RitualsEach ritual indicates the grade or grades at which it can be traced. A ritual can be traced in a higher grade ritual slot than the grade of effects it produces, but this provides no additional benefits to the ritual's effects. Grade-dependent effects, such as the ritual's save DC and effective spell level when released, will be increased by the higher grade, even if the ritual itself does not provide any increased effects. A ritual cannot be traced at a lower grade than its minimum for which it has a listed effect, however.
Abjurer's GuardSchool: Abjuration
Descriptor: None
Classes: Glyphwalker, Ritualist
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain an enhancement bonus on dispel checks. In addition, whenever you cast an Abjuration spell or release an Abjuration ritual, you gain a deflection bonus to your Armor Class for 1 round.
Rote: You gain a +1 enhancement bonus on dispel checks and a +1 deflection bonus to your Armor Class after using an Abjuration.
Minor: You gain a +2 enhancement bonus on dispel checks and a +2 deflection bonus to your Armor Class after using an Abjuration.
Least: You gain a +3 enhancement bonus on dispel checks and a +4 deflection bonus to your Armor Class after using an Abjuration.
Lesser: You gain a +4 enhancement bonus on dispel checks and a +6 deflection bonus to your Armor Class after using an Abjuration.
Greater: You gain a +5 enhancement bonus on dispel checks and a +8 deflection bonus to your Armor Class after using an Abjuration.
Advanced: You gain a +6 enhancement bonus on dispel checks and a +10 deflection bonus to your Armor Class after using an Abjuration.
Allied CovenantSchool: Universal
Descriptor: None
Classes: Bloodifre Seeker, Ritualist
Grades: Advanced
Range: 30 feet
Area: 30-foot radius burst, centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No (harmless)
All affected allies are linked, allowing you to share your defenses with each other.
Advanced: If damage would be taken by any linked ally, any other linked allies can instead divide it as they choose amongst themselves. If one or more allies would be subject to an effect that allows a saving throw, all allies make a saving throw against that effect and all use the best result. If an attack would be made against one or more allies, that attack roll is checked the best armor class amongst all affected allies.
Annihilation ZoneSchool: Transmutation
Descriptor: Zone
Classes: Witchblood
Grades: Lesser, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on a corner of your space when you release this ritual
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
You create a zone of destructive energy around your position. While it has no immediate effects, it is obvious that something horrible is about to happen.
Lesser: 1 round after discharging this ritual, all solid, nonmagical, unattended objects weighing up to 10 pounds per tracer level within the area are destroyed, as per the shatter spell.
Advanced: 3 rounds after discharging this ritual, all matter within the area is completely annihilated, as if it had come in contact with a Sphere of Annihilation.
Blood SummoningSchool: Conjuration (Summoning)
Descriptor: Evil
Classes: Bloodfire Seeker, Ritualist, Witchblood
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You use the power of blood to summon a denizen of the lower planes.
You can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. This reduction in hit points cannot be prevented or reduced by any means or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. If you summon multiple creatures with this ritual, you must pay the total hit point cost of all creatures summoned.
You conjure the chosen creature, under your control, for the duration of this ritual. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
If you summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, this ritual gains those descriptors.
Minor: You can summon one of the following creatures:
Summoned Creature | Hit Point Cost |
Any fiendish creature from the list of creatures summonable with the summon monster I spell | 4 hp |
Least: You can summon one of the following creatures. Alternatively, you can summon up to 2 creatures from the Minor Blood Summoning list.
Summoned Creature | Hit Point Cost |
Lemure | 6 hp |
Dretch | 8 hp |
Imp | 10 hp |
Quasit | 12 hp |
Hell Hound | 14 hp |
Lesser: You can summon one of the following creatures. Alternatively, you can summon up to 2 creatures from the Least Blood Summoning list, or up to 4 creatures from the Minor Blood Summoning list.
Summoned Creature | Hit Point Cost |
Bearded Devil | 20 hp |
Chain Devil | 26 hp |
Succubus | 30 hp |
Blood Elemental | 34 hp |
Hellcat | 38 hp |
Greater: You can summon one of the following creatures. Alternatively, you can summon up to 2 creatures from the Lesser Blood Summoning list, or up to 4 creatures from the Least Blood Summoning list.
