Special Spells

  You are probably wondering what a "special spell" is.  A "special
spell" is a type of special (symbolizing a spell cast by monsters) that
acts like a spell.  Confused?  Probably!  If you had played through my
scenario, Spy's Quest, you will probably know what I am talking about.
Basically, it involves some basic nodes; a Play Sound (for effect), a
Display Small Message (2 lines, gives appearance of a spell being cast),
and 1 or more Affect Party/PC nodes (the effect of the spell).  This
allows the designer to do things to the party in a unique and subtle
way.

  So, an example of one I use quite commonly.  It is a spell called
"Excommunicate."  It is like a Slow Group and Curse All in one.  Let us
say I want to give a High Priest the ability to curse and slow the party

using a "spell".  Here is how it works:

    Play Sound, 24 Priest spell
    Display Small Message, Mess1 "High Priest Casts:", Mess2
      "  Excommunicate".  (The two spaces makes it look similar to a
regular spell)
    Affect Party Curse/Bless, amount 8, 1 Curse
    Affect Party Slow/Haste, amount 8, 1 Slow

If you follow this chain, you will have a very nice looking special with
the appearance of a spell.

  Why use this?  Two reasons:  Esthetics (looks nice; no annoying pop up
text messages) and when you get to a complex series of "special spells"
it is nicer than having 5 text messages a round.  Still confused?  Play
Spy's
Quest (hopefully Spiderweb will have it on their site by the time you
are reading this; if not go to

    http://www.geocities.com/TimesSquare/Lair/4694/spyq.html

By the time you pass the third mission, you will know what I am talking
about.  If you do, and want to learn how to implement them into your
scenario, read on!!

  The variety of possible "special spells" are great.  Mainly there are
two types: damaging (using the Do Damage node) and hindering (like
"Excommunicate"; see above).  However, these can mix (some can have
damage and effects).

  How and when should I use them?  Ok, first of all.  Pick a good spell
caster - Wizard, High Priest, Order Mage, Lich, Vahnatai Lord, Dragons,
powerful NPCs (like Erika, Rentar-Ihrno etc.), or even objects.  Only
have good ones do this (Apprentice Mages blasting away the party is not
nice)!!  Then, when you near the magic user, call a one-time special.
There are three types of casts that you may do; one-time, cycle, or
random.  These are explained below.

  One-Time - This is basically where the scenario will do the "special
spell" one time and be done with it.  This is effective for weaker spell
users as they would not have a large supply of SP to get such spells
off.  These are commonly done when you enter a room where a one-time
text message or display dialog is put.  You can have the "special spell"
chain called immediately or have it attached to a short timer called
after the one-shot.  If you use a timer, give it a short increment so
that the caster will not be killed before pulling off the spell.  Or
attach an if-then to the node and a flag to the caster.  Say a Crystal
Soul is building up energy to obliterate you; call a timer with 20
moves.  If the Crystal Soul is killed, then nothing happens when the
timer runs out!  If
not well, you decide...  You can also make multiple spells using a timer
(say you want only two Excommunicates 5 moves apart use flags or a
timer).  This type is effective to cause damage or weaken the party at
the beginning of an encounter to make it more difficult.  An example of
this would be the Order Mage in the Rebel Fort in Mission Two.

  Cycle - This is one or more "special spells" called in a timer
sequence.  This is the same as before except a timer is called at the
end of the "special spell" chain.  For one spell this is easy:

    One-shot special (to activate cycle)
    Stuff Done Equal? (checks the SDF assigned to the "caster," alive is

      0, dead is 1).  End chain if SDF = 1, if 0 call the next node
    Special spell (see above)
    Start General Timer (set to call the Stuff Done Equal node above)

For more than one, for example 3 Special spells, do as follow:

    One-shot special (to activate cycle)

    #1 Stuff Done Equal?   ->SD Equal?    ->SD Equal?
    Special spell (nodes) /  Spell nodes /  Spell nodes
    Start General Timer  -   Timer      -   Timer (calls #1 SD Equal?)

    For lots of Special Spells, just insert a SD Equal?/Spell
nodes/Timer sequence.

Basically, a preplanned cycle of "spells" will be called at the end of
each timer until the caster is killed or the party escapes, etc.)
Note:  Using 1 for the Timer is not advisable as sometimes the BOE
engine calls the special twice a turn!  If slowed, 4 times!!  Be
careful.  Example is the Lich in the Twisting Temple.

  Random - The most complex but most effective in giving an array of
"spells".  This is done by inserting random numbers inside the chain to
decide which set of nodes is called.  Now to keep this as easy as
possible, I will keep it at 50% for each spell and only have four
possibilities.

     One-shot special
   0 Stuff Done Equal?
     Play Sound
     Random Number?, < 50 jump to 1, otherwise 4
   1   Random Number?, < 50 jump to 2, otherwise 3
   2     Special spell 1 sequence, jump to 6
   3   Special spell 2 sequence, jump to 6
   4 Random Number?, < 50 jump to 6, otherwise 6
   5   Special spell 3 sequence, jump to 6
   6 Start General Timer, set to call 0

(This has a 25% chance for each of 3 spells, and 25% chance for a
do-nothing.  Generally, it is good to have one of these; gives time for
recovery).  Of course, percentages need to be adjusted to have more
powerful spells called less often and lesser ones called more often to
balance things out.  This kind of creates an "artificial intelligence"
to
the nodes.  The advantage of this type is it adds a little
unpredictability to game play.  Takes away anticipation.  However, it
has two major drawbacks.  1. They take up a lot of special nodes
(careful planning is important thus have town specials Call Global
Specials and use scenario nodes for commonly used Special spells).  2.
The other is its unpredictability.  It is quite conceivable that spells
can be cast in a certain order that would totally devastate the party.
So you must be careful where you have the percentages.  Even then, there
is no guarantee.  Sometimes a cycle is better if you need space or the
spells are too powerful to be cast in a certain order.  Often this is
done with four possibilities, although you can use eight.  If you want
the effects of the spells hardwired into the scenario specials, you
could have 16!  Example is fight at the Vahnatai Boathouse.

