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Trace RitualModifier

Source : http://www.giantitp.com/forums/showthread.php?t=253475

A ritual is a magical effect similar to a spell. A character that has learned to "trace" rituals can do so at any time; after tracing, the ritual remains "charged" until the tracer decides to discharge it with an act of will, at which point the ritual takes effect. Discharging a ritual requires a Swift action (unless otherwise specified) which can only be performed on your turn, In this way, a ritual tracer can store up ritual charges until they are needed. A ritual that is not discharged within 24 hours of its charging fades away with no effect. The duration of a ritual's effect is equal to your number of rank in that skill.

Rituals come in five grades: minor, least, lesser, greater, and advanced. Tracing any ritual requires a diagram to be drawn on a flat, solid surface with a piece of chalk or charcoal; it also requires a drop of the tracer's blood (which deals 1 point of damage), and chanted words (a ritual cannot be traced while under the effect of a silence spell, for example). The length of time it takes to trace a ritual depends on its strength: a minor ritual takes 1 minute, a least ritual takes 5 minutes, a lesser ritual takes 10 minutes, a greater ritual takes 15 minutes, and an advanced ritual takes 30 minutes to trace.

  • Minor : Take 1 minute to Trace and must make a Trace Ritual Check (DC 16 + 1 per Ritual Charged)
  • Least : Take 5 minute to Trace and must make a Trace Ritual Check (DC 18 + 1 per Ritual Charged)
  • Lesser : Take 10 minute to Trace and must make a Trace Ritual Check (DC 20 + 1 per Ritual Charged)
  • Greater : Take 15 minute to Trace and must make a Trace Ritual Check (DC 22 + 1 per Ritual Charged)
  • Advanced : Take 30 minute to Trace and must make a Trace Ritual Check (DC 24 + 1 per Ritual Charged)


Rituals are supernatural abilities. They cannot be counterspelled and are not subject to Spell Resistance, but they are magical effects and can be dispelled, and are suppressed in an antimagic field or dead magic zone (charged rituals remain charged, but cannot be discharged in such areas).

Charged rituals take different forms for different tracers, depending on how they were taught the arcane formulae. Some ritual tracers imbue the magical energy into concoctions that they imbibe, infusing their bodies with the charges; others draw sigils on their skin with specially prepared inks. Some ritualists have no outward evidence of their charged rituals, instead drawing the charge directly into their essence, where perhaps the augmentation is visible in their aura.

If a character has the ability to have more than one ritual charged at a time, she may charge the same ritual more than once. The number of Ritual Charged at one time depend on their skill ranks. Its possible to Charged more Ritual of a Grade inferior to the one allowed. For example someone with 7 skills ranks could Charged 7 Minor and 2 Least instead of 5 Minor and 4 Least.

Trace Ritual is also the starting point of each Incantations / Incantations (this replace Knowledge Arcana)


Track Ritual Skill
Rank Minor Least Lesser Greater Advanced
1 3 - - - -
2 4 - - - -
3 5 - - - -
4 5 1 - - -
5 5 2 - - -
6 5 3 - - -
7 5 4 - - -
8 5 5 - - -
9 5 5 1 - -
10 5 5 2 - -
11 5 5 3 - -
12 5 5 4 - -
13 5 5 5 - -
14 5 5 5 1 -
15 5 5 5 2 -
16 5 5 5 3 -
17 5 5 5 4 -
18 5 5 5 5 -
19 5 5 5 5 1
20 5 5 5 5 2
21 5 5 5 5 3
22 5 5 5 5 4
23 5 5 5 5 5

