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    FANTASY BOARDGAMING IN AN ABS UNIVERSEBrickQuest is a game of small-scale fantasy combat. It requires at least two players to play and can be played easilyby four to six players. The game is played using standard six-sided dice and a three dimensional dungeon constructedout of building blocks.

    Choosing a CharacterIn the world of BrickQuest, there are three races fromwhich you can choose your character: Human, Elf, andDwarf. The adventures in BrickQuest center around thearea where humans hold sway, so humans come from avariety of occupations. Dwarves and elves, however, arefar from their homes and only certain types goadventuring this far.

    When you choose your Character Type, you determinehow well the character does in a variety of things."Playing the Game" will discuss specifically how thesestatistics are used in play.

    Movement: How many squares the character can movein one action.

    Attack Dice: How many dice are rolled every time thecharacter makes an attack (the swing of an axe, a magicmissile, an arrow shot, etc). The more dice are rolled, themore likely damage is.

    Defense Dice: How many dice are rolled when acharacter takes damage. Some characters, by virtue oftheir speed, dexterity, or armor can counter attackdamage more than others.

    Minimum/Maximum Range: Most character types havea range of 0; they can only attack creatures in adjacent

    squares. Wizards specialize in distance attacks withlevinbolts but have no skill in hand-to-hand combat; theirtarget must be a minimum distance away. Elves areproficient in sword and bow and can attack both adjacentand more distant targets (but not both in one round).

    Initiative Bonus: You will roll dice at the beginning ofthe game to determine who goes first each round of play.This bonus gets added into your roll. Higher numbersgive characters the advantage in going first.

    Hit Points: How many points of damage your charactercan take before dying.

    Character TypesClericMovement: 4Attack Dice: 2Defense Dice: 3Minimum/Maximum Range: 0/0Initiative Bonus: +0Special Abilities: Turn Undead; Cleric Spells (14 spellpoints)Hit Points: 12

    DwarfMovement: 3Attack Dice: 3Defense Dice: 4Minimum/Maximum Range: 0/0Initiative Bonus: +0Special Abilities: Searching for secret doors and trapsHit Points: 12

    ElfMovement: 5Attack Dice: 2 melee/3 rangedDefense Dice: 2

    Minimum/Maximum Range: 0/0 or 2/8 (An elf maymake either a sword attack or a bow attack, but cannotdo both in the same round.)Initiative Bonus: +1Special Abilities: Add 2 to the result of all Attack andDefense rolls.Hit Points: 10

    FighterMovement: 4Attack Dice: 4Defense Dice: 3Minimum/Maximum Range: 0/0Initiative Bonus: +1Special Abilities: ChargeHit Points: 12

    RogueMovement: 5Attack Dice: 2Defense Dice: 2Minimum/Maximum Range: 0/0Initiative Bonus: +2Special Abilities: Searching for secret doors and traps;disarming traps; picking locks; picking pockets;backstab; tumbleHit Points: 10

    WizardMovement: 4Attack Dice: 2Defense Dice: 2Minimum/Maximum Range: 2/6 (this is a magicalattack but does not use spell points)Initiative Bonus: +0Special Abilities: Wizard Spells (14 spell points)Hit Points: 10

    Copyright 2003, 2004 by Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickQuest v1.2 Aug2004

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    Playing the GameObjectiveThe game can be played with a variety of objectives:

    Questing: The BrickMaster places a room on the

    game table. This is the starting room. One doorfrom this room is designated the Exit from thedungeon. The game is won by the characters whenthey accomplish a goal specified by the BrickMaster,

    and then return to the exit. As characters movethrough the dungeon, additional rooms are added tothe table.

    Backstab: The BrickMaster places a room on the

    game table. This is the starting room. One doorfrom this room is designated the Exit from thedungeon. The game's winner is whichever characterexits the dungeon with the most gold... whether ornot any other player makes it out. As charactersmove through the dungeon, additional rooms areadded to the table.

    Defense: The BrickMaster sets up the entire

    dungeon layout on the table. The players' objectiveis to hold out against successive waves of attackers.

    The objective, set by the BrickMaster, may be tokeep attackers out of a particular room, keep anNPC (non-player character) alive, or hold on to aparticular item.