  When to use each one and setting of timers.  The one-shot is good for
weaker spell casters or shorter battles.  Cycles and random are used for
larger battles against major casters like a Lich.  Also, you may wish to
cancel the timer via a SDF setting special if the party decides to flee
or make it impossible to escape.  Timers generally should be about 2 or
3.  If slowed, this will devastate the party.  If you decide to go with
one, make sure that the party will be strong enough (four spells which
do 100-200 points of damage in a row is not good).

Here is a list of some spells that I use:

  Arctic Fury - Ice Damage, Slow
  Arachne's Scourge - Webs, Poison, Poison Damage, and 2 move Paralysis
  Plague - Dangerous; when cast diseases and activates a cycle that
diseases every 50 moves fifteen times!
  Excommunicate - Heavily slows/curses
  Lightning Strike - Unblockable damage
  Dumbfound All - Dumbfounding.  Careful with this; dumbfounding is
cumulative!!
  Incinerate - Fire Damage
  Major Poison All - Major Poison
  Mass Paralysis - Like PC spell; I do three passes of this paralysis
  Drain - Drains HP and SP
  Unholy Blast - Poison, slows, curses, and unblockable damage
  Absorb Soul - VERY DANGEROUS AND RARE; has slight 10% chance of
working.  If it does, takes some strength, dexterity, and intelligence
(possible 1 point 50% chance affect) from party.  Use these stat
draining spells sparingly and always make sure not to have it always
work!!

  These twelve spells are examples of what can be done.  You can vary
this (Mr. Vogel, can we have an affect acid node please?!)

  There are three other types of "special spells" that I use.  They are
field spells, summoning spells, and blocking spells.

  In a field spell, you place a field of some type in a certain area to
hinder or damage a PC or party, for example Fire/Force/Ice or Blade
Walls, Stinking Cloud, or Sleep Field.  To block a PC's or Party's
advance, Place Force Barriers.  In effect, the caster will be more
difficult to reach and kill.  The best is to use force barriers.  Make a
party leave combat, do the D. Barrier routine, and regroup.  Antimagic
would be nice, Mr. Vogel.

  Summoning spells use "Place Monster" nodes.  This is a great way to
duplicate the "Vahnatai uses Soul Crystal" in Exile III.  Just every so
often (via a general timer), have a monster placed on a space.  This is
best done in a cycle or random placement to vary where and what monster
appears.  Note:  Do not force!  If you try to add too many monsters the
game sometimes crashes!!!  Remember, a maximum of 60 monsters per
town/dungeon level.

  Blocking spells are done one of two ways.  Way one is to use change
terrain nodes.  When a party approaches a spell caster.  Call a special
that goes like this:

    One-shot (preferably one-time text)
    Change Terrain (rectangle if necessary)
    Start General Timer (set to call a restore special)

    Restore special - Change Terrain to what it was)

  Another way is to change terrain to crumbling or impassable terrain
and not use the timer.  Just make sure that there is a way around it!!

The other way is by a Can't Enter.  This is good to accompany by a Do
Damage special.  Here is how to do this (you need a wall of these
specials between the party and the spell caster):

      Stuff Done Flag? (if SDF is < 1 jump to 1, if SDF > 9 jump to -1,
        otherwise jump to 3)
    1 Set Flag (set SDF to 2 with message "The Lich places an invisible
        barrier of energy throwing you back.  Fortunately, the barrier
        is quickly dissipating")
      Can't Enter, 1 (thus party cannot enter)
      Start General Timer (when it ends jump to 2)
    3 Do Damage
      Can't Enter, 1 (thus party cannot enter)
    2 Set Flag (set SDF to 10 with a message that the barrier is gone)

If the party tries to enter the space again while the SDF is 1 (barrier
is still up) they will suffer the Do Damage and Can't Enter specials.
After the timer is up the SDF will be 10.  If the party enters the space
now, nothing will happen (unless you program something else via the SDF?
jump).  Blocking spells lengthen the battle against a good spell
caster.  This prevents the party from going in and slashing the spell
caster until the timer runs out and impatient parties will suffer damage
by trying to reach him/her/it.  Also, you can make this battle even more
grueling by
implementing special spells.

  In conclusion, you must use these carefully!  Do not make spells too
strong or too often for the difficulty and use only where it makes
sense.Also, be sure to attach a SDF to each of these!  Too many timers,
too many
spells, too many deaths.  If a party leaves the spell caster's sight,
the spells should end.  Lastly, test these!!  These are complex and you
never know where you could have mistyped a field.  100 extra damage
could easily turn to 1000 extra points of damage if you are not
careful!!  Most of all make sure a reasonable party will be able to win
this encounter; too hard, too easy, or just right?

  Hope you find a use for this new tool.

  Additional help can be gained via e-mail at bkiedrow@coredcs.com

- Brian "Stareye" Kiedrowski
