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I know that this is possible and even the intended default, precisely to permit compatibility between mods. The example "Orc Warlord" mod produced by Illwinter (very crude and without real sprites) used something like this, but I can't find it anywhere anymore. So I don't recall exactly how it's supposed to work.
Newritpow etc. is easy - you don't have to assign them numbers at all. If you don't assign a number, newritpow automatically uses the latest available ID, and every ritual uses the latest newritpow defined. Basically, it operates in load order. Define a newritpow, define all the rituals it uses, then define the next newritpow and then the rituals for that etc. etc.
The real question is how you actually assign these 'power':s to commanders. I'll see if I can figure something out there.
I don't think that's documented anywhere, but I would assume the range is rather wide, so it probably goes up to at least 100.
As an example:
Works fine to create a new ritpow and assign it to the Baron and give him a basic ritual that costs ten gold to summon a Messenger Crows mob, while also giving a punny ritual to the Barbarian Leader. Basically, the entire system is specifically set up to allow mod compatibility! Naturally this should work with newmonster:s as well.
Hope this helps!