Ritual Magic
Spellcasters can perform rituals without expending spell slots. These rituals take a great deal of time and usually provide a minor or specialized benefit. Which rituals a character can perform depends on the type of magic they can cast. The available rituals are detailed below.
Material components used by a ritual are consumed when the ritual is completed. A focus is not consumed. If a ritual is interrupted before its Casting Time is completed, it fails and must be started again. Material components are not consumed by a failed ritual unless the ritual says otherwise.
Divine Rituals
Divine rituals use prayer, religious services, or an appeal to a sacred power. A character must be able to cast Divine spells to perform them.
Ceremony
A Ceremony is a religious service that can be performed by anyone able to cast Divine spells. Depending on the area and religion, this might instead be called a sermon, observance, or rite. Each Ceremony provides a different minor benefit. Some can only benefit a creature once, while others can be performed as often as needed.
Casting Time: 1 hour
Range: Touch
Material Components: 25 gp of incense, oils, or other materials associated with the Ceremony.
Select one of the following Ceremonies when beginning the ritual. All targets must remain within 10 ft. of the caster for the entire casting time.
Atonement: Touch one willing creature who has sinned or failed to uphold their principles. The Ceremony provides insight and comfort, helping the target come to terms with their guilt.
Bless Water: Touch one vessel of water. The water becomes holy water.
Coming of Age: Touch one young adult humanoid. For the next 24 hours, the target can reroll each failed skill check once. They must use the second result.
Dedication: Touch one humanoid who wishes to dedicate themselves to the caster's deity, religion, or divine cause. For the next 24 hours, the target can reroll each failed saving throw once. They must use the second result. A creature can only benefit from Dedication once.
Funeral Rite: Touch one corpse. The corpse cannot be used to create an undead creature and will not rise as undead.
Service: Recite religious teachings, stories, or other topics associated with the caster's religion. Each target gains a +1 morale bonus on Will saves for 8 hours.
Wedding: Touch two willing adult humanoids who wish to be bonded together in marriage. For the next 7 days, each target gains a +2 holy bonus to AC while within 30 ft. of their spouse. A creature can only benefit from another Wedding if their spouse dies.
Benediction
Benediction is a Divine ritual performed by multiple Divine spellcasters. The spellcasters perform a complex prayer service that removes a cursed magic item from an afflicted creature. The Definition Master determines how many spellcasters are required. The ritual's caster level is equal to the lowest caster level among the participating spellcasters.
Casting Time: 2 hours
Range: Close (25 ft. + 5 ft. per 2 CL)
Material Components: Each participating spellcaster must provide 250 gp of incense, blessed oils, or other ritual components.
When the ritual is completed, the cursed magic item separates from the subject and can be safely removed. Any ongoing ill effects caused by the item end for that subject. The item remains cursed.
Natural Rituals
Natural rituals use the patterns of weather, plants, animals, and the land itself. A character must be able to cast Natural spells to perform them.
Weather Reading
Weather Reading allows the caster to study the local plants, air, clouds, and animal behavior to predict the weather.
Casting Time: 10 minutes
Range: 10-mile radius
Requirements: The ritual must be performed outdoors in a natural environment.
When the ritual is completed, the Definition Master describes the natural weather most likely to occur within range over the next 24 hours. The prediction includes major changes in temperature, wind, and precipitation, along with the approximate time each change will begin. Weather Reading cannot predict magically created weather or changes caused after the ritual is completed.
Trail Blessing
Trail Blessing prepares a group for travel through the local environment.
Casting Time: 1 hour
Range: 10 ft.
Duration: 8 hours
Material Components: 5 gp of local herbs and food per target
Each target gains a +2 circumstance bonus to Bushcraft checks made to navigate, forage, or track while within the same type of environment where the ritual was performed. A Trail Blessing performed in a forest will not provide its bonus in a desert, city, or another substantially different environment.
Waygate
A character able to cast Natural spells can perform the Waygate ritual to establish a point they can later return to. The ritual has two parts: Mark and Recall. Mark must be performed within a well-kept garden or natural grove.
Mark
Mark creates the destination used by Recall.
Casting Time: 4 hours
Range: The area inside the circle of stones
Focus: A circle of at least eight stones arranged within a natural grove or well-kept garden. Each stone must be worth at least 50 gp and carved with a marking unique to that location. Another spell focus cannot replace these stones.
Recall
When Recall is completed, the caster and any willing creatures within 30 ft. teleport to the associated Mark.
Casting Time: 10 minutes
Range: Any distance within the same Reflection
Material Components: A stone worth at least 50 gp carved with the same marking used by the associated Mark. This component cannot be replaced by a spell focus.
Arcane Rituals
Arcane rituals use studied patterns and deliberate magical construction. A character must be able to cast Arcane spells to perform them.
Thaumic Signature
Thaumic Signature places a personal magical mark on an object.
Casting Time: 10 minutes
Range: Touch
Duration: Permanent
Material Components: 5 gp of specially prepared ink
The caster places a unique mark no larger than their hand on one touched object. The mark can be visible or invisible when created. An invisible mark can be seen with Detect Magic, and the caster always recognizes their own signature. This does not make the object magical for any other purpose, prove who placed the mark, or prevent the object from being altered or destroyed. Another casting of Thaumic Signature can replace a signature already on the object.
Sealed Script
Sealed Script hides a written message from everyone except its intended reader.
Casting Time: 1 hour
Range: Touch
Duration: 30 days
Material Components: 10 gp of ink
The caster writes a message no longer than one page and selects one creature they know. The caster and selected creature can read the message normally. To everyone else, the page appears to be covered in meaningless writing. Detect Magic will reveal that the writing is magical, but does not reveal the message. Dispelling Sealed Script restores the original writing for everyone. The effect also ends when its duration expires.
Generalist Rituals
Generalist rituals use simple magic shared between traditions. Any spellcaster can perform them.
Camp Ward
Camp Ward protects a campsite from common discomforts without protecting it from actual danger.
Casting Time: 30 minutes
Range: 20-ft. radius
Duration: 8 hours
Material Components: 10 gp of salt, herbs, and lamp oil
Ordinary insects and rodents will not willingly enter the area. Food stored inside the area does not spoil, and a normal campfire inside the area cannot be extinguished by ordinary wind or rain. Camp Ward does not affect creatures controlled by someone else, swarms, magical animals, or anything acting with hostile intent. It does not provide shelter, prevent damage, or make the camp harder to find.
Housekeeping
Housekeeping cleans a small living or working area.
Casting Time: 30 minutes
Range: One room or a 20-ft. radius
Material Components: 5 gp of soap, clean water, and incense
When the ritual is completed, ordinary dirt, dust, stains, unpleasant smells, and harmless waste are removed from the area and everything inside it. Loose objects are neatly arranged in obvious containers or open spaces. Housekeeping cannot repair objects, remove poison, disease, or magical residue, clean a creature that resists, or move anything heavier than 20 lbs. It can remove ordinary signs such as dirt or blood, but does not conceal damage or anything else it cannot clean.