Ritual of Persistence | Minor | Choose another ritual currently affecting you of this ritual's grade or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration. |
| Least | Choose another ritual currently affecting you of this ritual's grade or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration. |
| Lesser | Choose another ritual currently affecting you of this ritual's grade or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration. |
| Greater | Choose another ritual currently affecting you of this ritual's strength or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration. |
Ritual of Potency | Lesser | The DC of every spell you cast is increased by 1. |
| Greater | The DC of every spell you cast is increased by 2, and you get a +2 bonus on caster level checks to defeat spell resistance. |
Ritual of Power | Least | You gain a +1 competence bonus to your caster level for arcane and divine spells (or manifester level for psionic powers). This ritual does not grant a caster or manifester level if you do not have one already. |
| Lesser | You gain a +2 competence bonus to your caster level for arcane and divine spells (and manifester level for psionic powers), and a +1 to save DCs for all your arcane and divine spells and psionic powers. This ritual does not grant a caster or manifester level if you don't have one already. |
| Greater | You gain a +4 competence bonus to your caster level for arcane and divine spells (and manifester level for psionic powers), a +2 to save DCs for all your arcane and divine spells and psionic powers, and a +4 bonus to spell and power penetration rolls. This ritual does not grant a caster or manifester level if you don't have one already. |
Ritual of Precision | Lesser | You gain +2d6 sneak attack damage. |
| Greater | You gain +4d6 sneak attack damage, and you can make death attacks as an assassin of your class level (including the requirement for 3 rounds of study). |
Ritual of Protection | Minor | You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic). |
Ritual of Prowess | Least | You gain a +3 competence bonus to attack and damage rolls. |
| Lesser | You gain a +6 competence bonus to attack and damage rolls, and a +4 competence bonus to critical confirmation rolls. |
| Greater | You gain a +9 competence bonus to attack and damage rolls, a +8 competence bonus to critical confirmation rolls, and the critical threat range of any weapon you wield increases by 2 (this stacks with any other effect that increases critical threat range). |
Ritual of Recovery | 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. |
Ritual of Resistance | Least | You gain a +2 resistance bonus to saving throws. |
| Lesser | You gain a +4 resistance bonus to saving throws, and you do not automatically fail saving throws on a roll of 1. |
| Greater | You gain a +6 resistance bonus to saving throws, you do not automatically fail saving throws on a roll of 1, and once per round you may roll twice for a saving throw and choose the better result. |
Ritual of Restoration | Greater | You heal 1 point of ability damage to the ability score of your choice when you discharge this ritual, and one additional point per minute for the duration. |
Ritual of Resurgence | Least | Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 1 successful save has been made this way, regardless of the remaining duration. |
| Lesser | Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 2 successful saves have been made this way, regardless of the remaining duration. |
| Greater | Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 3 successful saves have been made this way, regardless of the remaining duration. |
Ritual of Savagery | Lesser | You can take actions normally while disabled or dying at no penalty. |
| Greater | You can take actions normally while disabled or dying at no penalty, and you can make a full attack at the end of a charge. |
Ritual of Size | Least | You increase or decrease by one size category. Your equipment changes size with you, as per the enlarge person or reduce person spell. |
| Lesser | You increase or decrease by two size categories. Your equipment changes size with you, as per the enlarge person or reduce person spell. |
| Greater | You increase or decrease by three size categories. Your equipment changes size with you, as per the enlarge person or reduce person spell. |
Ritual of Speech | Minor | You can use message as a spell-like ability at will. |
| Least | You can use comprehend languages and message as spell-like abilities at will. |
| Lesser | You can use comprehend languages, message, sending, and tongues (only targeting yourself) as spell-like abilities at will. |
| Greater | You can use comprehend languages, message, sending, and tongues (only targeting yourself) as spell-like abilities at will; in addition, you gain telepathy at a range of 100 feet. |
Ritual of Speed | Least | You gain a 30 foot enhancement bonus to your base land speed. |
| Lesser | You gain a 60 foot enhancement bonus to your base land speed, and a +2 competence bonus to initiative checks. |
| Greater | You gain a 90 foot enhancement bonus to your base land speed, a +4 competence bonus to initiative checks, and you may make an extra move action per round on your turn. |
Ritual of Stealth | Lesser | You gain a +8 competence bonus to Hide and Move Silently checks. |
| Greater | You gain a +12 competence bonus to Hide and Move Silently checks, and you can use the Hide skill even while being observed. |
Ritual of Storm | Minor | You emit an aura of high winds and dangerous weather. Winds blow in a 10 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save. The wind functions as if it was a 20 MPH wind (moderate wind), but clouds and the like that have been dispersed by it return if you move away from the area. |
