Heroquest Larp Glossary - Rules Terms

The Heroquest larp rules system uses a lot of terms which do not appear in real life or have different meanings within the game. Below you will find an alphabetical list of those terms with a link to a description of what it means.

Acolyte
Arcane Magic
Armour Class
Battle Magic
Battleboard
Casting Kit
Character
Duration (Spells and Invocations)
Dying
Effective Level
Effective Rank
Empowered
Ensorcelled
Extended Duration (Spells and Invocations)
Extended Duration (Potions)
High Magic
Invocation
Locational Damage
Locations
Mage
Monster Hit
One Handed Touch
Phys. Rep. (Physical Representation)
Player Rank
Power
Power Out
Pulled Blow
Scout
Specialist Spell
Spell
Spell Out
Total Life
Two Handed Touch
Warrior
Weapon Type

Acolyte -The rules refer to any character choosing from the Acolyte table as an Acolyte regardless of the race of that character or the style in which they are played. A sneaky, dagger wielding elf is still considered an Acolyte for guild membership etc. if he is choosing his skills from the Acolyte column of the points table.

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Arcane Magic - Spells of Level 9 or 10 are collectively referred to as Arcane Magic. See casting Arcane Magic.

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Armour Class - Reduces the amount of damage you take by the value of the armour class. For example if you are hit for Quin (20 points of damage) but have an armour class of 8 then the damage received will be reduced by 8 to 12. There are many different types of armour class, each of which is effective against different types of damage as explained below.

  • Physical Armour Class - Reduces the damage taken from physical weapon blows (single, double etc.) or similar sources. Does not reduce magical or power damage at all. If a weapon is inflicting both physical damage and either power or magic damage (Quad Magic 2 for example) then the physical damage is reduced but the magical damage is not.
  • Magical Armour Class - Reduces the damage taken from most damaging spells and magical weapon damage (such as enchanted blades or magical creatures, such as elementals). Does not reduce physical or power damage at all. If a weapon is inflicting both physical damage and magic damage (Quad Magic 2 for example) then the magical damage is reduced but the physical damage is not.
  • Power Armour Class - Reduces the damage taken from most damaging invocations and spiritual weapon damage (such as empowered weapons or spiritual creatures, such as some types of Undead). Does not reduce physical or magical damage at all. If a weapon is inflicting both physical damage and power damage (Quad Power 2 for example) then the power damage is reduced but the physical damage is not.
  • Dexterity Armour Class - Dexterity is effective against all weapon blows, regardless of the type of damage being inflicted, and against many types of ranged attacks. Dexterity does not reduce the damage taken from Spells or Invocations delivered with a touch (one or two handed). See Armoured Dexterity or Unarmoured Dexterity for further information.

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Battle Magic - Spells of Levels 1 to 5 are collectively referred to as Battle Magic. See casting Battle Magic.

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Battleboard - When the player referee calls a time out he will often perform a battleboard. During a battleboard you tell the referee how many times you were hit, what spells were cast on you and so forth and the Referee will tell you how badly injured you are. Also used to refer to the character sheet on which the Player Referee will record your injuries, power used etc. A Battleboard generator (excel Spreadsheet) can be downloaded here.

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Casting Kit - All spells and invocations above rank or level 5 require a set of apparatus more commonly referred to as a casting kit. A casting kit should comprise of a casting mat at least two and a half square feet in size (a square mat 18 inches on each side is fine) and a number of other components appropriate to your character and what it will be used for. See casting High Magic or Ritual Power for more details. For spells and invocations of level or rank 9 and 10 the casting mat needs to be larger (at least 25 square feet in size, a five foot by five foot square for example) and the apparatus more elaborate. See casting Acane Magic or Cosmic Power for more details.

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Character - The persona you adopt whilst playing the game. Characters earn points for every hour they adventure which can be used to learn new skills as the character advances. For example a character who has been played on two 36 hour adventures and a 66 hour adventure will have a total of 138 points to spend on skills picked from the appropriate table.