Summoned Creature | Hit Point Cost |
Erinyes | 42 hp |
Bone Devil | 50 hp |
Vrock | 58 hp |
Barbed Devil | 66 hp |
Retriever | 74 hp |
Advanced: You can summon one of the following creatures. Alternatively, you can summon up to 2 creatures from the Greater Blood Summoning list, or up to 4 creatures from the Lesser Blood Summoning list.
Summoned Creature | Hit Point Cost |
Ice Devil | 100 hp |
Nalfeshnee | 117 hp |
Horned Devil | 134 hp |
Marilith | 150 hp |
Balor | Your maximum hp plus 9 (minimum 200 hp) |
Pit Fiend | Your maximum hp plus 9 (minimum 200 hp) |
Call of the Undying WarriorSchool: Necromancy
Descriptor: None
Classes: Bloodfire Seeker
Grades: Least, Greater, Advanced
Range: Personal
Target: You
Duration: Trace or until discharged; See text
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You tether your life force to your body. Should you die, this ritual recalls your soul and returns you to life.
If you would die, this ritual is discharged. You instead die a short time later. You are immune to all negative effects (including damage) of new effects during this time. Some time after you die, you are resurrected as per the resurrection spell. Effects that would prevent revival through the resurrection spell, such as disintegrate and effects that trap the soul, still kill you immediately and prevent resurrection. Note that unlike many similar effects that can revive a slain character shortly after death, such as the revivify spell, Call of the Undying Warrior does nothing to ameliorate the level or Constitution loss caused by resurrection.
Multiple Call of the Undying Warrior rituals do not revive you after multiple deaths. They all discharge at the same time, and the one that keeps you living for the longest and the one that returns you to life the earliest take precedence.
Least: You die 1 round after you would normally die, but you are not resurrected afterwards.
Greater: You die 1 round after you would normally die, and you are resurrected 5-1d4 rounds after you actually die.
Advanced: You die 1d4 rounds after you would normally die, and you are resurrected 1 round after you actually die.
Circle of AgonySchool: Universal
Descriptor: Circle, Mind-Affecting
Classes: Ritualist, Witchblood
Grades: Rote, Greater
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You share your pain with nearby creatures. Whenever you would take damage, some of that damage is reflected onto nearby creatures.
Whenever you would take hit point damage, some of the damage is divided evenly among all creatures within the area other than yourself. This redirection of damage is as per the shield other spell. Damage redirected in this way cannot be further transferred or redirected through similar effects. Affected creatures are allowed spell resistance and a Will save to negate this each time damage is redirected this way. The damage is only redirected to creatures that are affected by the ritual. You suffer any remaining damage if it cannot be evenly divided. If no creatures other than yourself are affected, no damage is redirected and you take the full damage.
In addition, you are immune to other Circle of Agony rituals of equal or lower grade.
Rote: Half the damage you would take, to a maximum of 1 point per creature, is redirected.
Greater: Half the damage you would take is redirected.
Circle of Bitter WinterSchool: Evocation
Descriptor: Circle, Cold
Classes: Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A vicious snowstorm fills the air around you.
Each round, all creatures other than yourself within the area suffer cold damage. A successful saving throw halves this damage.
Rote: This ritual deals 1 point of cold damage each round. This damage is nonlethal.
Minor: This ritual deals 1d3 points of cold damage each round. This damage is nonlethal.
Least: This ritual deals 1d6 points of cold damage each round. This damage is nonlethal. Creatures that fail the saving throw are also fatigued for 1 round.
Lesser: This ritual deals 2d6 points of cold damage each round. Creatures that fail the saving throw are also fatigued for 1 round.
Greater: This ritual deals 3d6 points of cold damage each round. Creatures that fail the saving throw are also fatigued for 1 round. In addition, snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and on ranged attack rolls.
Advanced: This ritual deals 5d6 points of cold damage each round. Creatures that fail the saving throw are also exhausted for 1 round. In addition, snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and on ranged attack rolls
Circle of BloodSchool: Necromancy
Descriptor: Circle, Evil
Classes: Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This ritual enhances the wounds suffered by nearby creatures. Small nicks become deep gashes, and glancing blows become lethal strikes.