Minor RitualsModifier

  • Odious Circle, Minor : Creatures within 10 feet of you must make a Fortitude save or be sickened for the duration of the ritual as the horrible stench invades their senses. Creatures immune to poison receive a +4 bonus to their saving throw.
  • Ritual Boost, Minor : You gain a +2 enhancement bonus to one ability score. Choose the ability score when you trace the ritual.
  • Ritual Celerity, Minor : You gain a +3 enhancement bonus to initiative checks.
  • Ritual Dodge, Minor : You gain a +2 dodge bonus to AC.
  • Ritual Focus, Minor : You gain a +2 competence bonus to attack and damage rolls. Choose to apply this bonus to either melee or ranged when you trace the ritual.
  • Ritual Save, Minor : You gain a +2 resistance bonus to Fort, Reflex, or Will saves. Choose the type of save when you trace the ritual.
  • Ritual Sight, Minor : You gain low-light vision for the duration of the ritual or increase the one you have by a multiple of x1
  • Ritual Skill, Minor : You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you trace the ritual.
  • Ritual Tolerance, Minor : You gain energy resistance 5 against one energy type. Choose the energy type when you trace the ritual. In addition, as long as you have this ritual charged, you gain the benefit of the endure elements spell.
  • Circle of Blood, Minor : Whenever a creature within 10 feet of you takes damage, increase that damage by 1. This ritual affects all creatures (including your allies) within range, except you.
  • Circle of Good Hope, Minor : All allies within 10 feet of you gain the effect of one minor ritual that you discharge in the same action that you discharge this ritual.
  • Circle of Shards, Minor : A vortex of force needles surrounds you. All creatures within 10 feet of you take 1d3 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.
  • Ritual of Attraction, Minor : Ranged attacks made against targets within 10 feet of you (enemies and allies alike) have a 33% chance to instead be made against you.
  • Ritual of Bitter Winter, Minor : The air around you in a 10 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round.
  • Ritual of Blood Summoning, Minor : When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it 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. The summoned creature disappears when the ritual effect ends. 4 hp: A fiendish creature from the "Summon Monster I" list. 6 hp: A Lemure. 8 hp: A Dretch.
  • Ritual of Independence, Minor : All charm and compulsion effects currently affecting you are suppressed for the duration of this ritual.
  • Ritual of Intuition, Minor : Once per round as a Free Action, you can choose to gain a +1 insight bonus to a single d20 roll
  • Ritual of Motion, Minor : You gain a +10 foot increase to your base land speed.
  • Ritual of Parity, Minor : 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 : 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 Protection, Minor : You gain DR 2/- and resist 2 to all energy types (acid, cold, electricity, fire, and sonic).
  • Ritual of Recovery, Minor : Each round, you heal 2 points of damage. For every 2 points of lethal damage healed, you suffer 1 point of nonlethal damage. This damage cannot be prevented, and affects you even if you are normally immune to nonlethal damage. This ritual does not heal nonlethal damage.
  • Ritual of Speech, Minor : You can use message as a spell-like ability at will.
  • Ritual of Storm, Minor : You emit an aura of high winds and dangerous weather. Winds blow in a 10 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save. The wind functions as if it was a 20 MPH wind (moderate wind), but clouds and the like that have been dispersed by it return if you move away from the area.
  • Ritual of Uneasy Earth, Minor : The ground in a 10 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 10) to do so. In addition, you gain tremorsense out to the same radius.
  • Sonorous Chant, Minor : You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.
  • Vampiric Circle, Minor : You draw lifeforce from creatures nearby into yourself. Every round, any creature within 10 feet of you takes 1 point of negative energy damage; if any creature is affected this way then you gain 1 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.
  • Zone of Ambivalence, Minor : This ritual affects a 10-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Any creatures within the area of effect must make a Will save or have an Indifferent attitude towards the other creatures in the Circle, regardless of their original attitude.
  • Zone of Calm, Minor : This ritual affects a 10 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Any creature within the area must make a Will save each round or be fascinated for 1d4+1 rounds. Any obvious threats allow for additional saving throws against the effect or immediately end the condition, as normal for the fascinated condition.
  • Zone of Light, Minor : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are dazzled while they remain within the area (no save). This is the equivalent of a 1st level Light effect for the purpose of interacting with Darkness effects.
  • Circle of Pain, Minor : Whenever a creature within 10 feet of you takes an action, that creature must make a Fortitude save or suffer 1d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.
  • Ritual of Plague, Minor : 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 trace 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 RitualsModifier