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Duration -Spells and Invocations all have a duration indicating how long they will be in effect.

A duration of Instant means that the effect of the spell or invocation takes place immediately. The spell or invocation does not remain in effect although its effects (such as the damage from a Cause Mortal Wounds) may do so.

A Duration referring to a time (most commonly 15 minutes) means that the spell or invocation will remain in effect for that long unless dispelled (in the case of magic), released (in the case of Power) or otherwise removed (such as via a Remove Curse)

If a spell or invocation has a duration of Special then the details will be referred to in the description of the spell or invocation.

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Dying -If a character is reduced to below 0 life points then they are dying. A dying character may remain concious but is unable to perform any actions other than a slow crawl and some rattling last words. A character who is dying will be told by the Referee how long it will be before they finally die, depending on how injured the charcter was, whether their wounds are still bleeding etc.

If a dying character is tended to using the First Aid skill, before they actually die, then it may be possible to save them from the brink of death. The more people assisting in the tending process the more likely it is that the dying individual can be saved, depending on the severity of their wounds (how far below 0 they have been reduced to) and how much time has passed since they were struck down.

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Effect -Anything which does something to a monster or player is called an effect. Effects are usually called out loudly at the target to indicate the effect they have suffered, be it a spell, invocation or being struck with a weapon (in which case the effect is the amount of damage called). A list of effects commonly seen in the system can be found here.

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Effective Level -Spells which have been extended take effect at a lower level than that at which they were cast. This lower level is referred to as the effective level. Spells are dispelled at their effective level rather than the level at which they were cast. The caster is out the spell slot which was cast regardless of the effective level of the spell.

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Effective Rank - Invocations which have been extended take effect at a lower rank than that at which they were cast. This lower rank is referred to as the effective rank. The caster is out power equal to the effective rank of the invocation and not the rank at which it was cast.

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Empowered - Any weapon inflicting power damage (either permenantly or via the use of an invocation such as power weapon) is said to be empowered. Empowered weapons are immune to certain spells, invocations and effects. Other items with a spiritual effect (such as an item that can cast Curse three times ever) are also empowered. Empowered items (including weapons) can be discerned as such through the use of the Recognise Power skill, or Detect Power invocation, although the actual effect of the empowerment is not discovered; a commune or similar effect is required to achieve this.

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Ensorcelled - Any weapon inflicting magical damage (either permenantly or via the use of a spell such as flame blade) is said to be ensorcelled. Ensorcelled weapons are immune to certain spells, invocations and effects. Other items with a magical effect (such as a ring that can cast Fire Bolt three times ever) are also ensorcelled. Ensorcelled items (including weapons) can be discerned as such through the use of the Recognise Magic skill, or Detect Magic spell, although the actual effect of the ensorcellment is not discovered; an identify or similar effect is required to achieve this.

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Extended Duration (Spells and Invocations) - The duration of some Spells and Invocations can be extended by dropping the effective level or rank of the spell/invocation. For each level/rank dropped in effect the duration of the spell/invocation is increased by a factor of four. For example a Mage could cast a Fire Skin using a level 5 Spell Slot but at an effective level of 3. The Fire Skin would therefore last for 15 minutes x 4 x 4, a total duration of 4 hours, providing Armour Class as a Level 3 Fire Skin.

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Extended Duration (Potions) - The duration of some herbal potions can be extended by dropping the effective rank of the potion. For each rank dropped in effect the duration of the potion is doubled. For example a scout may drink a rank 4 dexterity potion such that it acts as a rank 2 dexterity potion. The potion would have a duration of 15 minutes x 2 (to rank 3) x 2 (to rank 2), a total duration of 1 hour, providing 2 points of dexterity.

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High Magic - Spells of Level 6, 7 and 8 are collectively referred to as High Magic. See casting High Magic.

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In Effect (Spells and Invocations) - For as long as a Spell or Invocation is doing something (such as a Bless providing power armour class or a Curse making someone more susceptible to damage) it is said to be "In Effect". Some spells or invocations can remain in effect for long periods of time if the duration has been extended. See also; Power Out, Spells Out.