All weapon damage rolls made against affected creatures gain a bonus on the roll. This bonus is never multiplied, much like bonus damage dice.
Rote: Weapon damage rolls gain a +1 bonus.
Minor: Weapon damage rolls gain a +3 bonus.
Least: Weapon damage rolls gain a +6 bonus.
Lesser: Weapon damage rolls gain a +10 bonus.
Greater: Weapon damage rolls gain a +15 bonus.
Advanced: Weapon damage rolls gain a +20 bonus.
Circle of ChaosSchool: Enchantment (Compulsion)
Descriptor: Chaotic, Circle, Mind-Affecting
Classes: Ritualist, Witchblood
Grades: Minor, Least, Greater, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Anarchic energies bombard the minds of nearby creatures, driving them to momentary madness.
Each round at the beginning of their turns, all creatures other than yourself within the area must make a saving throw or be confused, as per the confusion spell.
Minor: Subjects are confused for 1 round on a failed save. Only subjects with 4 or fewer Hit Dice are affected. On a successful saving throw, the subject is no longer at risk of confusion from the same Circle of Chaos ritual.
Least: Subjects are confused for 1 round on a failed save. On a successful saving throw, the subject is no longer at risk of confusion from the same Circle of Chaos ritual.
Greater: Subjects are confused for 1 round on a failed save.
Advanced: Subjects are confused for 1 round on a failed save. Subjects who fail their saving throws in 2 or more consecutive rounds are confused for the duration of the ritual.
Circle of DespairSchool: Universal
Descriptor: Circle, Mind-Affecting
Classes: Ritualist, Witchblood
Grades: Minor, Least
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You share your misery with nearby creatures, making them feel all impediments that you do.
Whenever you suffer a penalty, all other creatures within the area must make a saving throw or also suffer that penalty for as long as you have it and they remain within the area.
In addition, you are immune to other Circle of Despair rituals of equal or lower grade.
Minor: Whenever you suffer a penalty, all other affected creatures also suffer that penalty for as long as you do, to a maximum of 1 round.
Least: Whenever you suffer a penalty, all other affected creatures also suffer that penalty for as long as you do.
Circle of PainSchool: Universal
Descriptor: Circle, Mind-Affecting
Classes: Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Within the circle of pain, every small movement becomes utter agony.
Whenever creature within the area, other than yourself, performs an immediate, swift, standard, or full-round action, it must make a saving throw. On a failure, it takes nonlethal damage. This damage may disrupt the subject's concentration when performing actions that require it, such as casting spells and making certain skill checks. Regardless of success or failure, a given creature is only at risk once per round from this ritual.
Rote: On a failed saving throw, the subject suffers 1d3 points of nonlethal damage.
Minor: On a failed saving throw, the subject suffers 1d6 points of nonlethal damage.
Least: On a failed saving throw, the subject suffers 1d6 points of nonlethal damage and is sickened for 1 round.
Lesser: On a failed saving throw, the subject suffers 2d6 points of nonlethal damage and is sickened for 1 round.
Greater: On a failed saving throw, the subject suffers 2d6 points of nonlethal damage and is sickened for 1d4 rounds.
Advanced: On a failed saving throw, the subject suffers 3d6 points of nonlethal damage, is sickened for 1d4 rounds, is nauseated for 1 round, and is unable to complete its intended action.
Circle of PeaceSchool: Universal
Descriptor: Circle
Classes: Glyphwalker
Grades: Greater
Range: 60 feet
Area: 60-foot radius emanation, centered on you
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The area around you becomes infused with the ideal of peace, momentarily becoming an impenetrable sanctuary.
Greater: Attacks cannot be made against or by creatures within the area. Such creatures are immune to any new sources of damage, conditions, or penalties.
Circle of ShardsSchool: Evocation
Descriptor: Circle, Force
Classes: Ritualist
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
A vortex of whirling force needles surrounds you.
Each round, all creatures other than yourself within the area suffer piercing damage. A successful saving throw halves this damage. This is a force effect, and thus works normally on incorporeal creatures.
Rote: This ritual deals 1 point of damage each round.
Minor: This ritual deals 1d3 points of damage each round.
