MRPG Ritual Enchanting

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Ritual enchanting is by far the most difficult. Mechanically, its works much like alchemical enchanting, but requires a specific ritual site. These sites may be located on remote mountain tops or deep within dungeons. Each town will have a simple ritual site for basic, common rituals but the more powerful rituals will require a great deal of travel. In addition, certain rituals may have to be preformed at specific times of day or under special conditions (full moon, no clouds, etc.).

The upside to Ritual Crafting is that, unlike other crafting schools, there is no experience or level, if you combine all of the elements at the appropriate ritual site, you complete the ritual.

There is a subset of ritual enchanting called Ritual Crafting, which works in a very similar way, but allows players to make unique weapons that cannot be made by smithing (such as a double-bladed scythe or weapons with special metal properties). Ritual crafting uses the same techniques, but does not have the same effect. An enchanting ritual adds a new effect to an existing item where as a crafting ritual creates a new item.

Process

In order to begin ritual-enchanting on an item, the item must first be Attuned. The Attunement Ritual depends on the type of ritual being applied(so a positive ritual requires a Positive Attunement), this can be done at the same ritual site as the ritual is to be applied.

Ritual Enchanting Ingredients

Ritual Crafting is based around the different magic proficiencies and uses ritual elements from these. An exo-magic ritual, for example, might require dirt, water, fire, and a vessel containing air. Ritual elements are largely symbolic, so may not be magical in themselves, but are more dependent on where they come from within the game world(dirt from high atop a mountain is more powerful than dirt from next to a town).

Ritual Effects

  • Spirit Touch: Ignores the 50% miss-chance when attacking Spirits.
  • Burning Weapons: A burning weapon is alive with living fire. Because the flames are non-magical in nature, they deal Supplemental damage and bypass Fire-type damage reduction.
    • Burning Weapons I: 1d6
    • Burning Weapons II: 2d6
    • Burning Weapons III: 3d6
  • Supreme Competency: This ritual, placed on a weapon, grants the holder automatic proficiency(the ability to equip the item), bypassing all requirements.

Supplemental Ritual

Only one Supplemental Ritual may be applied at a time, supplemental rituals do not stack with each other.

  • Supplemental Damage I: Adds 1 point of supplemental damage to a weapon.
    • Supplemental Damage II: Adds 2 points of supplemental damage to a weapon.
      • Supplemental Damage III: Adds 3 points of supplemental damage to a weapon.
        • Supplemental Damage IV: Adds 4 points of supplemental damage to a weapon.
          • Supplemental Damage V: Adds 5 points of supplemental damage to a weapon.

Proficiency Boosts

Proficiency Boost rituals may only be placed on chest pieces. There are five tiers of proficiency ritual effects, each adding a +5 bonus to the proficiency. So a <proficiency> Ritual V effect gives +25.

Ritual Sites

There are three basic Ritual Sites:

  • Positive
  • Negative
  • Elemental

Any well-appointed town will have one of each. Additionally players will be able to buy those sites and others for their homes or guild areas.

Quality Improvement

Quality Rituals are considered "Positive" and are conducted at a Positve Ritual Site; however the Ritual does not "officially" count as a ritual, so there is no evidence of the ritual after it has been completed.

Materials have Quality just like everything else, but higher-quality materials are obviously going to be much sought-after because of the hgue difference in quality. Thus, refined materials can be transmuted into higher-quality materials in a 10-to-1 ritual.

Ingredients:

  • 10 refined units
  • 1 unit of the next-highest quality
  • 1 alchemical Resin of Quality: <desired quality>

Combine at an appropriate ritual site and produce 2 units of the next highest quality.

Example: the character has 10 pieces of Poor-quality steel he wishes to upgrade into Simple. He takes the pieces, a Simple piece, and a Resin of Quality: Simple, and combines them, thus producing 2 pieces of Simple Steel.

Weapons

Improving the quality of a weapon follows a similar process, but requires the original weapon, and a number of blanks equal to 1+ the weapon's + value, and the resin.

Example: the character has a +1 Simple Long Sword they would like to upgrade to Fine. The character will need his original sword, 2 Fine smithing blanks of the same type, and a Resin of Quality: Fine.

This ritual only improves the quality and does not change anything else about the weapon. Other rituals, enchantments, runes, and augments remain unaffected. The Qaulity Ritual can only be carried out on crafted or randomly-generated items, it cannot be applied to named items.

Quantity

Every item can have one of the basic ritual preformed on it regardless of quality. For each quality level above Poor, an additional Ritual can be applied, as well as one extra ritual if the item is Very Fine.

However, each ritual after the first requires the item be Attuned a second time between each ritual. The Attunement ritual requires additional ingredients as the number of rituals increases.

Additionally, some rituals might consume a second ritual slot(or even all 5 slots). Like-rituals cannot be applied. Tiered Rituals do not stack, so if an item already has Supplimental Damage I applied to it, adding Suplimental Damage II will not apply both damage numbers.

Binding

All items with regular rituals preformed on them become bound to account.

See Also: