-19T09:57:01Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Black Magic=&lt;br /&gt;
&lt;br /&gt;
Black magic is associated with the element of darkness. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Darkness Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
===Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon a sliver of pure darkness to hurl at your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 magic blow to the chest. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Using the power of darkness, you strip the strength from your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot fight, cast, or drink potions for 1 minute. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure darkness to cloud their vision. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot see and must keep eyes closed or covered for 1 minute. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Darkness Magic&#039; skill to learn Level 2 Darkness spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Darkness Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Dark Shield===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Self &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You shift your body partially into the plane of darkness to protect from the weapons of your foes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Immune to physical blows for 1 minute. Cannot strike others nor block for others. Can only cast black magic during this time. Power and magic hits work as normal. &lt;br /&gt;
&lt;br /&gt;
===Greater Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth a roiling ball of darkness to strike down your enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 2 magic blows to the chest of a single target.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=173</id>
		<title>Rules:Magic:Black</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Magic:Black&amp;diff=173"/>
		<updated>2026-10-19T09:52:48Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Black Magic=&lt;br /&gt;
&lt;br /&gt;
Black magic is associated with the element of darkness. &lt;br /&gt;
&lt;br /&gt;
==Level 1 Spells==&lt;br /&gt;
&lt;br /&gt;
The &#039;Darkness Magic&#039; skill allows you to choose two of the following spells. You gain three casts per day of the chosen spells. &amp;lt;br&amp;gt;&lt;br /&gt;
You can instead pick the same spell twice, allowing you to cast one of the following spells six times a day.&lt;br /&gt;
&lt;br /&gt;
===Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon a sliver of pure darkness to hurl at your foes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 magic blow to the chest &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Using the power of darkness, you strip the strength from your enemy &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot fight, cast, or drink potions for 1 minute &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You conjure darkness to cloud their vision &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Target cannot see and must keep eyes closed or covered for 1 minute &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level 2 Spells==&lt;br /&gt;
&lt;br /&gt;
You must already have the &#039;Darkness Magic&#039; skill to learn Level 2 Darkness spells. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;Level 2 Darkness Magic&#039; skill allows you to choose one of the following spells. You gain three casts per day of the chosen spell. &lt;br /&gt;
&lt;br /&gt;
===Dark Shield===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; Self &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You shift your body partially into the plane of darkness to protect from the weapons of your foes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Immune to physical blows for 1 minute. Cannot strike others nor block for others. Can only cast black magic during this time. Power and magic hits work as normal. &lt;br /&gt;
&lt;br /&gt;
===Greater Dark Bolt===&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 20 Feet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You summon forth a roiling ball of darkness to strike down your enemy &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 2 magic blows to the chest of a single target&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=172</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=172"/>
		<updated>2026-10-19T09:31:24Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Types of Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangeres, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Character Classees=&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forrage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Magic===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic is split into six schools, organised according to the elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
All Magic Spells requires 10 words of vocals and a free hand to cast with. The vocals may be of the player&#039;s own choosing. They must be spoken out loud in a clear voice, not whispered or mumbled. &lt;br /&gt;