Least: This ritual deals 1d6 points of damage each round.
Lesser: This ritual deals 2d6 points of damage each round.
Greater: This ritual deals 3d6 points of damage each round.
Advanced: This ritual deals 5d6 points of damage each round.
Circle of TormentSchool: Universal
Descriptor: Circle, Mind-Affecting
Classes: Ritualist, Witchblood
Grades: Least, Lesser
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You share your distress with nearby creatures, making them as wracked as you are.
Whenever you gain a condition, all other creatures within the area must make a saving throw or also gain that condition for as long as you have it and they remain within the area.
In addition, you are immune to other Circle of Torment rituals of equal or lower grade.
Least: Whenever you gain a condition, all other affected creatures also gain that condition for as long as you do, to a maximum of 1 round.
Lesser: Whenever you gain a condition, all other affected creatures also gain that condition for as long as you do.
Crawling RitualSchool: Conjuration (Summoning)
Descriptor: None
Classes: Glyphwalker, Ritualist
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned crawling glyph
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You coalesce the magical energies of a ritual into a physical, semi-sentient entity that heeds your commands.
Choose another ritual you currently have traced to release as part of releasing this ritual. Instead of the ritual's normal effect, you conjure a crawling glyph associated with that ritual, under your control, for the duration of this ritual. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
A summoned crawling glyph cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
This ritual gains all of the descriptors of the released ritual when you release it.
Minor: You can release a ritual of rote grade or lower. You conjure a rote crawling glyph.
Least: You can release a ritual of minor grade or lower. You conjure a minor crawling glyph.
Lesser: You can release a ritual of least grade or lower. You conjure a least crawling glyph.
Greater: You can release a ritual of lesser grade or lower. You conjure a lesser crawling glyph.
Advanced: You can release a ritual of greater grade or lower. You conjure a greater crawling glyph.
Diviner's ForesightSchool: Divination
Descriptor: None
Classes: Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Whenever you use a Divination effect that has a percentile chance of giving a correct or useful answer, the chance of such an answer is increased (to a maximum of 100%). In addition, whenever you cast a Divination spell or release a Divination ritual, you gain an insight bonus on your next attack roll within 1 round.
Rote: You gain a 1% better chance of useful answers and a +2 insight bonus on your next attack roll.
Minor: You gain a 2% better chance of useful answers and a +5 insight bonus on your next attack roll.
Least: You gain a 4% better chance of useful answers and a +10 insight bonus on your next attack roll.
Lesser: You gain a 6% better chance of useful answers and a +15 insight bonus on your next attack roll.
Greater: You gain a 8% better chance of useful answers and a +20 insight bonus on your next attack roll.
Advanced: You gain a 10% better chance of useful answers and a +25 insight bonus on your next attack roll.
Enchanter's PresenceSchool: Enchantment (Charm)
Descriptor: Mind-Affecting
Classes: Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless); Will negates
Spell Resistance: No (harmless); Yes
Whenever an opponent attempts to attack you, it must make a saving throw. On a failure, it finds itself unwilling to follow through with the attack. In addition, whenever you cast an Enchantment spell or release an Enchantment ritual, you gain an insight bonus on Charisma checks and Charisma-based skill checks for 1 round.
Rote: On a failed saving throw, your attacker suffers a -2 penalty on the attack and weapon damage rolls. After using an Enchantment, you gain a +1 insight bonus on Charisma checks and skills.
Minor: On a failed saving throw, your attacker suffers a -5 penalty on the attack and weapon damage rolls. After using an Enchantment, you gain a +3 insight bonus on Charisma checks and skills.
Least: On a failed saving throw, your attacker suffers a -10 penalty on the attack and weapon damage rolls. After using an Enchantment, you gain a +5 insight bonus on Charisma checks and skills.
Lesser: On a failed saving throw, your attacker misses. After using an Enchantment, you gain a +7 insight bonus on Charisma checks and skills.
Greater: On a failed saving throw, your attacker misses. After using an Enchantment, you gain a +10 insight bonus on Charisma checks and skills.
Advanced: On a failed saving throw, your attacker misses. After using an Enchantment, you gain a +15 insight bonus on Charisma checks and skills.
