Witchblood
Alignment: Any nongood.
HD: d6
Races: Any.
Abilities: Charisma determines the potency of your rituals and other class features; Constitution is always useful (everyone needs more hit points, and witchbloods are somewhat squishy).
Base ----------------------Ritual Tracing----------------------
Attack Fort Ref Will
Level Bonus Save Save Save Special Rote Minor Least Lesser Greater Advanced
1 +0 +0 +0 +2 Cursed Glance -2, Curse of Stupor, Evil Eye 3 1 -- -- -- --
2 +1 +0 +0 +3 -- 3 2 -- -- -- --
3 +1 +1 +1 +3 Rapid Retracing 4 2 -- -- -- --
4 +2 +1 +1 +4 -- 4 3 -- -- -- --
5 +2 +1 +1 +4 Chaotic Commands, Ill Tidings, Ritual Focus +1 4 3 1 -- -- --
6 +3 +2 +2 +5 Black Cloud 20 ft. 4 3 2 -- -- --
7 +3 +2 +2 +5 Cursed Glance -4 4 4 2 -- -- --
8 +4 +2 +2 +6 Chains of Adversity 4 4 3 -- -- --
9 +4 +3 +3 +6 Black Cloud 30 ft. 4 4 3 1 -- --
10 +5 +3 +3 +7 Double Evil Eye, Ritual Focus +2 4 4 3 2 -- --
11 +5 +3 +3 +7 Mystic Contrariness 4 4 4 2 -- --
12 +6/+1 +4 +4 +8 Black Cloud 40 ft. 4 4 4 3 -- --
13 +6/+1 +4 +4 +8 Cursed Glance -6 4 4 4 3 1 --
14 +7/+2 +4 +4 +9 Dark Companion 4 4 4 3 2 --
15 +7/+2 +5 +5 +9 Black Cloud 50 ft., Ritual Focus +3 4 4 4 4 2 --
16 +8/+3 +5 +5 +10 -- 4 4 4 4 3 --
17 +8/+3 +5 +5 +10 The Same Doubled 4 4 4 4 3 1
18 +9/+4 +6 +6 +11 Black Cloud 60 ft. 4 4 4 4 3 2
19 +9/+4 +6 +6 +11 Cursed Glance -8 4 4 4 4 4 3
20 +10/+5 +6 +6 +12 Ritual Focus +4, The Bitter End, Triple Evil Eye 4 4 4 4 4 4
- Save DCs are Cha-based.
- Knows all rituals on the class list.
- Evil Eye: 1st. Sort of Anti-Bardic Music meets Hexblade's Curse. Look at people to cause penalties and stuff. 1/day/level. All uses of Evil Eye require eye contact (as per active gaze).
- Rapid Retracing: 3rd. Trace a ritual that you have released within the last 15 minutes in only 1 minute.
- Ritual Focus: 5th, 10th, 15th, 20th. Add level/5 to ritual DCs.
Evil Eye (Su): Witchbloods are known for their ability to curse their foes, stealing skill and fortune with a glance. You can attempt to curse any target within 60 feet. Unless otherwise stated, curses take a standard action to use and last 5 minutes unless removed earlier (you can dismiss any of your curses as a free action). If a curse allows a saving throw, the DC is equal to 10 + 1/2 your Witchblood level + your Charisma modifier. You can use your curses a total number of times per day equal to your Witchblood level plus your Charisma modifier (minimum 1/day). Some curses, particularly stronger ones, require multiple daily uses to effect.
Most curses normally only affect one or a few targets. However, beginning at 6th level, you gain the ability to bring your curses into effect as a black cloud of misfortune. Each curse that can be used this way indicates its effects when effected as a black cloud. Curses that do not indicate their black cloud effects cannot be used as a black cloud. The radius of your black cloud is 20 feet at 6th level, and increases by 10 feet every 3 levels thereafter, to a maximum of 60 feet at level 18. You can dismiss your curses from each subject of a black cloud individually, without affecting the other subjects or the cloud itself. A curse effected as a black cloud appears as a thin black mist that does not impede vision.