  • Odious Circle, Least : Creatures within 20 feet of you must make a Fortitude save or be nauseated for 1 round, and then sickened for the duration of the ritual as the horrible stench invades their senses. Creatures immune to poison receive a +4 bonus to their saving throw.
  • Ritual of Agility, Least : You gain a +4 enhancement bonus to Dexterity.
  • Ritual of Awakened Senses, Least : You gain blindsight out to 30 feet.
  • Ritual of Deflection, Least : You gain a +3 deflection bonus to your AC.
  • Ritual of Endurance, Least : You gain a +4 enhancement bonus to Constitution.
  • Ritual of Flight, Least : You gain a flight speed of 20 feet (average maneuverability).
  • Ritual of Healing, Least : You gain fast healing 2.
  • Ritual of Misdirection, Least : You gain a 20% miss chance, as the blur spell.
  • Ritual of Power, Least : You gain a +1 competence bonus to your caster level for arcane and divine spells (or manifester level for psionic powers). This ritual does not grant a caster or manifester level if you do not have one already.
  • Ritual of Prowess, Least : You gain a +3 competence bonus to attack and damage rolls.
  • Ritual of Resurgence, Least : Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 1 successful save has been made this way, regardless of the remaining duration.
  • Ritual of Size, Least : You increase or decrease by one size category. Your equipment changes size with you, as per the enlarge person or reduce person spell.
  • Ritual of Speed, Least : You gain a 30 foot enhancement bonus to your base land speed.
  • Ritual of Strength, Least : You gain a +4 enhancement bonus to Strength.
  • Ritual of the Mind's Edge, Least : Whenever you succeed on a saving throw against a mind-affecting effect, the effect's source suffers 1d4 points of Intelligence, Wisdom, and Charisma damage.
  • Circle of Blood, Least : Whenever a creature within 20 feet of you takes hit point damage, increase that damage by 1d4. This ritual affects all creatures (including your allies) within range, except you.
  • Circle of Despair, Least : Whenever you suffer a penalty, all other creatures within a 30 radius emanation must make a Will save or also suffer that penalty for as long as you have it and they remain in the emanation.
  • Circle of Good Hope, Least : All allies within 20 feet of you gain the effect of one least ritual that you discharge in the same action that you discharge this ritual. You cannot share Spell Rituals with this ritual.
  • Circle of Shards, Least : A vortex of force needles surrounds you. All creatures within 20 feet of you take 1d6 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.
  • Crawling Ritual, Least : Choose a minor ritual you currently have charged to discharge in the same action as this ritual. You create a minor crawling glyph associated with that ritual, under your control, for the duration of this ritual.
  • Ritual of Bitter Winter, Least : The air around you in a 20 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round.
  • Ritual of Blood Summoning, Least : When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it 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. The summoned creature disappears when the duration of the ritual effect ends. 12 hp: An Imp or a Quasit. 22 hp: A Bearded Devil.
  • Ritual of Motion, Least : You gain a climb, swim, or burrow speed of 15 feet. Choose which movement mode you gain when you trace the ritual.
  • Ritual of Persistence, 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.
  • Ritual of Resistance, Least : You gain a +2 resistance bonus to saving throws.
  • Ritual of Speech, Least : You can use comprehend languages and message as spell-like abilities at will.
  • Ritual of Storm, Least : You emit an aura of high winds and dangerous weather. Winds blow in a 20 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, and Tiny or smaller creatures that fail their save are knocked prone.. The wind functions as if it was a 30 MPH wind (strong wind), applying a -2 penalty to ranged attacks and Listen checks, but clouds and the like that have been dispersed by it return if you move away from the area. You suffer no penalty from the winds caused by this ritual.
  • Ritual of Uneasy Earth, Least : The ground in a 20 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 15) to do so. In addition, you gain tremorsense out to the same radius, and are not impeded by difficult terrain.
  • Sonorous Chant, Least : You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.
  • Spell Ritual, Least : This ritual duplicates the effect of one spell from any school, of 1st level or lower, from a spellboook or scoll you have acces at the time of tracing this ritual. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action.
  • Time Vortex, Least : You may take a single extra swift action on your turn. After you do so, this ritual effect ends regardless of the remaining duration.
  • Vampiric Circle, Least : You draw lifeforce from creatures nearby into yourself. Every round, any creature within 20 feet of you takes 1d6 points of negative energy damage; if any creature is affected this way then you gain 2 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.
  • Zone of Clarity, Least : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Charm and Compulsion effects are suppressed within the area but return when outside it (and when the effect ends).
  • Zone of Cowardice, Least : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are shaken while they remain within the area (no save) and must make a Will save each round or instead become frightened for 1d4 rounds. This is a mind-affecting fear effect that does not stack with other fear effects.
  • Zone of Fortification, Least : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are immune to critical hits and gain hardness 10.
  • Zone of the Unseen, Least : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Everything inside the area is invisible to viewers outside the area, and viewers inside the area cannot see outside the area. True seeing nullifies this effect.
  • Circle of Pain, Least : Whenever a creature within 20 feet of you takes an action, that creature must make a Fortitude save or suffer 2d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.
  • Hexed Circle, Least : Whenever a creature other than yourself within 10 feet makes a melee attack, the attacker must make a Will save or 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.
  • Ritual of Plague, 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 trace this ritual, you may choose either Devil Chills or Shakes. A given creature is at risk of infection no more than once per round.
  • Ritual of Detection, Least : You can use detect magic and detect secret doors as spell-like abilities at will.
  • Ritual of Nondetection, Least : You can use invisibility as a spell-like ability at will, targeting yourself only.
  • Ritual of Precision, Least : You gain +2d6 sneak attack damage, which stack with other sources of sneak attack damage.
  • Ritual of Stealth, Least : You gain a +8 competence bonus to Hide and Move Silently checks.
  • Metamagic Ritual, Least : You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +1 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.
  • Ritual of Abjuration, Least : Whenever you cast an abjuration spell, you gain a +4 deflection bonus to AC for one round.
  • Ritual of Conjuration, Least : 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.
  • Ritual of Divination, Least : Whenever you cast a divination spell, you gain a +10 insight bonus on your next attack roll.
  • Ritual of Enchantment, Least : Whenever you cast an enchantment spell, you gain a +5 insight bonus to Charisma-based skill checks for 1 round.
  • Ritual of Evocation, Least : 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.
  • Ritual of Illusion, Least : Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round.
  • Ritual of Necromancy, Least : Whenever you cast a necromancy spell, you gain 10 temporary hit points (as per the false life spell) for 1 round.
  • Ritual of Potency, Least : The DC of every spell you cast is increased by 1.
  • Ritual of Tenacity, Least : The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 2.
  • Ritual of Transmutation, Least : Whenever you cast a transmutation spell, you gain a +4 insight bonus to the ability score of your choice for 1 round.
  • Ritual of Cognition, Least : You gain a +4 competence bonus to Intelligence- and Wisdom-based skill checks.
  • Ritual of Fortification, Least : You have a 25% chance to negate critical hits or precision damage.
  • Ritual of Mastery, Least : 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).
  • Ritual of Savagery, Least : You can take actions normally while disabled or dying at no penalty.
  • Ritual of Competence, Least : You gain a +5 competence bonus on all skill checks.