Evoker's MightSchool: Evocation
Descriptor: Force
Classes: Bloodfire Seeker, Ritualist
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless); None
Spell Resistance: No (harmless); Yes
A portion of all energy damage you deal is unaffected by energy resistance and immunity. In addition, whenever you cast an Evocation spell or release an Evocation ritual, a wave of force emanates from you, allowing you to bull rush all adjacent opponents directly away from you. This does not provoke attacks of opportunity. You do not move with the creatures you bull rush.
Rote: 25% of energy damage is unaffected by energy resistance and immunity. When you use an Evocation, you bull rush adjacent opponents as though you were a Small creature and had a Strength score of 10.
Minor: 25% of energy damage is unaffected by energy resistance and immunity. When you use an Evocation, you bull rush adjacent opponents as though you were a Medium creature and had a Strength score of 14.
Least: 50% of energy damage is unaffected by energy resistance and immunity. When you use an Evocation, you bull rush adjacent opponents as though you were a Large creature and had a Strength score of 18.
Lesser: 50% of energy damage is unaffected by energy resistance and immunity. When you use an Evocation, you bull rush adjacent opponents as though you were a Huge creature and had a Strength score of 22.
Greater: 75% of energy damage is unaffected by energy resistance and immunity. When you use an Evocation, you bull rush adjacent opponents as though you were a Gargantuan creature and had a Strength score of 26.
Advanced: 100% of energy damage is unaffected by energy resistance and immunity. When you use an Evocation, you bull rush adjacent opponents as though you were a Colossal creature and had a Strength score of 30.
Hexed CircleSchool: Universal
Descriptor: Circle
Classes: Witchblood
Grades: Minor, Least, Lesser, Greater, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You gain coalesce the magical energies of a ritual into a physical, semi-sentient entity that heeds your commands.
Whenever a creature other than yourself within the area makes a melee attack against a creature, the attacker must make a saving throw. On a failure, the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, you (if you are in range), and creatures the attacker is not aware of or is unable to damage.
The Hexed Circle ritual is a curse. Dispel magic and similar effects cannot dispel it, but it is vulnerable to break enchantment, remove curse, and similar effects that prevent or remove curses.
Minor: The original target of the attack is twice as likely as any other target to be randomly attacked. The attacked will never be randomly attacked unless it was the original target of the attack.
Least: All valid targets are equally likely to be randomly attacked.
Lesser: You are half as likely as any other target to be randomly attacked.
Greater: You will never be randomly attacked unless you are the only valid target, and your enemies are twice as likely to be targeted as any other possible targets.
Advanced: You and your allies will never be randomly attacked unless you are the only valid targets. Additionally, if the attack is redirected back at the attacker, the attack automatically threatens and confirms a critical hit.
Illusionist's GuileSchool: Illusion (Figment)
Descriptor: None
Classes: Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless); Disbelief (Will negates)
Spell Resistance: No (harmless); No
You gain a bonus to the save DC to disbelieve your illusions. In addition, whenever you cast an Illusion spell or release an Illusion ritual, you create a number of mirror images of yourself, as per the mirror image spell, for 1 round. This stacks with images created by the mirror image spell.
Rote: You gain a +1 enhancement bonus to the disbelief DC and you create 1 image after using an Illusion.
Minor: You gain a +2 enhancement bonus to the disbelief DC and you create 1d2 images after using an Illusion.
Least: You gain a +3 enhancement bonus to the disbelief DC and you create 1d4 images after using an Illusion.
Lesser: You gain a +4 enhancement bonus to the disbelief DC and you create 1d4+1 images after using an Illusion.
Greater: You gain a +5 enhancement bonus to the disbelief DC and you create 1d4+2 images after using an Illusion.
Advanced: You gain a +6 enhancement bonus to the disbelief DC and you create 1d4+4 images after using an Illusion.
Necromancer's VigorSchool: Necromancy
Descriptor: None
Classes: Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain an enhancement bonus on saves against death, fear, and negative energy-based effects. In addition, whenever you cast a Necromancy spell or release a Necromancy ritual, you gain a number of temporary hit points for 1 round. These temporary hit points do not stack with each other if you use multiple Necromancy effects.