A given subject can only be affected by a single one of your Evil Eye curses at once. Any creature only has a finite amount of luck to steal away. To apply new curses, you must first dismiss your older ones (a free action). As you gain levels, you learn to steal even more dregs of fortune from your victims. Starting at 10th level, you can affect your subjects with 2 curses at once, Increasing to 3 curses at level 20. This limit applies only to your own Evil Eyes. Evil Eyes from other Witchbloods and curses from other sources and abilities (even your own) are not subject to this limit.
Cursed Glance: The simplest of all curses, the cursed glance steals a bit of the subject's luck away, impeding its abilities in a general, unfocused manner. Cursed glance targets a single creature. If the subject fails a Will save, it suffers a -2 luck penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while the curse remains. This improves to a -4 penalty at level 7, a -6 penalty at level 13, and a -8 penalty at level 19.
Black Cloud: As a black cloud, cursed glance becomes an emanation centered on a point in space. All opponents within the area must save against the normal cursed glance when the cloud comes into effect or when they first enter it. Subjects are affected by the curse only while they remain within the cloud, but are subject to the curse again if they enter once more.
Curse of Stupor: Another simple curse, the curse of stupor addles the mind and prevents the subject from focusing on the task at hand. Effecting curse of stupor is a standard action, and it targets a single creature. If the subject fails a Will save, it is dazed for 1 round and fascinated for the remainder of the curse's duration. As normal for the fascinated condition, any obvious threats allow the subject a new saving throw and can even break the effect entirely. Curse of stupor is a mind-affecting ability.
Black Cloud: As a black cloud, curse of stupor becomes a spread centered on a point in space. All opponents within the area must save against the curse or be fascinated for the curse's duration, although they are not dazed.
Chaotic Commands: Beginning at 5th level, you learn to curse the order and cohesion of fighting groups. Chaotic commands targets a single creature. The subject becomes unaffected by morale bonuses caused by creatures other than itself. It can neither use nor benefit from aid another attempts. It cannot voluntarily allow creatures to pass through its space, nor can it voluntarily give up its saving throw against effects caused by creatures other than itself. The subject always treats creatures other than itself as opponents, never as allies. This does not force the subject to attack its former allies, but this does influence how its abilities affect others.
Black Cloud: Chaotic commands cannot be used as a black cloud.
Ill Tidings: Beginning at 5th level, you learn to block the second sight that diviners rely on. Ill tidings targets a single creature. When you effect this curse, make a dispel check (1d20 + your Witchblood level) against each ongoing Divination spell or Clairsentience power affecting the subject (DC 11 + the effect's caster or manifester level). On a success that effect is dispelled. In addition, for 5 minutes, the subject must succeed on a Will save to successfully cast or manifest each Divination spell or Clairsentience power it attempts, and for 24 hours any such effects that have a percentage chance of giving meaningful or accurate results have a 50% chance of providing the least useful answer.
Black Cloud: As a black cloud, ill tidings becomes an emanation centered on a point in space. Divination spells and Clarisentience powers reveal no information about the area inside the cloud unless their users succeed on a caster or manifester level check opposed by your dispel check.
Chains of Adversity: Beginning at 8th level, you learn to link the misfortune of two creatures together. Chains of adversity targets two creatures. While the curse remains, if either creature fails a saving throw against a non-harmless effect, both creatures are subject to the full effects of the failed save, even if the other creature succeeded on the saving throw or wasn't targeted at all. If the curse ends for one subject, it is also ended for the other. Effecting chains of adversity costs 2 daily uses of Evil Eye.
Black Cloud: As a black cloud, chains of adversity becomes a spread centered on a point in space. All opponents within the area that fail a Will save are linked as per the normal version of this curse. If the curse ends for all but one subject, it is also ended for the last one. Effecting chains of adversity as a black cloud costs 5 daily uses of Evil Eye.
Mystic Contrariness: Starting at 11th level, you can curse the mystic energies in enchanted items. Mystic contrariness targets a single object. The subject's magical properties are suppressed while the curse remains. Further, if the subject is a weapon, a suit of armor, or a shield, it acts as through it had a -2 enhancement penalty (reducing attack and damage rolls or the bonus it grants to armor class). If the subject is a tool, it applies a -4 circumstance penalty on all skill checks made involving it. Intelligent items are allowed a Will save against this effect, but not other magic items. Objects without magical properties still apply an appropriate penalty.
