Ritual Magic is a form of spell casting which allows for
lower level characters working together to cast special high level spells
of varying effects. Many of these rituals simply reproduce normal hi level
or epic spells but many can also cause (or prevent) world-shaking events in
the game, some are even required as part of a quest. Ritual Magic can
be done solo, however, additional participants in a ritual will add half of
their Ritual Magic skill to that of the Rituals leader as a bonus (or
penalty if their skills are low or untrained) thus making the more
difficult rituals practical if enough participants can be collected.
A maximum of 8 characters can participate in a ritual magic
attempt in addition to the target of the effect if that person is not
actually part of the ritual circle itself (i.e. A group of mages can
perform a ritual on another player who simply stands in the center). All
players involved stand to suffer the consequences of failed skill check
however with the target of the spell receiving the brunt of the penalty.
Another factor to the ritual skill bonus is the location. There are
certain places in the world in which magical forces are much stronger,
usually secret places of power. When rituals are cast near these areas the
additional potency is represented with a bonus to your ritual magic attempt.
The bonuses are large and can go up into the hundreds. The amount of bonus,
if any,
can be displayed by clicking on the ritual circle. Most of these places work
for any type of ritual but some of the more powerful places usually only
work for Good or Evil rituals and will actually penalize an inappropriate
ritual attempted there.
Performing Magic Rituals
To participate in a magic ritual, you need to have an
appropriate Magic Ritual Robe. There are 3 kinds of robes, Normal, Holy and
Dark. Depending on the ritual you are trying to perform you may be required
to use a certain type of robe, usually corresponding to the "alignment" of
the ritual itself (i.e. you can't summon demons with a Holy Ritual!). You
will also need the Ritual Book of the ritual you want to cast handy. Some
simple practice ritual books can usually be bought from the appropriate
trainers, powerful ritual books are usually rare treasure items or often
quested for. Right-Click and Activate the robes unique power and target it
on the ground to create your own Ritual Circle, if you want to join another
players ritual, simply use the robes on their circle to become a part of
it. You can click on a Magic Ritual Circle at any time to display all
relevant information about it including the total bonuses gained from all
the participants and location as well as who the leader is.
Once all the participants have joined the circle, the
rituals leader (the one who created the circle) uses a Ritual Magic Book of
his choice on whomever he wants to be the target of the rituals effect,
this can be himself, another participant or non-participating player who
stands in the center of the circle. Rituals take about 30 seconds to
perform during which time various chants and visual effects will be
experienced. If any participants move from their assigned positions or if
the circle is damaged, the ritual will abort automatically.
At the end of the ritual a skill check is made on the
rituals leader with all the bonuses he deserves. Higher levels of success
usually earn a more potent effects while failures can range from simple
dispels, loss of control of summoned creatures, unwanted detrimental
effects, hordes of uncontrolled monsters spewing forth etc. Failures
usually mean the loss of the ritual book itself also.
After a ritual, whether it succeeds or fails, all
participants will have a -100 penalty to their ritual magic skills for
approximately 10 minutes due to magical drain on their bodies. This penalty
will lower itself over the course of that time.
Stored Spells
Some rituals don't apply their effects to the target but
rather empower that player with a limited spell ability represented by a
special item in their inventory. These are know as held or "stored" spells
which the player can unleash by activating this special item. These are
usually spell effects that require a target of their own like Greater
missile Storm, Fireball or Mordenkainen's Disjunction.
Ritual Magic Under Construction
| Call upon the Darkness |
|
Summons a Greater shadow under control of the
rituals target. |
| Demonic Agreement |
|
Summons a Balor under the control of the
rituals target. |
| Empowerment of Doom |
|
Transforms the target into a Doom Knight. |
| Guardian of the Flame |
|
Summons a Elder Fire Elemental under the
control of the rituals target. |
| Urikanian Infusion |
|
Transforms a Urikanian Sword in the targets
inventory into a holy avenger. |
| Summon Badger (practice) |
|
Summons a Dire Badger under the control of
the target. |
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