Rote: You gain a +1 enhancement bonus on saves against death, fear, and negative energy-based effects. After using a Necromancy effect, you gain 2 temporary hit points.
Minor: You gain a +2 enhancement bonus on saves against death, fear, and negative energy-based effects. After using a Necromancy effect, you gain 5 temporary hit points.
Least: You gain a +4 enhancement bonus on saves against death, fear, and negative energy-based effects. After using a Necromancy effect, you gain 10 temporary hit points.
Lesser: You gain a +6 enhancement bonus on saves against death, fear, and negative energy-based effects. After using a Necromancy effect, you gain 15 temporary hit points.
Greater: You gain a +8 enhancement bonus on saves against death, fear, and negative energy-based effects. After using a Necromancy effect, you gain 20 temporary hit points.
Advanced: You gain a +10 enhancement bonus on saves against death, fear, and negative energy-based effects. After using a Necromancy effect, you gain 30 temporary hit points.
Null ZoneSchool: Universal
Descriptor: Zone
Classes: Ritualist
Grades: Lesser, Greater, Advanced
Range: 30 feet
Area: 30-foot radius emanation, centered on a corner of your space when you release this ritual
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You create a zone of antimagic energy around your position. Spells cast and rituals released in the area may be negated.
Lesser: Creatures within the area who attempt to casting a spell or release a ritual must make an opposed caster level check. If they succeed, the spell or ritual functions normally. On a failure, the spell or ritual suffers a -4 penalty to its caster level and a -4 penalty to its save DC.
Greater: Creatures within the area who attempt to casting a spell or release a ritual must make an opposed caster level check. If they succeed, the spell or ritual functions normally. On a failure, the spell or ritual has no effect.
Advanced: This ritual functions as an anti-magic field spell affecting the area.
Odious CircleSchool: Universal
Descriptor: Circle
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: 10 feet
Area: 10-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: No
You emit a nauseating odor.
Each round at the beginning of their turns, all creatures other than yourself within the area must make a saving throw or be sickened.
Protections that apply against inhaled poisons (including protections from poisons in general) apply agains this ritual.
Rote: Creatures that fail the saving throw are sickened for 1 round, and are thereafter unaffected by the same Odious Circle ritual.
Minor: Creatures that fail the saving throw are sickened for as long as they remain within the area.
Least: Creatures that fail the saving throw are sickened and nauseated for as long as they remain within the area.
Lesser: Creatures that fail the saving throw are sickened and nauseated for as long as they remain within the area, and are sickened for 1d4+1 rounds thereafter.
Ritual BoostSchool: Universal
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Minor, Least, Lesser, Greater
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
This ritual enhances your physical and mental abilities.
Choose an ability score. You gain an enhancement bonus to the chosen ability score.
Minor: You gain a +2 enhancement bonus to the chosen ability score.
Least: You gain a +4 enhancement bonus to the chosen ability score.
Lesser: You gain a +6 enhancement bonus to the chosen ability score.
Greater: You gain a +8 enhancement bonus to the chosen ability score.
Ritual DeflectionSchool: Abjuration
Descriptor: Force
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
This ritual creates a deflecting field around you that turns away weapons and rays.
You gain a deflection bonus to your Armor Class.
Rote: You gain a +1 deflection bonus to your Armor Class.
Minor: You gain a +2 deflection bonus to your Armor Class.
Least: You gain a +3 deflection bonus to your Armor Class.
Lesser: You gain a +4 deflection bonus to your Armor Class.
Greater: You gain a +6 deflection bonus to your Armor Class.
Advanced: You gain a +8 deflection bonus to your Armor Class.
Ritual DodgeSchool: Universal
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
This ritual enhances your reactions, letting you avoid attacks with ease.
You gain a dodge bonus to your Armor Class.
Rote: You gain a +1 dodge bonus to your Armor Class.
Minor: You gain a +2 dodge bonus to your Armor Class.
Least: You gain a +3 dodge bonus to your Armor Class.
Lesser: You gain a +4 dodge bonus to your Armor Class.
Greater: You gain a +5 dodge bonus to your Armor Class.
Advanced: You gain a +6 dodge bonus to your Armor Class.
Ritual ProtectionSchool: Abjuration
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You become tougher, able to withstand more punishment.