Black Cloud: As a black cloud, mystic contrariness becomes a spread centered on a point in space. All unattended magic items (including magical traps) and one random magic item attended by each opponent in the area (select which one as if the opponent failed a saving throw on a natural 1) have their magical properties suppressed if they fail a Will save. Unlike the normal form of this curse, affected objects do not apply further penalties when used. Effecting mystic contrariness as a black cloud costs 2 daily uses of Evil Eye.
Dark Companion: Starting at 14th level, you can call on a capricious or vengeful spirit to haunt your enemies. Dark companion targets a single creature or object. The subject's suffers a -2 penalty on all saving throws and you can always pinpoint its location while the curse remains. Further, you can channel your spells and curses through the spirit into the subject. While the curse remains, you always treat yourself as having line of sight and line of effect to the subject and the space it occupies (although not other creatures or objects in that space) for the purpose of spells, rituals, and curses, and you can cast any spell, release any ritual, or effect any curse with a range of touch or greater targeting the subject or the space it occupies regardless of range. This does not allow the effects of your spells, rituals, and curses to ignore the normal rules of range and line of effect, just the initial targeting. Effecting dark companion costs only 1 daily uses of Evil Eye, as normal, but each additional curse you effect, ritual you release, or spell you cast through the dark companion's link costs an extra daily use.
Black Cloud: As a black cloud, dark companion becomes an emanation centered on a point in space. All creatures other than yourself and objects other than those in your possession within the cloud are considered subject to the normal effects of the dark companion curse while they remain there. Effecting dark companion as a black cloud costs 3 daily uses of Evil Eye.
The Same Doubled: You learn to turn the pain others can inflict back on them at 17th level. The same doubled targets a single creature. Whenever the subject deals damage to a creature other than itself, it must make a Will save or deal twice that much damage to itself. This retributive damage is considered to be from the same attack as the original damage, but is untyped damage that cannot be prevented by resistances or immunities, rather than the original damage type. Effecting the same doubled costs 2 daily uses of Evil Eye.
Black Cloud: As a black cloud, the same doubled becomes a spread centered on a point in space, affecting every opponent within it. Whenever a subject deals damage to a creature other than itself, it must make a Will save or deal half as much damage to itself. This retributive damage is considered to be from the same attack as the original damage, but is untyped damage that cannot be prevented by resistances or immunities, rather than the original damage type. Effecting the same doubled as a black cloud costs 3 daily uses of Evil Eye.
The Bitter End: One of the few true death curses, the bitter end feeds off of other curses to end the subject's life. Beginning at 20th level, you can prepare a subject for a horrible death. This curse has no effect in and of itself, other than filling the subject with a vague but powerful sense of dread. In order to release the full potency of the curse, you must follow the bitter end with other curses. Each time you effect another curse targeting only the subject, it must make a Fortitude save. On a failure, the subject instantly dies. 1d4 hours later, the subject rises as a chanting echo under your control. You cannot control more hit dice of chanting echoes this way than twice your class level. Any excess chanting echoes are destroyed. The bitter end is a death effect. Effecting the bitter end costs 5 daily uses of Evil Eye.
Black Cloud: The bitter end cannot be used as a black cloud.
Rituals
Each 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 Guard
School: 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 Covenant
School: 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 Zone
School: 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 Summoning
School: 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 Warrior
School: 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 Agony
School: 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 Winter
School: 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 Blood
School: 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 Chaos
School: 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 Despair
School: 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 Pain
School: 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 Peace
School: 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 Shards
School: 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 Torment
School: 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 Ritual
School: 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 Foresight
School: 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 Presence
School: 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 Might
School: 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 Circle
School: 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 Guile
School: 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 Vigor
School: 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 Zone
School: 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 Circle
School: 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 Boost
School: 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 Deflection
School: 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 Dodge
School: 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 Protection
School: 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 Initiative
School: 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 Insight
School: 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 Prowess
School: 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 Resistance
School: 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 Attraction
School: 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 Senses
School: 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 (http://www.d20srd.org/srd/psionic/powers/touchsight.htm) power with a range of 60 feet.