Lesser RitualsModifier

  • Ritual of Agility, Lesser : You gain a +6 enhancement bonus to Dexterity, and a +2 competence bonus to Reflex saves.
  • Ritual of Awakened Senses, Lesser : You gain blindsense out to 60 feet.
  • Ritual of Deflection, Lesser : You gain a +6 deflection bonus to your AC, and use of the Deflect Arrows feat.
  • Ritual of Endurance, Lesser : You gain a +6 enhancement bonus to Constitution, and a +2 competence bonus to Fortitude saves.
  • Ritual of Flight, Lesser : You gain a flight speed of 40 feet (good maneuverability), and use of the Wingover feat.
  • Ritual of Healing, 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.
  • Ritual of Misdirection, 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.
  • Ritual of Power, 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.
  • Ritual of Prowess, Lesser : You gain a +6 competence bonus to attack and damage rolls, and a +4 competence bonus to critical confirmation rolls.
  • Ritual of Resurgence, 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.
  • Ritual of Size, Lesser : You increase or decrease by two size categories. Your equipment changes size with you, as per the enlarge person or reduce person spell.
  • Ritual of Speed, Lesser : You gain a 60 foot enhancement bonus to your base land speed, and a +2 competence bonus to initiative checks.
  • Ritual of Strength, Lesser : You gain a +6 enhancement bonus to Strength, and are treated as one size category larger for the purposes of grapple checks (this bonus stacks with other effects that increase your size).
  • Ritual of the Blessed Soul, Lesser : You gain immunity to curses, disease, and poison. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration.
  • Ritual of the Mind's Edge, Lesser : Whenever you are unwillingly affected or targeted by a mind-affecting effect, the effect's source suffers 1d4+2 points of Intelligence, Wisdom, and Charisma damage.
  • Circle of Blood, Lesser : Whenever a creature within 30 feet of you takes hit point damage, increase that damage by 3d4. This ritual affects all creatures (including your allies) within range, except you.
  • Circle of Good Hope, Lesser : All allies within 30 feet of you gain the effect of one lesser ritual that you discharge in the same action that you discharge this ritual, as well as a +1 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.
  • Circle of Shards, Lesser : A vortex of force needles surrounds you. All creatures within 30 feet of you take 2d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded for 1 round. This is a force effect, and thus works normally on incorporeal creatures.
  • Circle of Torment, Lesser : Whenever you gain a condition, all other creatures within a 30 radius emanation must make a Will save or also gain that condition for as long as you have it and they remain in the emanation.
  • Crawling Ritual, Lesser : Choose a least ritual you currently have charged to discharge in the same action as this ritual. You create a least crawling glyph associated with that ritual, under your control, for the duration of this ritual.
  • Null Zone, Lesser : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must make a caster level check (DC 19) to cast spells or use spell-like abilities; if they fail the check, the spell does not function but is still lost as a prepared spell or spell slot (or SLA daily use). If the check succeeds, the spell functions normally.
  • Ritual of Bitter Winter, Lesser : The air around you in a 30 foot radius emanation becomes bitter cold, dealing 2d6 points of cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round. In addition, snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 2 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.
  • Ritual of Blood Summoning, Lesser : When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it 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. The summoned creature disappears when the duration of the ritual effect ends. 27 hp: A Chain Devil or a Succubus. 35 hp: A Blood Elemental or a Hellcat. 43 hp: An Erinyes.
  • Ritual of Motion, 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 trace this ritual.
  • Ritual of Persistence, 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.
  • Ritual of Resistance, Lesser : You gain a +4 resistance bonus to saving throws, and you do not automatically fail saving throws on a roll of 1.
  • Ritual of Speech, Lesser : You can use comprehend languages, message, sending, and tongues (only targeting yourself) as spell-like abilities at will.
  • Ritual of Storm, Lesser : You emit an aura of high winds and dangerous weather. Winds blow in a 30 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Small creatures that fail their save are knocked prone, and Tiny or smaller creatures are blown away. The wind functions as if it was a 50 MPH wind (severe wind), applying a -4 penalty to ranged attacks and Listen checks, and clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You suffer no penalty from the winds caused by this ritual, but instead gain a fly speed of 30 feet (clumsy).
  • Ritual of Uneasy Earth, Lesser : The ground in a 30 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 20) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 10 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone.
  • Ritual of Versatility, Lesser : This ritual duplicates the effect of a least ritual from any other class's ritual list. Choose the ritual to be duplicated when you trace this ritual.
  • Sonorous Chant, Lesser : You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.