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Invocation - Priest call upon the power of the Spheres to cast invocations. Invocations vary in effect depending on the Sphere which is petitioned, the Good Sphere provides defensive or curative invocations whilst the Evil Sphere offers destruction and death. The rules for casting invocations can be found here.

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Locational Damage - Locational damage is applied to the location of the body (head, arms, legs, body) struck as well as to Total Life. Most damage, recieved such as weapon blows and many spells and invocations, such as Magic Missile, inflict locational damage. Some effects, such as Dark Bolt will damage all locations at the same time.

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Locations - There are 6 locations of the body. These are Head, Body, Legs (2), Arms (2). All locations have an amount of life equal to one third of the characters Total Life except for the body which has two thirds of the characters Total Life. If a location is taken to 0 life then it ceases to work until the character wounds have been cured (if this location is the head or the body then the character falls unconcious until the location is restored to a positive total). Should a characters limb be taken below 0 life by an effect which caused more than 10 points of physical damage then the location is broken.

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Mage -The rules refer to any character choosing from the Mage table as a Mage regardless of the race of that character or the style in which they play them. A Half Orc who wears armour and fights is still considered a mage if he is choosing his skills from the Mage column of the points table.

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Monster Hits -Monsters use a simpler system to determine how much damage they take in combat than players do. Monsters are given a total number of "hits" when statted by the referee. Anything which causes damage reduces a monsters number of hits by the amount called by the player. Once a monster reaches zero hits they are dead and should fall over, remaining on the ground and "dead" until the referee calls time out. Monster hits are not locational but monsters are expected to react to damage and roleplay their injuries just as players are.

Note that some spells and invocations will only effect monsters with a certain number of hits. Sleep level 1 for example only affects a monster that was initially statted with 20 hits or less. If you were playing a Hordeling that was statted with 40 hits at the start of the encounter then you would not be affected by a level 1 Sleep spell, even if you had taken enough damage such that you had less than 20 hits remaining at the time. A level 2 Sleep spell would affect you however as it will work against any monster with 40 hits or less. The player should call the number of hits affected by the spell when they shout the effect: if they do not assume that you are effected, many spells and invocations are not dependent on the number of hits you have (such as Bind or Freeze).

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One Handed Touch -Spells and Invocations of level or rank 1 can generally be cast using a one handed touch. If to be released offensively (a Cause Light Wounds for example) the caster must make a deliberate lunge at his opponent and strike him cleanly without touching anything else (such as shield or weapon).

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Phys. Rep. -Short for "Physical Representation" used to refer to a prop being used to represent something within game. A small bottle full of water is a phys. rep. for a potion, a latex sword is a phys. rep. for a real sword etc. Such phys. reps. serve to enhance the game and make the suspension of disbelief easier.

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Player Rank -A character gains one rank for each full ten character points the charater has accrued. Player Rank is synonymous with character rank. Player Rank is important as it determines whether or not you can be affected by certain spells, invocations or effects. If a monster calls out an effect (such as Sleep) followed by a number of ranks ("Sleep 16 ranks!") then you will be affected by the Sleep effect if you have less than 170 character points since you would be rank 16 or below in that case. If you had 300 character points then you would be immune to a "Sleep, 16 ranks!", that is you would not suffer the Sleep effect. Some skills can also only be purchased from Guilds if you have reached a certain rank.

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Power - All characters begin with 5 points of Power. Power represents a characters spiritual strength and how much power they can call on from the Spheres to cast invocations. Power is also expended through uses of the First Aid Skill. Should a character ever be reduced to 0 Power then they will be knocked unconcious. for 15 minutes (regaining 1 point of Power as they awaken). Power can be rested back at a rate of 1 point of power for every 15 minutes of uninterupted rest at the player referee's discretion.

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Power Out - Any invocation with a duration greater than instant will result in the caster being out an amount of power equal to the effective rank of the invocation. Power out may not be recovered through any means (Meditation, resting etc.) until the invocation ceases to be in effect.

