Ritual Name | Level | Class | Description |
Ritual of Conjuration | Least | Ritual Mage | Whenever you cast a conjuration spell, you may immediately teleport up to twice your base land speed in any direction, in 5 foot increments. You may not end your movement in an occupied square. |
| Lesser | | Whenever you cast a conjuration spell, you may immediately teleport up to twice your base land speed in any direction, in 5 foot increments. You may not end your movement in an occupied square. In addition, whenever you cast a conjuration (summoning) or conjuration (calling) spell, you may discharge one of your charged rituals to grant the summoned or called creatures the benefit of that ritual. |
| Greater | | Whenever you cast a conjuration spell, you may immediately teleport up to three times your base land speed in any direction, in 5 foot increments (you may not end your movement in an occupied square). In addition, whenever you cast a conjuration (summoning) or conjuration (calling) spell, you may discharge one of your charged rituals to grant the summoned or called creatures the benefit of that ritual. Finally, once per round as a swift action, you may conjure positive energy at a target of your choice within 60 feet; this cures 5d6 points of damage for living targets, and inflicts 5d6 damage to undead targets. An undead target may attempt a Reflex save for half damage. |
Ritual of Deflection | Least | General | You gain a +3 deflection bonus to your AC. |
| Lesser | | You gain a +6 deflection bonus to your AC, and use of the Deflect Arrows feat. |
| Greater | | You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual. |
Ritual of Detection | Least | Ritual Expert | You can use detect magic and detect secret doors as spell-like abilities at will. |
| Lesser | | You can use detect magic, detect secret doors, find traps, locate creature, and locate object as spell-like abilities at will. |
| Greater | | You can use detect magic, detect secret doors, find the path, find traps, locate creature, locate object, and true seeing (only usable on yourself) as spell-like abilities at will. |
Ritual of Divination | Least | Ritual Mage | Whenever you cast a divination spell, you gain a +10 insight bonus on your next attack roll. |
| Lesser | | Whenever you cast a divination spell, you gain a +20 insight bonus on your next attack roll, and a +4 insight bonus to AC for 1 round. |
| Greater | | Whenever you cast a divination spell, you gain a +30 insight bonus on your next attack roll, a +6 insight bonus to AC for 1 round, and you can choose to change your initiative count as if you had refocused. |
Ritual of Emptiness | Greater | Ritualist | 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. |
| Advanced | | You gain the Void subtype as in the greater version, and you are continually under the effect of the mind blank spell. |
Ritual of Enchantment | Least | Ritual Mage | Whenever you cast an enchantment spell, you gain a +5 insight bonus to Charisma-based skill checks for 1 round. |
| Lesser | | Whenever you cast an enchantment spell, you gain a +10 insight bonus to Charisma-based skill checks for 1 round, and for 1 round any creature who tries to attack you must make a Will save (DC equal to the DC of the enchantment spell) to do so. |
| Greater | | Whenever you cast an enchantment spell, you gain a +15 insight bonus to Charisma-based skill checks for 1 round, and for 2 rounds any creature who tries to attack you must make a Will save (DC equal to the DC of the enchantment spell) to do so. In addition, when you cast a mind-affecting spell, you may make a Spellcraft check (DC 25 + spell level) to remove the mind-affecting descriptor (making it possible to affect creatures immune to mind-affecting effects). If you fail the check, the spell works as normal. |
Ritual of Endurance | Least | General | You gain a +4 enhancement bonus to Constitution. |
| Lesser | | You gain a +6 enhancement bonus to Constitution, and a +2 competence bonus to Fortitude saves. |
| Greater | | You gain a +8 enhancement bonus to Constitution, a +4 competence bonus to Fortitude saves, and damage reduction 5/-. |
Ritual of Evocation | Least | Ritual Mage | Whenever you cast an evocation spell that deals energy damage, 50% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity. |
| Lesser | | Whenever you cast an evocation spell that deals energy damage, 75% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity, and you deal +2 damage per die. |
| Greater | | Whenever you cast an evocation spell that deals energy damage, 100% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity, and you deal +4 damage per die. In addition, you are continuously affected by bigby's interposing hand, with a caster level equal to your CL for evocation spells. |
Ritual of Flight | Least | General | You gain a flight speed of 20 feet (average maneuverability). |
| Lesser | | You gain a flight speed of 40 feet (good maneuverability), and use of the Wingover feat. |
| Greater | | You gain a flight speed of 60 feet (perfect maneuverability), and use of the Flyby Attack and Power Dive feats. |
Ritual of Fortification | Least | Ritual Warrior | You have a 25% chance to negate critical hits or precision damage. |
| Lesser | | You have a 50% chance to negate critical hits or precision damage, and you gain a +3 bonus to your natural armor. |