Ritual of Earthen Fortification
School: 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 Emptiness
School: 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 Flight
School: 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 Healing
School: 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 Independence
School: 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 Intuition
School: 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.
Ritual of Mastery
School: Universal
Descriptor: None
Classes: Bloodfire Seeker
Grades: Rote, Minor, Lesser, Greater
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain improved skill at arms.
Rote: You gain a +2 bonus on critical confirmation rolls.
Minor: You are proficient with a single weapon of your choice.
Lesser: When you make a full attack, you can make one additional attack at your full base attack bonus, as per the haste spell. This does not stack with the extra attacks granted by the hast spell, Speed weapons, and similar effects.
Greater: Once per round, you can resolve a single melee attack as a touch attack.
Ritual of Misdirection
School: Illusion (Glamer)
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist, Witchblood
Grades: Least, Lesser
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain varying degrees of concealment.
Least: You gain concealment, as per the blur spell.
Lesser: You gain total concealment, as per the displacement spell.
Ritual of Motion
School: Transmutation
Descriptor: None
Classes: Glyphwalker, Ritualist
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: Trace
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
This ritual enhances your movement capabilities.
Minor: You gain a +10-foot enhancement bonus to your movement speed.
Least: You gain a swim speed equal to your base land speed.
Lesser: You gain a climb speed equal to your base land speed.
Greater: You gain the benefits of the freedom of movement spell.
Advanced: As a swift action, you can teleport up to your speed.
Ritual of Nondetection
School: Abjuration
Descriptor: None
Classes: Glyphwalker, Ritualist, Witchblood
Grades: Least, Advanced
Range: Personal
Target: You
Duration: Trace
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You become difficult to detect with divinatory magic. This protection also extends to your gear.
Least: If a divination is attempted against you, the caster of the divination must succeed on a caster level check against a DC of 11 + your tracer level in order to reveal any information about you or your position, as per the nondetection spell.
Advanced: You are protected from all divinatory effects, as per the mind blank spell.
Ritual of Parity
School: Universal
Descriptor: None
Classes: Bloodfire Seeker, Ritualist
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain a competence bonus on all opposed rolls or checks. This bonus cannot increase your modifier to higher than the highest modifier of all others participating in the opposed roll.
You can release this ritual as an immediate action.
Rote: You gain a +2 competence bonus.
Minor: You gain a +4 competence bonus.
Least: You gain a +8 competence bonus.
Lesser: You gain a +12 competence bonus.
Greater: You gain a +16 competence bonus.
Advanced: You gain a +20 competence bonus.
Ritual of Piercing Magic
School: Universal
Descriptor: None
Classes: Glyphwalker, Ritualist, Witchblood
Grades: Rote, Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level or instantaneous
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain an insight bonus on all caster level and tracer level checks to bypass spell resistance.
You can release this ritual as a free action as part of releasing another ritual. If you do, it provides a greater effect, but it affects only that one ritual.
Rote: You gain a +1 insight bonus. If you release this ritual as part of releasing another ritual, you instead gain a +2 insight bonus.
Minor: You gain a +2 insight bonus. If you release this ritual as part of releasing another ritual, you instead gain a +5 insight bonus.
Least: You gain a +4 insight bonus. If you release this ritual as part of releasing another ritual, you instead gain a +10 insight bonus.
Lesser: You gain a +6 insight bonus. If you release this ritual as part of releasing another ritual, you instead gain a +15 insight bonus.
Greater: You gain a +8 insight bonus. If you release this ritual as part of releasing another ritual, you instead gain a +20 insight bonus.
Advanced: You gain a +10 insight bonus. If you release this ritual as part of releasing another ritual, that ritual instead ignores spell resistance.
Ritual of Plague
School: Necromancy
Descriptor: None
Classes: Witchblood
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level; 24 hours
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You become the bearer of a contagious disease.