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Pulled Blow - All weapon attacks should be pulled to avoid causing any real injury to the person that you are fighting. Pulling a blow involves slowing your strike at the last moment before contact so that your full weight is not behind the blow. The contact should be no more than a firm tap, strong enough for the person being struck to hear but not enough to hurt them. Your Referee will be happy to demonstrate safe fighting to you should you ask.

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Scout -The rules refer to any character choosing from the Scout table as an Scout regardless of the race of that character or the style in which they play them. An elf who has spent all of his points on Spell Slots is still considered a Scout for guild membership etc. if he is choosing his skills from the Scout column of the points table.

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Specialist Spell - Spell (most commonly level 5) taught only to Primary Members of one of the Schools of Magic for free upon making their Focus. The Specialist Spells are; Weakness, Repulsion, Weld, Slow, Cast in Armour, Magma Blade, Freeze and Forked Lightning. Specialist Spells are never taught to Secondary Members of the School.

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Spell - Mages are able to bind elemental forces, in the form of mana, to produce various effects. There are 10 levels of spells, increasing in potency as they rise from Battle Magic (levels 1 - 5) through to High Magic (levels 6 - 8) and Arcane Magic (levels 9 and 10). The Magic rules and a complete list of spells available to players can be found here

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Spell Out - For as long as a spell remains in effect the caster cannot recover the spell slot used to cast that spell. For example if a mage cast a Level 5 spell slot to provide a magical skin lasting for 4 hours and then menomiced 1 hour later then he would not be able to regain one of his level 5 spell slots, even if he would have gained enough mana from his menomic to do so.

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Total Life - A characters total amount of life points indicates their stamina and natural hardiness. All characters begin with 30 total life points, although they can increase this total by spending character points on the buy stamina skill. All damage recieved comes off the players Total Life.

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Two Handed Touch - Spells and Invocations above rank 1 with a range of "Touch" require the caster to touch the target with both hands at the same time in order to be delivered successfully. If to be released offensively (a Cause Mortal Wounds for example) the caster must make a deliberate lunge at his opponent and strike him cleanly without touching anything else (such as shield or weapon). Some Spells and Invocations (such as Shocking Grasp) may have a lesser effect if contact is only made with one hand. If a reduced effect for a one handed touch is not mentioned in the description for the Spell or Invocation then a one handed touch will cause the invocation to fail.

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Warrior -The rules refer to any character choosing from the Warrior table as an Warrior regardless of the race of that character or the style in which they play them. A cowardly human who has learned the basics of evil power is still considered a Warrior for guild membership etc. if he is choosing his skills from the Warrior column of the points table.

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Weapon Type - In the Heroquest system, if you wish to wield a certain type of weapon, you have to learn to use it first. This involves buying the appropriate skill for that weapon type. using character points. You must buy the skill each time you want to learn a different weapon type.

The weapon types used in the Heroquest system are:

Sword

Includes: rapier, cutlass, single edged sword, double-edged sword, shortsword, longsword, greatsword etc.
Does not include: daggers.

Axe

Includes: Single headed axe, double headed axe, hatchet
Does not include: throwing axes.

Mace

Includes: Ball maces, spiky maces, flanged maces, clubs, hammers, morningstars
Does not include:

Dagger

Includes: all daggers and knives shorter than 18”
Does not include: Tiny hammers, axes or other types of weapons covered by a proficiency.

Staff

Includes: any blunt weapon longer than 42” - generally used two-handed
Does not include: any blunt weapon under 42" - staves, sticks, etc. (which are classified as 'mace')

Spear

Includes: any bladed weapon longer than 42”, such as spear, halberds, scythes (!) etc. - generally used two-handed
Does not include: any bladed weapon under 42" (which would be classified as either a sword or an axe, depending on whether the blade was longer than the hilt/handle)

In addition to this, all weapons are considered to be made of iron/steel or wood (for staffs, clubs, etc.) unless you have a weapon item card that says otherwise.
Weapons made of crystal, bronze, bone, flint or other materials are extremely rare!!

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