  • Spell Ritual, Lesser : This ritual duplicates the effect of one spell from any school, of 3rd level or lower, from a spellboook or scoll you have acces at the time of tracing this ritual. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action.
  • Time Vortex, Lesser : You may take a single extra swift or move action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration.
  • Vampiric Circle, Lesser : You draw lifeforce from creatures nearby into yourself. Every round, any creature within 30 feet of you takes 1d8 points of negative energy damage and 1 point of Strength, Dexterity, or Constitution damage (your choice when you trace the ritual; Fort save to negate the ability damage). If any creature is affected this way then you gain 5 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.
  • Zone of Alacrity, Lesser : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a haste spell as long as they remain in the area (no save).
  • Zone of Animation, Lesser : This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, a corpse chosen at random within the area animates as a skeleton or a zombie, similar to the effects of an animate dead spell. If there are no corpses available, a skeleton or zombie is instead summoned into the area, as though with the summon undead II spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).
  • Zone of Lethargy, Lesser : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a slow spell as long as they remain in the area (no save).
  • Zone of Radiance, Lesser : This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are blinded while they remain within the area (no save). This is the equivalent of a 3rd level Light effect for the purpose of interacting with Darkness effects.
  • Circle of Pain, Lesser : Whenever a creature within 30 feet of you takes an action, that creature must make a Fortitude save or suffer 4d6 nonlethal damage and become sickened for the duration of the ritual. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening effect; a sickened creature that moves out of the area of effect receives an additional save to remove the condition.
  • Hexed Circle, Lesser : Whenever a creature other than yourself within 20 feet makes a melee attack, the attacker must make a Will save or 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. You are half as likely as any other creature to be attacked.
  • Ritual of Plague, 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 trace 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.
  • Ritual of Restoration, Lesser : 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.
  • Spirits Cast in Iron, Lesser : Your armor and shield bonuses to your Armor Class also apply against incorporeal touch attacks. Attacks you make are treated as though they were made with Ghost Touch weapons for the purpose of affecting incorporeal creatures. You can discharge this ritual's effects, ending them before the ritual's normal duration is over, as an immediate action to become incorporeal until the beginning of your next turn.
  • Ritual of Competence, Lesser : You gain a +10 competence bonus on all skill checks, and can use all skills untrained.
  • Ritual of Detection, Lesser : You can use detect magic, detect secret doors, find traps, locate creature, and locate object as spell-like abilities at will.
  • Ritual of Nondetection, Lesser : You can use greater invisibility and nondetection as spell-like abilities at will, targeting yourself only.
  • Ritual of Precision, Lesser : You gain +4d6 sneak attack damage (which stacks with other sources of 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 Stealth, Lesser : You gain a +12 competence bonus to Hide and Move Silently checks, and you can use the Hide skill even while being observed.
  • Metamagic Ritual, Lesser : You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +3 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.
  • Ritual of Abjuration, Lesser : Whenever you cast an abjuration spell, you gain a +6 deflection bonus to AC and a +4 bonus to dispel checks (including any required by the abjuration spell you cast) for one round.
  • Ritual of Conjuration, 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.
  • Ritual of Divination, 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.
  • Ritual of Enchantment, 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.
  • Ritual of Evocation, 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.
  • Ritual of Illusion, 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.
  • Ritual of Necromancy, 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 the death ward spell.
  • Ritual of Potency, 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.
  • Ritual of Tenacity, Lesser : The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 4, and you may cast spells of 1st level or lower inside an antimagic field or dead magic zone. This ritual can be discharged inside an antimagic field or dead magic zone.
  • Ritual of Transmutation, Lesser : Whenever you cast a transmutation spell, for 1 round you gain a +6 insight bonus to the ability score of your choice and are immune to critical hits.
  • Ritual of Cognition, Lesser : You gain a +6 competence bonus to Intelligence- and Wisdom-based skill checks, and 4 bonus skill ranks to the skill of your choice.
  • Ritual of Fortification, Lesser : You have a 50% chance to negate critical hits or precision damage, and you gain a +3 bonus to your natural armor.
  • Ritual of Mastery, 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.
  • Ritual of Savagery, 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 RitualsModifier