Choose a disease. You become a carrier of a magically infectious strain of that disease that infects any creature that comes into physical contact with you. You can make a melee touch attack to touch and infect a creature in place of a normal attack. Any creature that hits you with an unarmed strike or with a natural weapon, or that you hit with an unarmed strike or natural weapon, is also infected. A given creature is at risk of infection no more than once per round. 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. This applies even if you are otherwise immune or resistant to disease or ability damage. This penalty cannot reduce any of your ability scores below 1.
For 24 hours after releasing this ritual, you are also immune to the chosen disease.
Minor: You may select either the filth fever or mindfire diseases.
Least: You may select either the devil chills or shakes diseases, or the diseases available to any lower grade of this ritual.
Lesser: You may select either the blinding sickness, red ache, or slimy doom diseases, or the diseases available to any lower grade of this ritual.
Greater: You may select either the cackle fever, demon fever, or mummy rot diseases, or the diseases available to any lower grade of this ritual. Creatures within 5 feet to you at the beginning of your turn are also at risk of infection as though you had touched them.
Advanced: You may select the diseases available to any lower grade of this ritual. Creatures infected by this ritual's disease can also spread it to creatures other than yourself until cured, as per greater grade of this ritual (using the disease's normal save DC).
Ritual of Size
School: Transmutation
Descriptor: None
Classes: Bloodfire Seeker, Glyphwalker, Ritualist
Grades: Minor, Least, Lesser, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level; See text
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Your size increases or decreases, as per the expansion and compression powers. You chose whether to increase or decrease your size when you release this ritual.
Minor: You increase or decrease your size by 1 category.
Least: You increase or decrease your size by 1 category. As a move action, you can revert to your normal size, or return to your modified size. Each 10 minutes spent at your normal size counts as only 1 round against this ritual's duration.
Lesser: You increase or decrease your size by up to 2 categories. If you elect to change your size by only 1 category, each 1 minute spent at only 1 size category from your normal size counts as only 1 round against this ritual's duration.
Greater: You increase or decrease your size by up to 2 categories. As a move action, you can revert to your normal size, or return to your modified size. Each 10 minutes spent at your normal size counts as only 1 round against this ritual's duration. If you elect to change your size by only 1 category, each 1 minute spent at only 1 size category from your normal size counts as only 1 round against this ritual's duration.
Advanced: You increase or decrease your size by up to 2 categories. As a move action, you can revert to your normal size, or you can increase or decrease your size by up to 2 categories; you switch freely between all possibly sizes changes this ritual can provide. Each 10 minutes spent at your normal size counts as only 1 round against this ritual's duration. Each 1 minute spent at only 1 size category from your normal size counts as only 1 round against this ritual's duration.
Ritual of Speech
School: Transmutation
Descriptor: None
Classes: Glyphwalker, Ritualist
Grades: Rote, Minor, Least, Lesser
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
Your size increases or decreases, as per the expansion and compression powers. You chose whether to increase or decrease your size when you release this ritual.
Rote: You can communicate with a single other creature as per the message spell. You can change which creature you can communicate with as a free action.
Minor: You can understand all spoken languages.
Least: You can understand and speak all spoken languages.
Lesser: You gain telepathy with a range of 100 feet.
Ritual of Spell Power
School: Universal
Descriptor: None
Classes: Ritualist
Grades: Least, Greater, Advanced
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You gain a competence bonus to your caster level for arcane and divine spells, and to your manifester level for powers.
Least: You gain a +1 competence bonus.
Greater: You gain a +2 competence bonus.
Advanced: You gain a +3 competence bonus.
Ritual of the Blessed Soul
School: Universal
Descriptor: None
Classes: Bloodfire Seeker, Ritualist, Witchblood
Grades: Least, Greater, Advanced
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You are protected from a variety of deleterious conditions.
Least: You gain immunity to the sickened and nauseated conditions and to fear. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration.
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.
Greater: You gain immunity to death effects, fatigue, and exhaustion. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration.
Advanced: You gain immunity to death effects, fatigue, exhaustion, curses, disease, poison, the sickened and nauseated conditions, and fear. Any such effects to which you are already subject are removed.