| Greater | | You have a 75% chance to negate critical hits or precision damage, you gain a +6 bonus to your natural armor, and you are immune to energy drain and negative levels. |
Ritual of Healing | Least | General | You gain fast healing 2. |
| Lesser | | You gain fast healing 5, and once per round as a free action you can remove one of the following conditions from yourself: dazed, dazzled, fatigued, shaken, sickened. |
| Greater | | You gain regeneration 5, and once per round as a free action you can remove one of the following conditions from yourself: blinded, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, shaken, sickened, stunned. |
Ritual of Illusion | Least | Ritual Mage | Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round. |
| Lesser | | Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round, which cannot be defeated by true seeing. In addition, anyone who successfully disbelieves one of your illusions must make a Fort save (same DC as the illusion spell) or be blinded for 1 round. |
| Greater | | Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round, which cannot be defeated by true seeing. In addition, anyone who successfully disbelieves one of your illusions must make a Fort save (same DC as the illusion spell) or be blinded for 1d4 rounds, and the quasiireality of any shadow conjuration or evocation spell increases by 10% (this ritual cannot increase the reality of such spells above 100%). |
Ritual of Independence | Minor | Ritualist / Redeemed | All charm and compulsion effects currently affecting you are suppressed for the duration of this ritual. |
Ritual of Intuition | Minor | Ritualist / Redeemed / Ritual Prophet | Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action. |
| Least | Ritual Prophet | Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action. |
| Lesser | | Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action. You may also choose to reroll the modified roll once (after you have seen the roll, but before you know the result); if you do so, you must use the second roll, even if it is worse. |
| Greater | | Once per round, you can choose to gain a +5 insight bonus to a single d20 roll as an immediate action. You may also choose to roll the modified roll twice, choosing the better of two results. |
| Advanced | | Once per round, you can choose to gain a +5 insight bonus to a single d20 roll as an immediate action, and treat the die roll as a natural 20. |
Ritual of Mastery | Least | Ritual Warrior | You make one attack per round which would normally be at a -5 base attack bonus penalty at your full base attack bonus (for example, if your base attack bonus is +6/+1, you would make your attacks at +6/+6). |
| Lesser | | You make two attacks per round, which would normally have at least a -5 base attack bonus penalty, at your full base attack bonus (for example, if your base attack bonus is +16/+11/+6/+1, you could make your attacks at +16/+16/+16/+1 or +16/+11/+16/+16). In addition, you gain one extra attack with a full attack action, at your highest base attack bonus. |
| Greater | | You make all attacks at your full base attack bonus, you gain two extra attacks with a full attack action at your highest base attack bonus, and you can resolve one attack per round as a touch attack instead of a normal attack. |
Ritual of Misdirection | Least | General | You gain a 20% miss chance, as the blur spell. |
| Lesser | | You gain a 50% miss chance, as the displacement spell, and once per round you can treat an opponent as flat-footed for one attack. |
| Greater | | You gain a 75% miss chance, which otherwise functions as the displacement spell; you can treat one opponent per round as flat-footed for all your attacks; and any opponent who misses you due to the miss chance granted by this ritual is stunned for one round. |
Ritual of Motion | Minor | Ritualist | You gain a +10 foot increase to your base land speed. |
| Least | | You gain a climb, swim, or burrow speed of 15 feet. Choose which movement mode you gain when you cast the ritual. |
| Lesser | | You gain a climb, swim, or burrow speed of 30 feet, and you can use freedom of movement at will, targeting only yourself, as a spell-like ability. Choose which movement mode you gain when you cast this ritual. |
| Greater | | You gain climb, swim, and burrow speeds of 60 feet, and you can use dimension door, freedom of movement (targeting only yourself), and tree stride as spell-like abilities at will. |
| Advanced | | You gain climb, swim, and burrow speeds of 60 feet, and you can use dimension door, freedom of movement (targeting only yourself), master earth, shadow walk, and tree stride as spell-like abilities at will. |
Ritual of Necromancy | Least | Ritual Mage | Whenever you cast a necromancy spell, you gain 10 temporary hit points (as per the false life spell) for 1 round. |
| Lesser | | Whenever you cast a necromancy spell, you gain 20 temporary hit points (as per the false life spell) for 1 round; in addition, you are continually under the effect of a death ward spell. |
| Greater | | Whenever you cast a necromancy spell, you gain 30 temporary hit points (as per the false life spell) for 1 round; in addition, you are continually under the effect of a death ward spell, and you may cause any target who fails a save against a necromancy spell you cast to gain 1d4 negative levels (no save). |