  • Ritual of Agility, Greater : 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 Awakened Senses, Greater : You gain touchsight (as the psionic power) out to 120 feet.
  • Ritual of Deflection, 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 Endurance, Greater : You gain a +8 enhancement bonus to Constitution, a +4 competence bonus to Fortitude saves, and damage reduction 5/-.
  • Ritual of Flight, Greater : You gain a flight speed of 60 feet (perfect maneuverability), and use of the Flyby Attack and Power Dive feats.
  • Ritual of Healing, 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 Misdirection, 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 Power, 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 Prowess, 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 Resurgence, 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 Size, 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 Speed, Greater : You gain a 90 foot enhancement bonus to your base land speed, a +4 competence bonus to initiative checks, and you may make an extra move action per round on your turn.
  • Ritual of Strength, Greater : You gain a +8 enhancement bonus to Strength, and may use weapons one size category larger than normal at no penalty; in addition, you are treated as two size categories larger for the purposes of grappling (this stacks with other size-increasing effects).
  • Ritual of the Mind's Edge, Greater : You are immune to mind-affecting effects to which you are not willing. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration. Additionally, Whenever you are unwillingly affected or targeted by a mind-affecting effect, the effect's source suffers 1d4+2 points of Intelligence, Wisdom, and Charisma damage and 1 point of Intelligence, Wisdom, and Charisma burn.
  • Circle of Agony, Greater : Whenever you would take hit point damage, you instead take half as much damage (rounded up), and the rest is divided evenly among all creatures within a 30 foot radius emanation. You choose which such creatures suffer any remaining damage if it cannot be evenly divided. This ritual protects you from taking damage from a Circle of Agony discharged by any other creature.
  • Circle of Blood, Greater : Whenever a creature within 50 feet of you takes hit point damage, increase that damage by 6d4, and the following round they take 1d6 damage of the same type (a single creature can only take 2d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.
  • Circle of Chaos, Greater : Each round, each creature within a 30 foot radius emanation (centered on you) must make a Will save or become confused for 1 round. This affects all creatures in the area other than you, including your allies.
  • Circle of Good Hope, Greater : All allies within 50 feet of you gain the effect of one greater ritual that you discharge in the same action that you discharge this ritual, as well as a +3 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.
  • Circle of Shards, Greater : A vortex of force needles surrounds you. All creatures within 50 feet of you take 5d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save or be blinded for the remaining duration of the ritual effect. This is a force effect, and thus works normally on incorporeal creatures.
  • Crawling Ritual, Greater : Choose a lesser ritual you currently have charged to discharge in the same action as this ritual. You create a lesser crawling glyph associated with that ritual, under your control, for the duration of this ritual.
  • Null Zone, Greater : This ritual affects a 30 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must make a caster level check (DC 23) to cast a spell or use a spell-like ability; if they fail the check, the spell does not function but is still lost as a prepared spell or spell slot (or SLA daily use). If the check succeeds, the spell functions normally, but with a -3 penalty to CL.
  • Ritual of Bitter Winter, Greater : The air around you in a 50 foot radius emanation becomes bitter cold, dealing 3d6 points of cold damage and 1d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.
  • Ritual of Blood Summoning, Greater : When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it 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. The summoned creature disappears when the duration of the ritual effect ends. 50 hp: A Bone Devil or a Vrock. 60 hp: A Barbed Devil or a Retriever.
  • Ritual of Emptiness, Greater : 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 Motion, 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.
  • Ritual of Persistence, Greater : Choose another ritual currently affecting you of this ritual's strength or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration.
  • Ritual of Resistance, 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 Speech, 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 Storm, Greater : You emit an aura of high winds and dangerous weather. Winds blow in a 50 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Medium creatures that fail their save are knocked prone, and Small or smaller creatures are blown away. The wind functions as if it was a 70 MPH wind (windstorm), applying a -8 penalty to Listen checks, and making ranged attacks impossible (even attacks with siege weapons suffer a -4 penalty). Clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You gain a fly speed of 40 feet (poor), and you suffer no ill effects from wind and weather of any kind (including that produced by this ritual).
  • Ritual of Uneasy Earth, Greater : The ground in a 50 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 25) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 20 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone. The churning earth deals 3d6 points of damage each round to land-bound enemies (no save).
  • Ritual of Versatility, Greater : This ritual duplicates the effect of a lesser ritual from any other class's ritual list. Choose the ritual to be duplicated when you trace this ritual.
  • Sonorous Chant, Greater : You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.
  • Spell Ritual, Greater : This ritual duplicates the effect of one spell from any school, of 5th level or lower, from a spellboook or scoll you have acces at the time of tracing this ritual. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action.