| Least | You emit an aura of high winds and dangerous weather. Winds blow in a 20 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, and Tiny or smaller creatures that fail their save are knocked prone.. The wind functions as if it was a 30 MPH wind (strong wind), applying a -2 penalty to ranged attacks and Listen checks, but clouds and the like that have been dispersed by it return if you move away from the area. You suffer no penalty from the winds caused by this ritual. |
| Lesser | You emit an aura of high winds and dangerous weather. Winds blow in a 30 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Small creatures that fail their save are knocked prone, and Tiny or smaller creatures are blown away. The wind functions as if it was a 50 MPH wind (severe wind), applying a -4 penalty to ranged attacks and Listen checks, and clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You suffer no penalty from the winds caused by this ritual, but instead gain a fly speed of 30 feet (clumsy). |
| Greater | You emit an aura of high winds and dangerous weather. Winds blow in a 50 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Medium creatures that fail their save are knocked prone, and Small or smaller creatures are blown away. The wind functions as if it was a 70 MPH wind (windstorm), applying a -8 penalty to Listen checks, and making ranged attacks impossible (even attacks with siege weapons suffer a -4 penalty). Clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You gain a fly speed of 40 feet (poor), and you suffer no ill effects from wind and weather of any kind (including that produced by this ritual). |
Ritual of Strength | Least | You gain a +4 enhancement bonus to Strength. |
| Lesser | You gain a +6 enhancement bonus to Strength, and are treated as one size category larger for the purposes of grapple checks (this bonus stacks with other effects that increase your size). |
| Greater | You gain a +8 enhancement bonus to Strength, and may use weapons one size category larger than normal at no penalty; in addition, you are treated as two size categories larger for the purposes of grappling (this stacks with other size-increasing effects). |
Ritual of Tenacity | Lesser | The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 2. |
| Greater | The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 4, and you may cast spells of 1st level or lower inside an antimagic field or dead magic zone. This ritual can be discharged inside an antimagic field or dead magic zone. |
Ritual of the Blessed Soul | Lesser | You gain immunity to curses, disease, and poison. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration. |
Ritual of the Mind's Edge | Least | Whenever you succeed on a saving throw against a mind-affecting effect, the effect's source suffers 1d4 points of Intelligence, Wisdom, and Charisma damage. |
| Lesser | Whenever you are unwillingly affected or targeted by a mind-affecting effect, the effect's source suffers 1d4+2 points of Intelligence, Wisdom, and Charisma damage. |
| Greater | You are immune to mind-affecting effects to which you are not willing. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration. Additionally, Whenever you are unwillingly affected or targeted by a mind-affecting effect, the effect's source suffers 1d4+2 points of Intelligence, Wisdom, and Charisma damage and 1 point of Intelligence, Wisdom, and Charisma burn. |
Ritual of Transmutation | Lesser | Whenever you cast a transmutation spell, you gain a +4 insight bonus to the ability score of your choice for 1 round. |
| Greater | Whenever you cast a transmutation spell, for 1 round you gain a +6 insight bonus to the ability score of your choice and are immune to critical hits. |
Ritual of Uneasy Earth | Minor | The ground in a 10 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 10) to do so. In addition, you gain tremorsense out to the same radius. |
| Least | The ground in a 20 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 15) to do so. In addition, you gain tremorsense out to the same radius, and are not impeded by difficult terrain. |
| Lesser | The ground in a 30 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 20) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 10 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone. |
| Greater | The ground in a 50 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 25) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 20 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone. The churning earth deals 3d6 points of damage each round to land-bound enemies (no save). |
Ritual Save | Minor | You gain a +2 resistance bonus to Fort, Reflex, or Will saves. Choose the type of save when you cast the ritual. |
Ritual Skill | Minor | You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you cast the ritual. |
Spell Ritual | Least | This ritual duplicates the effect of one spell from any school, of 1st level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, and must be of personal or fixed range. The caster level of the spell is equal to your caster level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you cast the ritual. Discharging this ritual requires a full-round action. |
| Lesser | This ritual duplicates the effect of one spell from any school, of 3rd level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, and must be of personal or fixed range. The caster level of the spell is equal to your caster level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you cast the ritual. Discharging this ritual requires a full-round action. |