    Team Play: The BrickMaster sets up the entire

    dungeon layout on the table. Players form two ormore teams, each starting in a different room of thelayout. Each team's goal is to plunder the dungeonand amass the treasure for their own team. Thegame is over when all rooms of the layout havebeen cleared and only characters from one team arestill alive.

    By combining the above general frameworks for aQuest, a wide variety of games are possible. Forinstance, Team Play could be combined with Defense orQuesting. In any case, the BrickMaster must plan theQuest and build the dungeon in advance.

    BrickQuest is a d6-based game. Whenever a die roll iscalled for, a standard six-sided die should be used.

    Beginning the gameEach player rolls two six-sided dice to determineinitiative. Add the results up and add any bonus fromyour character sheet. Record this number; it determinesthe order of players and monsters for the rest of thegame. Higher numbers go first. Monsters in the dungeondo not roll initiative but go on a number determined by

    their type.

    If players roll a tie, they should re-roll the dice.Whoever gets the higher roll of this second roll goes firston the original number rolled. (Re-roll as many times asnecessary.) Players who had to resolve ties shouldrecord their initiative as the appropriate number and A,B, etc. For instance, 7A goes before 7B. Monstersautomatically go last on their number.

    Once all players have rolled, the player who rolledhighest places his character on any square in thestarting room. Then the next highest player goes, etc.

    Once initiative is settled and characters are placed in thestarting room, the game is conducted in rounds until itsconclusion, with characters going in order of initiativeeach round from highest to lowest. The game runs untilthe Quest's objective has been met.

    The RoundEach player can take two actions with his character in

    the round. An action may be a movement, an attack,using a special ability, or interacting with objects.

    A character may do any combination of two actions inany order, including two attacks (an all-out attack;remember that elves may not attack both adjacent andranged enemies in one round) or two movements(considered running). The exception is spellcasting;casting a spell takes one action but a spellcaster maynot cast another spell, make an attack, or turn undead(cleric-only ability) in the same round as casting a spell.

    MovementA character may move left, right, forward or back. Eachof these movements is 1 step towards the character's

    maximum. Diagonal movement is allowed but counts as2 steps. At the end of his movement, the character maybe positioned with his base facing any of the cardinaldirections.

    A character may move into any adjacent square on thesame level or one brick higher or lower. Any square twobricks higher or lower is considered an obstacle and maynot be entered from that direction.

    A character may move through the square of anothercharacter without penalty, given the others permission.Characters may not pass through a square with anycreature, character that does not give permission, orany object that would reasonable prevent movement(barrels, chests, bookcases, sarcophagi, etc.) Acharacter may pass through a square with the deadbody of a character or creature, but may not end theround on it.

    Optional Rules: SpecialSquaresWater and LavaThese squares are considered obstacles and may notbe entered or crossed by a character. Some monstersmay be able to cross them, however.

    Fire SpoutsSome dungeon squares have gouts of flame whichperiodically erupt through the floor or from a wall.Characters may not end their movement in a squarewith a fire spout. Characters may cross a square witha fire spout, but for each such square they must rollone die. On a roll of 1-3 (1-2 for rogues), thecharacter takes a point of damage.

    Using StairsMeasure the stairs as closely as possible with theBrickRuler. Generally, three stairs count as one square.

    Copyright 2003, 2004 by Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickQuest v1.2 Aug2004

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    AttackingCharacters may attack monsters or other characters asan action. As part of the attack action, the charactermay make a free 90 turn before making the attack.Any other movement, including turning completelyaround, counts as a move action.

    Normal Attack: Target is In a square adjacent to the attacking character. Directly in front of the character or on either of the

    front diagonals. Standing no more than two bricks higher or lower

    than the attacking character.Ranged Attack: Target is At least the character's minimum range distant

    using the BrickRuler, from center of square to centerof square.

    No more than the character's maximum rangedistant using the BrickRuler, from center of squareto center of square.

    Within the attacking character's "firing arc": a directline from the character to the target passes betweenthe two front corners of the character's base.

    Along a clear line of sight from the attacking

    character--the BrickRuler shows a straight line fromcenter of attacker's base to center of target's base,without passing through any obstacles which wouldreasonably prevent an attack.

    Not blocked by any other creatures or charactersalong the line of fire.