You gain Damage Reduction and resistance to acid, cold, electricity, fire, and sonic damage.
Rote: You gain DR 1/- and resistance 1.
Minor: You gain DR 2/- and resistance 2.
Least: You gain DR 3/- and resistance 5.
Lesser: You gain DR 5/- and resistance 10.
Greater: You gain DR 7/- and resistance 15.
Advanced: You gain DR 10/- and resistance 20.
Ritual InitiativeSchool: Divination
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: Trace
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
This ritual enhances your awareness, letting you react to danger quickly.
You gain an enhancement bonus on initiative checks.
Rote: You gain a +1 enhancement bonus on initiative checks.
Minor: You gain a +2 enhancement bonus on initiative checks.
Least: You gain a +4 enhancement bonus on initiative checks.
Lesser: You gain a +6 enhancement bonus on initiative checks.
Greater: You gain a +8 enhancement bonus on initiative checks.
Advanced: You gain a +10 enhancement bonus on initiative checks.
Ritual InsightSchool: Divination
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Choose a skill. You gain an insight bonus on checks with that skill.
Rote: You gain a +1 insight bonus on checks with the chosen skill.
Minor: You gain a +3 insight bonus on checks with the chosen skill.
Least: You gain a +5 insight bonus on checks with the chosen skill.
Lesser: You gain a +7 insight bonus on checks with the chosen skill.
Greater: You gain a +10 insight bonus on checks with the chosen skill.
Advanced: You gain a +15 insight bonus on checks with the chosen skill.
Ritual ProwessSchool: Universal
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
This ritual enhances your combat abilities, letting you strike hard and fast.
You gain a competence bonus on attack and weapon damage rolls.
Rote: You gain a +1 competence bonus on attack and weapon damage rolls.
Minor: You gain a +2 competence bonus on attack and weapon damage rolls.
Least: You gain a +3 competence bonus on attack and weapon damage rolls.
Lesser: You gain a +4 competence bonus on attack and weapon damage rolls.
Greater: You gain a +5 competence bonus on attack and weapon damage rolls.
Advanced: You gain a +6 competence bonus on attack and weapon damage rolls.
Ritual ResistanceSchool: Abjuration
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain a resistance bonus on all saving throws.
Rote: You gain a +1 resistance bonus on all saving throws.
Minor: You gain a +2 resistance bonus on all saving throws.
Least: You gain a +3 resistance bonus on all saving throws.
Lesser: You gain a +4 resistance bonus on all saving throws.
Greater: You gain a +6 resistance bonus on all saving throws.
Advanced: You gain a +8 resistance bonus on all saving throws.
Ritual of AttractionSchool: Universal
Descriptor: None
Classes: Ritualist
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: 10 feet
Area: 10-foot radius emanation, centered on you
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Rays and missiles are pulled towards you. Whenever a ranged projectile or thrown weapon attack is made against a target within the area, it has a chance to divert from its original target and targets you instead. If you have total cover relative to the attacker, the attack is not diverted. Additionally, those attacking you with ranged attacks ignore any miss chances that would normally apply.
Rote: Ranged projectile and thrown weapons have a 25% chance to be diverted.
Minor: Ranged projectile and thrown weapons have a 33% chance to be diverted.
Least: Ranged projectile and thrown weapons have a 50% chance to be diverted.
Lesser: Ranged projectile and thrown weapons have a 50% chance to be diverted. Non-projectile, non-thrown ranged attacks that require ranged attack rolls, such as many magical attacks, including ranged touch attacks, can also be diverted.
Greater: Ranged projectile and thrown weapons have a 75% chance to be diverted. Non-projectile, non-thrown ranged attacks that require ranged attack rolls, such as many magical attacks, including ranged touch attacks, can also be diverted.
Advanced: Ranged projectile and thrown weapons have a 100% chance to be diverted. Non-projectile, non-thrown ranged attacks that require ranged attack rolls, such as many magical attacks, including ranged touch attacks, can also be diverted.
Ritual of Awakened SensesSchool: Transmutation
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
This ritual enhances your ability to perceive the world around you.
Rote: You gain low-light vision.
Minor: You gain darkvision with a range of 60 feet.
