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Ritual Magic

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

 

 

Ritual Diff Description
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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