    Creatures are bound by the same rules in making theirattacks.

    Once the attack is declared valid, the attackerimmediately rolls his Attack Dice (one six-sided die foreach attack die his character type grants). The defenderthen rolls his Defense Dice. If the total for the attack ishigher than the total for the defense, the difference istaken as damage by the defender.

    The target then records damage on his character sheet,or the BrickMaster records the damage for a creature. Ifthe damage reduces the target's Hit Points to 0, thetarget is then considered dead. The corpse is left in thesquare(s) it occupied previously and any treasure on thetarget is available for looting.

    Interacting with Objects and Items

    Opening or Closing ObjectsOpening or closing any door in the dungeon is an action.Locking or unlocking the door, if the character has andchooses to use the appropriate key, is included in theaction. The character must be in a square directly in

    front of the door to open or close it. Double doors canboth be opened with one action.

    The dungeon may contain chests, barrels, sarcophagi, orother closable objects. Opening a barrel, unlockedchest, etc., and taking its contents is one action. Closingthe barrel or chest is a separate action. A charactermust be in a square adjacent to the item in order toopen or close it. Chests can only be opened from thesquare facing the front of the chest.

    Large closable objects such as sarcophagi or largebarrels may conceal creatures or characters. Climbing

    into an already-open item is one actions (if theBrickMaster rules it can be closed from inside) andclosing it is a second; opening the object is anotheraction, as is climbing out.

    Picking Locks SuccessRogue Only: 5-6

    On a successful roll, that object is unlocked and can beopened on a later action by that player or another in thesquare in front of the chest or door.

    Forcing Objects OpenA character can force (break) a locked or otherwisesecured object--locked doors and chests, sealed coffinsand sarcophagi, sealed barrels, etc. Such an action isnoisy and will probably attract attention from nearbycreatures. To force an object open, a character must bein the appropriate square to open it; the player thenrolls a die.

    Forcing SuccessFighter: 5-6 Other Characters: 6

    If the roll succeeds, the object is considered openimmediately and any adjacent character may take the

    contents on a later action. Forced objects cannot beclosed again.

    A creature or character inside a forced objectautomatically takes 1 point of damage and is thenplaced on an adjacent square. That creature loses oneaction in its following turn.

    Activating ObjectsActivating an appropriate item in an adjacent square,such as a lever or button, also counts as one action.

    Giving ItemsAs an action, a character may pass items in hispossession to one creature or character in an adjacent

    square.LootingA character may examine the possessions of any corpseor unconscious player in the dungeon. To do so, thecharacter must be in any square adjacent to the bodyand spend an action searching for goodies. Anythingthe character finds on the corpse can be added to theswag bin on the character sheet immediately.

    Picking Up ItemsAs an action, a character may pick up all objects in oneadjacent floor square of the dungeon or on one shelf inan adjacent square.

    Taking Items

    As an action, a character may take items from the swagbin of an adjacent characterif the adjacent characterallows it. The player taking items then has access toeverything in the other players swag bin.

    Using ItemsA character may use one item (such as a potion) in hispossession as an action.

    Copyright 2003, 2004 by Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickQuest v1.2 Aug2004

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    Special AbilitesBackstabWhen a rogue attacks his target from the square directlybehind the target, he gets an additional 2 attack dice.

    Casting a SpellWizards and Clerics may cast certain spells. Casting aspell is one action but in the round a spell is cast, thespellcaster may NOT

    Cast another spell Attack Turn undead

    The spell takes effect as soon as the caster declares itand has deducted the required Spell Points.

    There are no saving throws in BrickQuest. A spell whichdeals damage is not opposed by a Defense roll unless itspecifies such.

    For spells which have an ongoing effect, the effecthappens once as soon as the spell is cast. In followingrounds, the target of the spell may roll one die at thebeginning of the casters turn. If the result is a 6, thespells effect is broken. Otherwise, the spell effect

    happens again.

    ChargeIf a Fighter moves in a straight line as his/her firstaction in the round and attacks an opponent also alongthat straight line as his/her second action, the fightergets one additional Attack Die on the attack. The movemust be completely in one straight line (diagonals counttoo) and must be at least 2 squares.