Least: You gain blindsense with a range of 30 feet.
Lesser: You gain blindsight with a range of 30 feet.
Greater: You gain the sensory benefits of the
touchsight power with a range of 60 feet.
Ritual of Earthen FortificationSchool: Transmutation
Descriptor: Earth
Classes: Bloodfire Seeker
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Infusing yourself with the solidity of stone, you become resistant to harm.
When a critical hit or precision damage attack is scored on you, there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally. In addition, you gain a bonus on saving throws against disease and poison.
Minor: You have a 25% chance to negate critical hits or precision damage. You gain a +2 bonus on saves against disease and poison.
Least: You have a 50% chance to negate critical hits or precision damage. You gain a +4 bonus on saves against disease and poison.
Lesser: You have a 50% chance to negate critical hits or precision damage. You gain a +8 bonus on saves against disease and poison.
Greater: You have a 75% chance to negate critical hits or precision damage. You are immune to disease and poison.
Advanced: You have a 100% chance to negate critical hits or precision damage. You are immune to disease and poison. In addition, you are immune to energy drain and negative levels caused by negative energy effects.
Ritual of EmptinessSchool: Illusion (Glamer)
Descriptor: None
Classes: Ritualist
Grades: Rote, Least, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You fade from sight and from mind, becoming difficult to detect.
Rote: You gain a +2 circumstance bonus on Hide checks.
Least: You become invisible, as per the invisibility spell.
Greater: You become invisible, as per the greater invisibility spell.
Advanced: You gain the Void subtype. You are made of the same empty space that comprises the Void, and normal creatures (that is, creatures without the void subtype) cannot see you unless you make your presence known, either by an act of will (a free action) or by attacking. You have total concealment (50% miss chance) unless you reveal yourself. You are not revealed by see invisibility or invisibility purge, blindsight, or blindsense, but you are revealed by true seeing. Members of the void disciple class can see you with no penalty. Once you reveal yourself, you remain visible until you use a free action to conceal yourself again.
Ritual of FlightSchool: Transmutation
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain the ability to fly.
Minor: You can glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 40 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. If you become unconscious or helpless while in midair, this ritual automatically slows your descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Least: You gain a fly speed of 30 feet with average maneuverability.
Lesser: You gain a fly speed of 60 feet with good maneuverability.
Greater: You gain a fly speed of 120 feet with clumsy maneuverability.
Advanced: You gain a fly speed of 100 feet with perfect maneuverability.
Ritual of HealingSchool: Universal
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Your wounds begin to rapidly heal.
Rote: Each round, you heal 1 point of damage. For every point of lethal damage healed, you suffer 1 point of nonlethal damage. This damage cannot be prevented, and affects you even if you are normally immune to nonlethal damage. This ritual does not heal nonlethal damage.
Minor: Each round, you heal 2 points of damage. For every 2 points of lethal damage healed, you suffer 1 point of nonlethal damage. This damage cannot be prevented, and affects you even if you are normally immune to nonlethal damage. This ritual does not heal nonlethal damage.
Least: You gain fast healing 2.
Lesser: You gain fast healing 3.
Greater: You gain fast healing 5.
Advanced: You gain fast healing 10.
Ritual of IndependenceSchool: Universal
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist
Grades: Minor, Greater
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Your mind clears as you shrug off enchantments that may have clouded it.
Minor: All ongoing charm and compulsion effects affecting you are suppressed, as per the protection from evil spell.
Greater: You are immune to mind-affecting effects.
Ritual of IntuitionSchool: Divination
Descriptor: None
Classes: Glyphwalker, Ritualist
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Once per round as an immediate action, you can choose to gain an insight bonus on on a single attack roll, saving throw, ability check, skill check, or level check. You must make this choice before rolling.
Minor: You gain a +1 insight bonus on the chosen roll.
Least: You gain a +3 insight bonus on the chosen roll.
Lesser: You gain a +5 insight bonus on the chosen roll.
Greater: You gain a +2 insight bonus on the chosen roll. In addition, you may choose to roll the modified roll twice, using the better of two results.
Advanced: You gain a +5 insight bonus on the chosen roll. In addition, you may choose to roll the modified roll twice, using the better of two results.