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- All rituals with a "Range" or "Area of Effect" power(Normal or Added by reagents). This does not take effect if the specified Reagent is used for an effect:
- Potentia:Raises the range, lowers the time each "Burst" of reagent lasts
- Virtus: Raises the range, costing more Reagent to run.
- Ritual of the Full Spring:
- Aqua or Terra: Hydrates all "Farmland" blocks in a large area.
- Offensa: Gives drowning to all entities in a range
- Crystallos: Freezes the water vapor in the air, creating snow and ice around the ritual
- Serinade of the Nether:
- Incendium: Possible effects 1) Give fire resistance to players(Or all entities) in range. 2) Sets Players(Or other entities) on fire.
- Tennebrae: Puts out all fires in range(Lore: Sends all that heat to the nether).
- Green grove:
- Terrae: Speeds up crop growth
- Orbis Terrae:Speeds up crop growth(Slightly faster then Normal Terae, and stacks with the Terrae buff)
- Aqua:Hydrates farm land(Smaller range then Full Springs effect)
- Interdiction Ritual:
- Aether: Ritual effects items
- Offensa: Only effects certain mobs(Set by a chest on the MRS, based on item in the first through fifth slots. Mob heads or normal drops)
- Orbis Terrae, Terrae, or Magicales: Ritual effects players
- Ritual of Containment:
- Crepitous: Prevents Creepers in it's range from exploding.
- Magicales: Gives PLainer Binding to all mobs in range(You aren't going anywhere, Ender Man)
- Terrae:Gives Heavy Heart and slowness to All effected entities
- Ritual of Binding:
- Ritul of Unbinding:
- Sanctus: Allows the breaking of the "Blood Pact" with a blood magic item.
- Ritual of the High Jump:
- Aether: Allows the ritual to fling you even higher.
- Terrae: Extends the range for fall damage protection. Because hitting just one block is kind of hard, especially when the corners are raised.
- Ritual of Speed:
- Aether: Flings you farther then normal.
- Terrae:Gives less vertical lift when it flings you.
- Reductus:Protects against fall damage long enough for you to land(Under normal circumstances, perhaps three seconds?)
- Ritual of Magnetism:
- Terrae:Raises Range of Ritual
- Orbis Terrae: Raises Range of the ritual(Stacks with Normal Terrae)
- Potentia:Raises the speed at which the ritual pull up ores.
- Ritual of the Crusher:
- Crepitous: Aplies the "Crushing" effect to all blocks broken.
- Orbis Terrae: Fortune effect. Needs Potentia and Virtus to make it fortune two and three
- Crystallos or Aquasalus: Silk Touch
- Ritual of the Shepherd:
- Sanctus: Ritual uses items in an inventory above or bellow the MRS to feed the animals.
- Crepitous or Offensa:Kills any animals when the population of one kind is higher then four(Baby's do not count to this number)
- Well of Suffering:
- Tennebrae: Mobs don't drop any items for being killed, but ritual gives a small amount of extra LP(15 per half heart sound good?)
- Offensa: Greatly slows down the rate at which the ritual works, but deals far more damage when it does hit and gives a appropriate amount of LP(The witch killer Upgrade)
- Ritual of the Feathered Knife:
- Sanctus: The ritual only drains hearts if above seven hearts. So you don't need to worry about that zombie right behind you...
- Reductus: Lowers the range of the ritual, so you only give blood while on the altar(Range as if it was under the altar block, and extends to the T5 runes)
- Magicales:Ritual only drains the activator
- Ritual of Regeneration:
- Ritual of Feathered Earth:
- Ritual of Gaia's of Transformation:
- Reverence of the Condor:
- Mark of the Falling Tower:
- Ballad of Alchemy:
- Aura of Expulsion:
- Dome of Suppression:
- Call of the Zephyr:
- Reap of the Harvest Moon:
- Cry of the Eternal Soul:
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