    Climbing Ropes or ChainsRopes or chains hanging in the dungeon can be climbedas an action. For a character to climb a rope or chain,the character must begin the action adjacent to one endof the rope/chain and there must be a free square

    adjacent to the other end. To successfully traverse therope or chain, the player must roll a six-sided die foreach nine bricks high or three squares long.

    Climbing SuccessRogue: 2-6 Other Characters: 3-6

    If a player fails: For vertical ropes or chains, put thecharacter in a free square at the bottom (the startingsquare if the character attempted to climb up. Forhorizontal ones, the player may position the characteranywhere under the rope or chain. If a character falls,count the number of bricks high the highest point of thechain is and divide by 3. The character takes this manypoints of damage, rounded down.

    Picking PocketsAs an action, a rogue may pick the pocket of a characteror creature in an adjacent square. The player rolls onedie; a result of 5 or 6 indicates success, and the roguemay remove one item of his choice from the Swag Bin ofthe target character or from the items carried by thecreature. A result of 1 indicates that the target detectedthe attempt; the target gets one free (doesnt count asan action) attack on the Rogueroll Attack and DefenseDice as normal.

    Picking PocketsRogue Only: 1 Detected (free attack)

    2-4 Failure5-6 Success

    Searching for Doors and TrapsRogues and dwarves are especially attuned to dungeonconstruction and are alert to discrepancies. As amovement action, a dwarf or rogue may declare he issearching and move half his normal spaces (rounding

    up). The BrickMaster rolls one die which players are notallowed to see; on a successful roll, the character findsany traps or hidden doors within 2 spaces of his path.

    Searching SuccessRogue: 4-6 Dwarf: 5-6 Others: N/A

    A character who finds a door will know how to open it.Opening a secret door is one action. When a trap isfound, as an action, a rogue may attempt to disarm it.The player rolls one die; a result of 1 means the roguetriggered the trap, while a result of 5 or 6 means it hasbeen disarmed.

    TumblingNormally, characters may not move through squaresoccupied by opposing creatures or characters. As partof a movement action, a Rogue may attempt to byrolling a die. On a result of 5 or 6, the rogue may passthrough the square of one opposing creature. On anyother result, the Rogue stays where he was beforeattempting the tumble and loses the rest of themovement action.

    The Rogue may attempt to move through two occupiedsquares in a row this way but must roll separately foreach occupied square. If the second roll fails, move therogue to the nearest free square along his line ofmovement.

    Turning UndeadAs an action, a cleric can channel the power of his deityin an attempt to purge evil from his presence. Thisturning ability operates only on undead creatures. Toturn, the player rolls one die; all undead creatureswithin a radius of 2 from the Cleric take half the dieresult, rounded up (1-2 = 1 point, 3-4 = 2 points, 5-6 =3 points).

    DeathWhen a character reaches 0 Hit Points, that characterfalls unconscious. At the end of the following round ifthe character has not had any hit points restored, he isdead. The character may be revived by a clericshealing spell or by having a potion forced down histhroat by someone in an adjacent square.

    No character drops below 0 Hit Points. The attack whichknocks the character unconscious only reduces HitPoints to 0, regardless of the actual damage dealt.When the target of an attack, an unconcsious characterrolls 2 fewer Defense Dice. Any damage dealt to anunconscious character kills the character immediately.

    Copyright 2003, 2004 by Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickQuest v1.2 Aug2004

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    OPTIONAL RULES

    Critical Miss and CriticalHitIf an attacker with more than one Attack Die rolls all1s, he is considered to have made a critical miss.Remove the character's weapon from his hand and setit on his base. As a later action, the character (or

    another character or creature in an adjacent square)may pick up the weapon.

    A disarmed character may perform an open-handedattack with one Attack Die. Arming with anotherweapon out of a character's inventory is also oneaction.

    If an attacker with more than one Attack Die rolls all 6s,he is considered to have made a critical hit. A criticalhit causes at least one point of damage per Attack Dieto the defender. Example: A wizard with 2 Attack Dicemakes an attack on a Dwarf with 4 Defense Dice. Thewizards Attack roll is 2 sixes (12), but the dwarfsDefense roll totals 17. Because this is a critical hit forthe wizard, he still deals 2 points of damage to theDwarf.