  • Time Vortex, Greater : You may take a single extra swift, move, or standard action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration.
  • Vampiric Circle, Greater : You draw lifeforce from creatures nearby into yourself. Every round, any creature within 50 feet of you takes 3d8 points of negative energy damage and 1 point each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 3 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.
  • Zone of Animation, Greater : This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, two corpses chosen at random within the area animate as skeletons or zombies, similar to the effects of an animate dead spell. If there are no corpses available, an allip or ghast is instead summoned into the area, as though with the summon undead IV spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).
  • Zone of Imprisonment, Greater : This ritual affects a 30 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must succeed on a Will save each time they try to leave it by any means, including teleportation or planar ravel. On a failed save, they cannot move out of its area, and effects that would remove them from its area fail to do so.
  • Circle of Pain, Greater : Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or suffer 8d6 nonlethal damage and become nauseated for the duration of the ritual; that creature is sickened for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening and nauseating effects; a sickened or nauseated creature that moves out of the area of effect receives an additional save to remove the condition.
  • Hexed Circle, Greater : Whenever a creature other than yourself within 30 feet makes a melee attack, the attacker must make a Will save or 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, and creatures the attacker is not aware of or is unable to damage. You will never be targeted unless you are the only valid target, and your enemies are twice as likely to be targeted as any other possible targets.
  • Ritual of Plague, 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 trace 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.
  • Call of the Undying Warrior, Greater : If you would die, you instead die one round later. You are immune to all negative effects (including damage) of new effects during this time. 1d4 rounds after you die, you are resurrected as per the resurrection spell.
  • Ritual of Restoration, 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.
  • Ritual of Competence, Greater : You gain a +15 competence bonus on all skill checks, and can use all skills untrained. In addition, when you trace this ritual choose any one skill; for the duration of this effect you treat that skill as if you have max ranks in it.
  • Ritual of Detection, 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 Nondetection, Greater : You can use superior invisibility and mind blank as spell-like abilities at will, targeting yourself only.
  • Ritual of Precision, Greater : You gain +6d6 sneak attack damage (which stacks with other sources of 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 Stealth, Greater : You gain a +16 competence bonus to Hide and Move Silently checks, you can use the Hide skill even while being observed, and you gain use of the Darkstalker feat.
  • Metamagic Ritual, Greater : You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +4 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.
  • Ritual of Abjuration, Greater : Whenever you cast an abjuration spell, you gain a +10 deflection bonus to AC and a +8 bonus to dispel checks (including any required by the spell you cast) for one round. In addition, for the duration of this ritual you are constantly surrounded by a magic circle effect against creatures of the opposite alignment (for example, a lawful good ritual mage would be protected by magic circle against evil and a magic circle against chaos).
  • Ritual of Conjuration, 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 Divination, 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 Enchantment, 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 Evocation, 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 protected by bigby's interposing hand, with a caster level equal to your CL for evocation spells.
  • Ritual of Illusion, 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 Necromancy, 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 continually gain the benefit of the 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), as per the Fell Draining metamagic feat.
  • Ritual of Potency, 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 Tenacity, Greater : The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 8, you may cast spells of 3rd level or lower inside an antimagic field or dead magic zone, and whenever anyone employs a divination spell, spell-like ability, or magic item that could detect the magical aura of one of your spells, they must make a successful level check (DC 11 + your caster level) to succeed. Similarly, anyone attempting to reveal the effects of one of your spells via a divination spell must make a caster level check to succeed. They may check only once for each divination spell used, no matter how many of your spell effects are operating in that area. This ritual may be discharged inside an antimagic field or dead magic zone.
  • Ritual of Transmutation, Greater : Whenever you cast a transmutation spell, for 1 round you gain a +8 insight bonus to the ability score of your choice and are immune to critical hits. In addition, when you discharge this ritual you can animate a single object up to Huge size within 30 feet, as per the animate object spell. The object remains animated for the duration of this ritual effect.
  • Ritual of Cognition, Greater : You gain a +8 competence bonus to Intelligence- and Wisdom-based skill checks, 6 bonus skill ranks to the skill of your choice, and a +4 competence bonus to Will saves.
  • Ritual of Fortification, 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 Mastery, 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 Savagery, 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).