&lt;br /&gt;
The vocals must include the type of magic you are casting, and end with the name of the Spell - for example, &amp;quot;I call upon the element of Ice to cast Freeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Elemental Schools===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue and Yellow | Blue and Yellow Magic]] (Air and Lightning Magic)&lt;br /&gt;
* [[Rules:Magic:Brown and Grey | Brown and Grey Magic]] (Earth and Steel Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=171</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=171"/>
		<updated>2026-10-19T09:21:18Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Elemental */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangeres, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Character Classees=&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forrage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Magic===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic breaks down into different types of elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue | Blue Magic]] (Air Magic)&lt;br /&gt;
* [[Rules:Magic:Brown | Brown Magic]] (Earth Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
	<entry>
		<id>https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=170</id>
		<title>Rules:Rules</title>
		<link rel="alternate" type="text/html" href="https://herofest.jara23.co.uk/index.php?title=Rules:Rules&amp;diff=170"/>
		<updated>2026-10-19T09:20:05Z</updated>

		<summary type="html">&lt;p&gt;Unicornbard: /* Elemental */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page | Main]] &amp;gt; [[Rules:Rules]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
Herofest is a festival system. The rules are designed to be easy to use, and to play. The focus is on the roleplay, and exploring what threats, dangeres, and celebrations happen upon Orin Rakatha. &lt;br /&gt;
&lt;br /&gt;
=Character Classees=&lt;br /&gt;
&lt;br /&gt;
There are 4 main character classes: [[Rules:Class:Warrior | Warrior]], [[Rules:Class:Expert | Expert]], [[Rules:Class:Mage | Mage]], [[Rules:Class:Acolyte | Acolyte]]. They all have their own skills, unique to their class. Once you have chosen a class, buying skills from another class will cost you double. &lt;br /&gt;
&lt;br /&gt;
There are, however, a series of universal skills that can be purchased at the same rate regardless of your character class. &lt;br /&gt;
&lt;br /&gt;
==Universal Skills==&lt;br /&gt;
&lt;br /&gt;
* 1 handed weapon&lt;br /&gt;
* Forrage&lt;br /&gt;
* First Ait&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Warrior | Warrior]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Expert | Expert]]==&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Mage | Mage]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===Magic===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
==Types of Magic==&lt;br /&gt;
&lt;br /&gt;
Magic breaks down into different types of elements that mages are able to access and manipulate. &lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Magic:Black | Black Magic ]] (also known as Darkness Magic)&lt;br /&gt;
* [[Rules:Magic:White | White Magic]] (also known as Ice and Light Magic)&lt;br /&gt;
* [[Rules:Magic:Red | Red Magic]] (also known as Fire Magic)&lt;br /&gt;
* [[Rules:Magic:Green | Green Magic]] (also known as Water Magic)&lt;br /&gt;
* [[Rules:Magic:Blue | Blue Magic]] (also known as Air Magic)&lt;br /&gt;
* [[Rules:Magic:Brown | Brown Magic]] (also known as Earth Magic)&lt;br /&gt;
&lt;br /&gt;
==[[Rules:Class:Acolyte | Acolyte]]==&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Upon Orin Rakatha, there are two types of energies that people often think of as magic. Elemental Magic, and Power. Elemental Magic, or simply &#039;magic&#039; upon Orin Rakatha, is focused on the elemental power of the world. The other type, Power, comes from the [[World:Spheres]] by way of [[World:Prions]], what you from other worlds might call &#039;gods&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Rules:Power:Life | Life Power]]&lt;br /&gt;
* [[Rules:Power:Death | Death Power]]&lt;br /&gt;
* [[Rules:Power:Nature | Nature Power]]&lt;br /&gt;
* [[Rules:Power:Balance | Balance Power]]&lt;br /&gt;
&lt;br /&gt;
===[[Rules:Ceremonies | Ceremonies]]===&lt;br /&gt;
&lt;br /&gt;
One of the abilities of an accolyte is to talk to their [[World:Prions | Prion]]. An Acolyte who is well-known to their [[World:Prions | Prion]] can perform a [[Rules:Ceremonies | Ceremony]] in order to garner aid. This ancient form of communitcating with [[World:Prions | prions]] is can be done alone, but it is often more succesfull with others. [[Rules:Ceremonies | Ceremonies]] are simple to learn, but difficult to master, as masterie requires a deep and abiding knowledge of the chosen [[World:Prions | Prion]]. What the world knows about [[Rules:Ceremonies | Ceremonies]] was delivered in a hand-written manual, as the world seeks to re-learn this ancient art.&lt;/div&gt;</summary>
		<author><name>Unicornbard</name></author>
	</entry>
</feed>