| Greater | This ritual duplicates the effect of one spell from any school, of 5th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, and must be of personal or fixed range. The caster level of the spell is equal to your caster level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you cast the ritual. Discharging this ritual requires a full-round action. |
Spirits Cast in Iron | Greater | Your armor and shield bonuses to your Armor Class also apply against incorporeal touch attacks. Attacks you make are treated as though they were made with Ghost Touch weapons for the purpose of affecting incorporeal creatures. You can discharge this ritual's effects, ending them before the ritual's normal duration is over, as an immediate action to become incorporeal until the beginning of your next turn. |
Time Vortex | Least | You may take a single extra swift action on your turn. After you do so, this ritual effect ends regardless of the remaining duration. |
| Lesser | You may take a single extra swift or move action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration. |
| Greater | You may take a single extra swift, move, or standard action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration. |
Vampiric Circle | Minor | You draw lifeforce from creatures nearby into yourself. Every round, any creature within 10 feet of you takes 1 point of negative energy damage; if any creature is affected this way then you gain 1 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends. |
| Least | You draw lifeforce from creatures nearby into yourself. Every round, any creature within 20 feet of you takes 1d6 points of negative energy damage; if any creature is affected this way then you gain 2 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends. |
| Lesser | You draw lifeforce from creatures nearby into yourself. Every round, any creature within 30 feet of you takes 1d8 points of negative energy damage and 1 point of Strength, Dexterity, or Constitution damage (your choice when you cast the ritual; Fort save to negate the ability damage). If any creature is affected this way then you gain 5 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends. |
| Greater | You draw lifeforce from creatures nearby into yourself. Every round, any creature within 50 feet of you takes 3d8 points of negative energy damage and 1 point each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 3 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends. |
Zone of Alacrity | Lesser | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a Haste spell as long as they remain in the area (no save). |
Zone of Animation | Lesser | This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, a corpse chosen at random within the area animates as a skeleton or a zombie, similar to the effects of an animate dead spell. If there are no corpses available, a skeleton or zombie is instead summoned into the area, as though with the Summon Undead II spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary). |
| Greater | This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, two corpses chosen at random within the area animate as skeletons or zombies, similar to the effects of an animate dead spell. If there are no corpses available, an allip or ghast is instead summoned into the area, as though with the Summon Undead IV spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary). |
Zone of Calm | Minor | This ritual affects a 10 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Any creature within the area must make a Will save each round or be fascinated for 1d4+1 rounds. Any obvious threats allow for additional saving throws against the effect or immediately end the condition, as normal for the fascinated condition. |
Zone of Clarity | Least | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Charm and Compulsion effects are suppressed within the area but return when outside it (and when the effect ends). |
Zone of Cowardice | Least | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are shaken while they remain within the area (no save) and must make a Will save each round or instead become frightened for 1d4 rounds. This is a mind-affecting fear effect that does not stack with other fear effects. |
Zone of Fortification | Least | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are immune to critical hits and gain hardness 10. |
Zone of Imprisonment | Greater | This ritual affects a 30 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must succeed on a Will save each time they try to leave it by any means, including teleportation or planar travel. On a failed save, they cannot move out of its area, and effects that would remove them from its area fail to do so. |
Zone of Lethargy | Lesser | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a slow spell as long as they remain in the area (no save). |
Zone of Light | Minor | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are dazzled while they remain within the area (no save). This is the equivalent of a 1st level Light effect for the purpose of interacting with Darkness effects. |
Zone of Radiance | Lesser | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are blinded while they remain within the area (no save). This is the equivalent of a 3rd level Light effect for the purpose of interacting with Darkness effects. |
Zone of the Unseen | Least | This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Everything inside the area is invisible to viewers outside the area, and viewers inside the area cannot see outside the area. True seeing nullifies this effect. |
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