Advanced RitualsModifier

  • Circle of Blood, Advanced : Whenever a creature within 75 feet of you takes hit point damage, increase that damage by 12d4, and the following round they take 2d6 damage of the same type (a single creature can only take 6d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.
  • Circle of Good Hope, Advanced : All allies within 75 feet of you gain the effect of one advanced ritual that you discharge in the same action that you discharge this ritual, as well as a +5 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.
  • Circle of Shards, Advanced : A vortex of force needles surrounds you. All creatures within 75 feet of you take 10d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded permanently. This is a force effect, and thus works normally on incorporeal creatures.
  • Crawling Ritual, Advanced : Choose a greater ritual you currently have charged to discharge in the same action as this ritual. You create a greater crawling glyph associated with that ritual, under your control, for the duration of this ritual.
  • Null Zone, Advanced : This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. The zone is affected as if by an antimagic field spell.
  • Ritual of Bitter Winter, Advanced : The air around you in a 75 foot radius emanation becomes bitter cold, dealing 6d6 points of cold damage and 2d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round, and creatures that fail their Fort save must also make a Will save at the same DC or gain a negative level. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.
  • Ritual of Blood Summoning, Advanced : When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it 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. The summoned creature disappears when the duration of the ritual effect ends. 100 hp: An Ice Devil or a Nalfeshnee. 150 hp: A Marilith or a Horned Devil. Your maximum hp plus 9 (minimum 200 hp): A Balor or a Pit Fiend.
  • Ritual of Emptiness, 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 Motion, 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 Persistence, 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 Storm, Advanced : You emit an aura of high winds and dangerous weather. Winds blow in a 75 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Large creatures that fail their save are knocked prone, and Medium or smaller creatures are blown away. The wind functions as if it was a 100 MPH wind (hurricane), making ranged attacks and Listen checks impossible (even attacks with siege weapons suffer a -8 penalty). A lightning storm strikes the area, dealing 3d6 points of electricity damage per round to creatures in the area (no save). Clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You gain a fly speed of 60 feet (average), and you suffer no ill effects from wind and weather of any kind (including that produced by this ritual).
  • Ritual of Uneasy Earth, Advanced : The ground in a 75 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 30) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 30 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone. The churning earth deals 3d6 points of damage each round to land-bound enemies (no save). Creatures that fall prone on the ground in the area must make a Fort save or be partially swallowed by the earth, pinning them for 1 round (as though grappled and pinned).
  • Ritual of Versatility, Advanced : This ritual duplicates the effect of a greater ritual from any other class's ritual list. Choose the ritual to be duplicated when you trace this ritual.
  • Sonorous Chant, Advanced : You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.
  • Spell Ritual, Advanced : This ritual duplicates the effect of one spell from any school, of 7th level or lower, from a spellboook or scoll you have acces at the time of tracing this ritual. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action.
  • Time Vortex, Advanced : You may take a single extra swift, move, standard, or full-round action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration.
  • Vampiric Circle, Advanced : You draw lifeforce from creatures nearby into yourself. Every round, any creature within 75 feet of you takes 6d8 points of negative energy damage and 1d4 points each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 7 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last for 1 hour or until used up.
  • Zone of Imprisonment, Advanced : This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must succeed on a Will save each time they try to move by any means, including teleportation or planar ravel. On a failed save, they cannot move, and effects that would move them fail to do so. You can move freely, but must make a Will save to leave the zone (as per the Greater Zone of Imprisonment ritual).
  • Circle of Pain, Advanced : Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or fall unconscious for the duration of the ritual; that creature suffers 8d6 nonlethal damage and is nauseated for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the other effects of the ritual; a sickened, nauseated, or unconscious creature that moves out of the area of effect receives an additional save to remove the condition.
  • Hexed Circle, Advanced : Whenever a creature other than yourself within 50 feet makes a melee attack, the attacker must make a Will save or 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, and creatures the attacker is not aware of or is unable to damage. You and your allies will never be targeted unless you are the only valid target; if the attack is redirected back at the attacker, the attack automatically threatens and confirms a critical hit.
  • Ritual of Plague, 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 trace 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)
  • Circle of Peace, Advanced : Attacks cannot be made against or by creatures within 75 feet of you. Such creatures are immune to any new sources of damage, conditions, or penalties.
  • Zone of Life, Advanced : This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Whenever a creature within the affected area dies, 3 rounds later it gains the benefit of a resurrection spell (provided the ritual is still active).
  • Allied Covenant, Advanced : All allies within 30 feet of you are linked. 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.
  • Ritual of Restoration, 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 Retribution, Advanced : Whenever any creature deals damage to you, that creature takes the same type and amount of damage.

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