Ror, these are Sable's selected Rituals. I've included their effects to save folks from having to swap between this post and Ror's master list:
MINOR
Ritual of Independence: Suppresses all Compulsion and Charm effects for duration of ritual
Ritual of Recovery: 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
Ritual of Awakened Senses: You gain Blindsight 30
LESSER
Ritual of Resistance: You gain a +4 resistance bonus to saving throws, and you do not automatically fail saving throws on a roll of 1.
Ritual of Speed: You gain a 60 foot enhancement bonus to your base land speed, and a +2 competence bonus to initiative checks.
Ritual of Endurance: You gain a +6 enhancement bonus to Constitution, and a +2 competence bonus to Fortitude saves.
Ritual of Flight: You gain a flight speed of 40 feet (good maneuverability), and use of the Wingover feat.
Ritual of Healing: 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.
Ritual of Misdirection: 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.
Ritual of Speech: You can use comprehend languages, message, sending, and tongues (only targeting yourself) as spell-like abilities at will.
Ritual of Deflection: You gain a +6 deflection bonus to your AC, and use of the Deflect Arrows feat.
Ritual of the Blessed Soul: 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
Ritual of Agility: You gain a +8 enhancement bonus to Dexterity, a +4 competence bonus to Reflex saves, and a +2 dodge bonus to Armor Class.
Ritual of Emptiness: You gain the Void subtype, and are all but impossible to detect unless you wish to be detected or attack. You are considered to have total concealment while undetectable, and if you choose to be detected or attack, a free action will conceal you again.
Ritual of Precision: You gain +4d6 sneak attack damage, and you can make death attacks as an assassin of your class level (including the requirement for 3 rounds of study).
Ritual of Prowess: 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 Stealth: You gain a +12 competence bonus to Hide and Move Silently checks, and you can use the Hide skill even while being observed.
Ritual of the Mind's Edge: You are immune to mind-affecting effects to which you are not willing. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration. Additionally, Whenever you are unwillingly affected or targeted by a mind-affecting effect, the effect's source suffers 1d4+2 points of Intelligence, Wisdom, and Charisma damage and 1 point of Intelligence, Wisdom, and Charisma burn.
Ritual of Motion: 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.
Ritual of Fortification: You have a 50% chance to negate critical hits or precision damage, and you gain a +3 bonus to your natural armor.
Ritual of Competence: You gain a +10 competence bonus on all skill checks, and can use all skills untrained.