    HoldingIf a player does not want to make a move at hisnumber in the initiative, he may declare he is holding.At the end of the round, all players and creatures whoheld must take their actions in initiative order orforfeit their turn. Holding does not change theinitiative for subsequent rounds. A player cannot takeone action and hold the second; he must move at hisplace in the initiative or hold both actions.

    New SpellsIn addition to the default spells described at the end ofthe rules, characters may find other spells in scrolls orspellbooks in the dungeon. Once a spellcaster has ascroll or spellbook, he may cast any spells it containsappropriate to his class. If he loses possession of thescroll or book, he loses the ability to cast the spells itcontains.

    Height DifferencesFor every two full bricks higher an attacker is than thedefender, add one to the Attack result (up to +3).

    For every two full bricks lower an attacker is than thedefender, subtract one from the Attack result (up to

    -3).

    Unique Actions

    Creative players will come up with actions theBrickMaster never envisioned when building thedungeon. When such a situation occurs, as long asthe action wont ruin the game, use common sense tofigure out how likely the action is on the scale below.

    Simple Action: No die roll required. This issomething like taking a torch off the wall.

    For more difficult actions, he player attempting theaction must roll two dice. If the player gets theminimum score from the table below, the charactersucceeds.

    Easy Actions: 5 or better (83.3% chance of success)

    Moderate Actions: 8 or better (41.7% chance)

    Hard Actions: 10 or better (16.7% chance)

    Impossible Actions: 12 (2.8% chancehey, nothings

    impossible if it makes the game more fun!)Actions may be easier for some characters than others;for instance, standing on a railing and attacking mightbe an Easy Action for a Rogue but a Moderate Action forthe less agile Dwarf. If you think something is a biteasier or harder than one of the specified levels, use anumber in between as the goal. Just use some commonsense, keep the game moving, and have fun!

    Copyright 2003, 2004 by Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickQuest v1.2 Aug2004

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    Wizard SpellsMinor FireballSpell Points: 3Area of Effect: 2 square radius; centered on target squarein direct line of sight of casterDuration of Effect: InstantaneousDescription: A small fireball bursts from the character'shand and explodes on a designated square. All creatures andplayers within the area of effect (measured with theBrickRuler) take 1 die roll's worth of fire damage.Major FireballSpell Points: 6Area of Effect: 4 square radius; centered on target squarein direct line of sight of casterDuration of Effect: InstantaneousDescription: A massive fireball bursts from the character'shand and explodes on a designated square. All creatures andplayers within the area of effect (measured with theBrickRuler) take 2 die roll's worth of fire damage.Lightning BoltSpell Points: 4Area of Effect: Every square lying along the BrickRuler for 6spaces from the caster.Duration of Effect: InstantaneousDescription: An arc of lightning sears across the dungeonfrom a character's hand, shocking every creature andcharacter on the way. Affected creatures take 1 die's worth ofelectrical damage.Cone of IceSpell Points: 6Area of Effect: Cone, 4 squares long, emanating fromcaster.Duration of Effect: InstantaneousDescription: An icy blast of cold emanates from thecharacter's hands, freezing all in its path. All creatures withinthe cone of effect (measured with the BrickRuler, with thesides of the cone running from the center of the casters base

    to the front corners) take 2 die roll's worth of damage.

    Magic LockSpell Points: 2Area of Effect: 1 door, chest, or other lockable object insquare adjacent to caster.Duration of Effect: 5 roundsDescription: The target object is magically locked. No keywill open the door, nor will brute force open the door.Magic UnLockSpell Points: 3Area of Effect: 1 door, chest, or other lockable object insquare adjacent to caster.Duration of Effect: Instant

    Description: One lock, magical or physical, is removed fromthe target.

    Reveal SecretsSpell Points: 4Area of Effect: A square 5 spaces on a side, centered on thecaster.Duration of Effect: 2 roundsDescription: A magical flame appears to mark any squaresor walls which are trapped or have secret doors. The casterwill not know how to open any secret doors or disarm traps.

