<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Vuln Reducing Spells]]></title><description><![CDATA[<p dir="auto">ATM, Warlords get a spell called 'Energy Field'. ( I believe it is Warlord, could be alchemist or geomancer).</p>
<p dir="auto">ENERGY FIELD</p>
<p dir="auto">The energy field spell reduces damage from lightning or energy type</p>
<p dir="auto">attacks by 25%.</p>
<p dir="auto">From the help file, that is what it does. This gives Titans a way to counter act to some degree their vulnerabillity.. What i would suggest is similar spells be made for other Vulns, (and all given to Geomancer(makes most sense to me)</p>
<p dir="auto">EX</p>
<p dir="auto">SMOKE FIELD</p>
<p dir="auto">The smoke field spell reduces damage from fire or flame type</p>
<p dir="auto">attacks by 25%.</p>
<p dir="auto">RELIGIOUS FIELD</p>
<p dir="auto">The religious field spell reduces damage from holy or align type</p>
<p dir="auto">attacks by 25%.</p>
<p dir="auto">And others, those are the 2 that would help me, but I think people can see where this would go with other Vulns of other races as well.</p>
<p dir="auto">Maybe even make thes spells give the proper races an initial amount of damage when first cast on them, or something, just kicking the idea out there.</p>
]]></description><link>https://forum.v2.sentiencemud.net/topic/210/vuln-reducing-spells</link><generator>RSS for Node</generator><lastBuildDate>Thu, 16 Apr 2026 02:19:35 GMT</lastBuildDate><atom:link href="https://forum.v2.sentiencemud.net/topic/210.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 20 Dec 2004 17:46:35 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Vuln Reducing Spells on Tue, 21 Dec 2004 05:58:15 GMT]]></title><description><![CDATA[<p dir="auto">I really don't see this as being a part of the game anytime soon, unless resistances change to a system where it isn't a flat +/-25% but a varied system where vulnerabilities are still vulnerabilities, just not as harmful.</p>
<p dir="auto">But, for iron, polarization. Their armour repels the force of iron weapons aimed at them, causing decreased damage.</p>
<p dir="auto">Silver could be diamondize, making their armour harder against silver weapons, also decreasing silver.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2724</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2724</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Tue, 21 Dec 2004 05:58:15 GMT</pubDate></item><item><title><![CDATA[Reply to Vuln Reducing Spells on Mon, 20 Dec 2004 22:30:59 GMT]]></title><description><![CDATA[<p dir="auto"><em>nod</em> i personally feel the spell should be removed. I personally feel its too powerful. but if it isnt removed maybe it can have a price. first off i think it should cost a reagent. second i think if you get to resist a certain spell you should become vuln to the opposite of that spell.. example: resist to fire, vuln to cold, etc. Also, i think you should only be able to have one casted on yourself at a time.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2722</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2722</guid><dc:creator><![CDATA[Anonymous]]></dc:creator><pubDate>Mon, 20 Dec 2004 22:30:59 GMT</pubDate></item><item><title><![CDATA[Reply to Vuln Reducing Spells on Mon, 20 Dec 2004 22:15:03 GMT]]></title><description><![CDATA[<p dir="auto">Nod, Angroth, point is the one for the electrical vuln is already there. For the titans, suggestion is just to "level" the playing field for the other races in that respect.</p>
<p dir="auto">Not that I would prefer this suggestion, but alternately like i said , make the spells null and void on any race that has the vulnerability, though i would prefer just have one for all the vulns. It is after all a remort spell choice we are talking about.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2721</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2721</guid><dc:creator><![CDATA[RedRaven]]></dc:creator><pubDate>Mon, 20 Dec 2004 22:15:03 GMT</pubDate></item><item><title><![CDATA[Reply to Vuln Reducing Spells on Mon, 20 Dec 2004 22:10:26 GMT]]></title><description><![CDATA[<p dir="auto">25% is a lot and I think Elves should rely mainly on their magic and if people can just cast a spell and make their vulnerabilities go away, what in the world is the sense of going an Elf or any other race that depends on peoples weakenesses. Imagine a titan with all of those spells in affect with their hard hits already you cant heal enough to make a difference. They have the highest hp in the game. it would make them invincible. I dont think these spells are a very good idea.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2720</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2720</guid><dc:creator><![CDATA[Anonymous]]></dc:creator><pubDate>Mon, 20 Dec 2004 22:10:26 GMT</pubDate></item></channel></rss>