Ritual of Nondetection | Least | Ritual Expert | You can use invisibility as a spell-like ability at will, targeting yourself only. |
| Lesser | | You can use greater invisibility and nondetection as spell-like abilities at will, targeting yourself only. |
| Greater | | You can use superior invisibility and mind blank as spell-like abilities at will, targeting yourself only. |
Ritual of Parity | Minor | Ritualist / Redeemed | You gain a +4 competence bonus on all opposed checks and rolls. This bonus cannot increase your modifier to greater than the highest modifier of all others participating in the opposed check. |
Ritual of Persistence | Minor | Ritualist | 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. |
| Advanced | | 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. |
Ritual of Plague | Minor | Witchblood | You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you cast this ritual, you may choose either Mindfire or Filth Fever. A given creature is at risk of infection no more than once per round. |
| Least | | You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you cast this ritual, you may choose either Devil Chills or Shakes. A given creature is at risk of infection no more than once per round. |
| Lesser | | You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you cast this ritual, you may choose one of Blinding Sickness, Red Ache, and Slimy Doom. You can affect a given creature with this ritual any number of times per round. |
| Greater | | You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you cast this ritual, you may choose one of Cackle Fever, Demon Fever, and Mummy Rot. Creatures adjacent to you at the beginning of your turn are also at risk of infection as though you had touched them, and you can affect a given creature with this ritual any number of times per round. |
| Advanced | | You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you cast this ritual, you may choose one of Enervating End and Psychic Degeneration. Creatures adjacent to you at the beginning of your turn are also at risk of infection as though you had touched them, and you can affect a given creature with this ritual any number of times per round. In addition, creatures infected by this ritual's disease can also spread it to creatures other than yourself until cured, as per Greater Ritual of Plague (using the disease's normal save DC) |
Ritual of Potency | Least | Ritual Mage | The DC of every spell you cast is increased by 1. |
| Lesser | | 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. |
| Greater | | The DC of every spell you cast is increased by 4, you get a +4 bonus on caster level checks to defeat spell resistance, and whenever a creature fails a save against one of your spells, they are shaken for a number of rounds equal to your caster level. |
Ritual of Power | Least | General | 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 | Least | Ritual Expert | You gain +2d6 sneak attack damage. |
| Lesser | | 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). |
| Greater | | You gain +6d6 sneak attack damage, you can make death attacks as an assassin of your class level (including the requirement for 3 rounds of study), and once per round you can declare one melee or ranged attack you make to be a sneak attack (the target can be no more than 30 feet distant if the attack is a ranged attack). The target loses any Dexterity bonus to AC, but only against that attack. |
Ritual of Protection | Minor | Ritualist | You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic). |
Ritual of Prowess | Least | General | 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 | Ritualist / Redeemed | 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 | General | 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 | Lesser | Redeemed | 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. |
| Greater | | You heal 2 points of ability damage to the ability score of your choice when you discharge this ritual, and one additional point per 5 rounds for the duration. |
| Advanced | | You heal 3 points of ability damage to the ability score of your choice when you discharge this ritual, and one additional point per round for the duration. |
Ritual of Resurgence | Least | General | 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 Retribution | Advanced | Redeemed | Whenever any creature deals damage to you, that creature takes the same type and amount of damage. |
Ritual of Savagery | Least | Ritual Warrior | You can take actions normally while disabled or dying at no penalty. |
| Lesser | | 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. |
| 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. In addition, you do not automatically die from reaching -10 hit points; instead, each round that you remain below -10 hit points, you remain alive with a Fortitude save (DC equal to the absolute value of your hit point total). |
Ritual of Size | Least | General | 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 | Ritualist | 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 | General | 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. |
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