    Magic WardSpell Points: 3Area of Effect: Designated square adjacent to caster.Duration of Effect: Until dischargedDescription: A designated square of the dungeon is magicallywarded. Any creature or character (including the caster) steppinginto the square will be engulfed in blue flame, dealing 1 die roll'sworth of damage. Adjacent squares are not affected.Blinding LightSpell Points: 2Area of Effect: SelfDuration of Effect: Instantaneous (effects last 3 rounds)Description: The wizard momentarily erupts in a blinding burst oflight. All creatures and players whose firing arcs face the wizardare blinded for 3 rounds. (For each attack or square of movementa creature makes while blinded, roll one six-sided die to see whichsquare it affects: 1-2 it goes on the left diagonal, 3-4 it goes onthe right diagonal, 5-6 it goes to the correct square).HiccupsSpell Points: 3Area of Effect: 1 creature or player in direct line of sight tocaster.Duration of Effect: 4 roundsDescription: The affected creature or player suffers from adreadful case of hiccups. While hiccuping, the creature or playertakes only one action per round, instead of the usual two. This

    prevents use of any special ability, including spellcasting.

    SilenceSpell Points: 2Area of Effect: 1 creature or player in direct line of sight ofcaster.Duration of Effect: 6 roundsDescription: A sphere of silence envelops the targeted creatureor player. This sphere travels with the target, preventing it fromspeaking, casting spells, or otherwise making noise. The creature'smovement is also silenced.

    InvisibilitySpell Points: 4Area of Effect: 1 creature or player in square adjacent to caster.Duration of Effect: 6 roundsDescription: The targeted creature becomes completely invisible,but remains detectable by touch or hearing.EtherealitySpell Points: 6Area of Effect: 1 creature or player in square adjacent to caster.Duration of Effect: 6 roundsDescription: The targeted creature becomes completely ethereal.While ethereal, the creature can move through walls, floors, andceilings. Ethereal movement involves floating at a rate of 4

    squares per action. Ethereal beings may not attack or be attackedAn ethereal creature or player may cast spells. Spells involvingphysical damage (including fire, electricity, and cold) do not affectan ethereal creature.TeleportSpell Points: 4Area of Effect: Caster onlyDuration of Effect: InstantDescription: The caster is magically transported to a chosensquare which he has previously occupied, up to 12 squares away.

    Copyright 2003, 2004 by Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickQuest v1.2 Aug2004

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    Cleric SpellsMinor HealingSpell Points: 2Area of Effect: 1 creature or player in squareadjacent to casterDuration of Effect: InstantaneousDescription: The target creature or player is healed of1 die roll's worth of damage.Major HealingSpell Points: 4Area of Effect: 1 creature or player in squareadjacent to casterDuration of Effect: InstantaneousDescription: The target creature or player is healed of2 die rolls' worth of damage.Cure DiseaseSpell Points: 3Area of Effect: 1 creature or player in squareadjacent to casterDuration of Effect: Instantaneous

    Description: The target is immediately cured of anydisease, including lycanthropy, mummy rot, andhiccups.Cure PoisonSpell Points: 3Area of Effect: 1 creature or player in squareadjacent to casterDuration of Effect: InstantaneousDescription: The target is immediately purged of allpoison in system, but retains all damage caused by thepoison.

    CurseSpell Points: 6Area of Effect: 1 creature or player within sight of casterDuration of Effect: InstantaneousDescription: The cursed target begins to suffer all kinds ofmisfortunes--stubbed toes, hangnails, random boils, andbloody noses, for instance--resulting in one point ofdamage per round.Cure CurseSpell Points: 5Area of Effect: 1 creature or player in square adjacent tocasterDuration of Effect: InstantaneousDescription: The target is immediately cured of any curse.

    InfuseSpell Points: VariableArea of Effect: 1 creature or player in square adjacent tocasterDuration of Effect: Instantaneous

    Description: The target receives one less than the numberof spell points the caster expends on the spell. Either acleric or a wizard can receive spell points from a cleric usingthis spell.Divine WrathSpell Points: 8Area of Effect: 1 target square and adjacent squares.Target square must be in line of sight to the caster.Duration of Effect: InstantaneousDescription: A bolt of divine cleansing fire descends fromabove, immolating a square of the dungeon and cause 2 dierolls of damage to the occupant. Divine wrath boils over,causing one die roll of damage to the occupant of each

    adjacent square.

    Copyright 2003, 2004 by Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickQuest v1.2 Aug2004