Introduction
Rituals are PF2e's campaign-scale magic. They do not compete with combat spells for round-by-round damage. They compete with investigation scenes, downtime projects, faction favors, rare texts, monster bargains, divine permissions, cursed places, and bad ideas that sound heroic right up until the dice hit the table.
That is the point. A ritual is where magic stops being a personal class feature and becomes a table event.
Player Core supplies the ritual procedure and the skill-facing magic framework. Player Core 2 expands the kinds of characters who can plausibly participate. GM Core decides access, DCs, downtime, treasure, hazards, rarity, and consequences. Monster Core and Monster Core 2 matter because a lot of ritual stories involve spirits, undead, fiends, beasts, troops, swarms, or creatures that should not be treated like vending-machine summons.

Rating Key
| Marker | Meaning |
|---|---|
| ● | Avoid. |
| ● | Situational. |
| ● | Good. |
| ● | Fantastic. |
How To Use This Guide
Use this as a ritual planning guide, not a copied ritual list. The useful question is not "which ritual exists?" It is "what kind of problem should this ritual solve, who can perform it, and what should happen if the party succeeds or fails?"
| Ritual use case | Best fit | Watch for |
|---|---|---|
| Long-term warding ● | Bases, temples, tombs, gates, vaults, sanctums, and settlements. | If the ward never creates choices, it becomes wallpaper. |
| Summoning or binding ● | Villain plots, negotiated aid, cult scenes, planar stories, and dangerous bargains. | Do not let it become casual monster shopping. |
| Divination and contact ● | Mystery campaigns, deity questions, ancestor scenes, spirit plots, and rare information. | Answer with useful direction, not a full adventure spoiler. |
| Creation or transformation ● | Downtime magic, crafted wonders, curses, bodies, places, and campaign changes. | Costs and consequences need to be clear before the roll. |
| Travel or terrain magic ● | Wilderness, war, exploration, planar travel, or settlement-scale movement. | Weak in campaigns that skip travel pressure. |
| Emergency problem solving ● | Curses, afflictions, hauntings, disasters, and rare supernatural events. | Rituals are rarely fast. If the timer is short, the scene needs tension. |
| Everyday convenience ● | Routine chores, cheap shortcuts, or repeatable shopping-list magic. | This is where rituals become boring. Use utility spells or items instead. |
What Makes Rituals Different
Rituals do not live in the same economy as spell slots. A ritual asks for time, access, skill checks, components, secondary casters, location, risk, and GM adjudication. That makes them less reliable than normal spells and more powerful as story tools.
| Ritual feature | Why it matters |
|---|---|
| Casting time | Rituals usually belong to downtime, travel, preparation, or major scenes. |
| Primary skill | The main caster's investment in Arcana, Nature, Occultism, Religion, or another skill matters. |
| Secondary casters | The whole party can contribute if the ritual asks for more than one participant. |
| Cost | Materials, location, tools, favors, and lost time keep big magic from being free. |
| Access | The ritual may require a teacher, formula, divine sanction, rare text, faction favor, or stolen notes. |
| Consequence | Success and failure can both change the campaign. |
If a ritual has no meaningful access question, no cost, no scene, no risk, and no consequence, it probably should have been a normal spell, item, or downtime activity.
Ritual Access Checklist
Before a character plans around a ritual, answer these questions.
| Access question | Good answer |
|---|---|
| Who knows it? | A temple, academy, cult, spirit, dead scholar, monster patron, faction, or hidden book. |
| How is it learned? | Treasure, training, research, stolen notes, bargain, quest reward, or downtime project. |
| Who can perform it? | Confirm primary skill, secondary skills, proficiency, level expectations, and assistants. |
| Where can it happen? | Workshop, shrine, battlefield, graveyard, ley line, sanctum, wilderness site, or exact target location. |
| What does it cost? | Coin, components, favors, time, reputation, risk, or a future obligation. |
| Who notices? | Rivals, deities, spirits, local authorities, monsters, factions, or the thing being contacted. |
This is where GM Core earns its keep. Ritual access is not a "no" button. It is a way to turn powerful magic into an adventure.
Rival Academies: Retreat Among The Rains
Lost Omens: Rival Academies adds Retreat Among the Rains, a Rare 4th-rank Unbreaking Waves ritual for a party that wants to exchange ordinary retraining downtime for an exposed, one-day ritual scene. It is not a combat option and it is not a free character rebuild. It is a constrained way to make a build correction part of the campaign.
The primary caster needs master Nature or Occultism, one secondary caster, and at least five drops of naturally occurring water on their face. Cooking Lore and Survival are the secondary checks. The second caster also has a real responsibility: the caster's mind enters the ritual's altered-time mindscape, but their body still needs food or shelter. A bowl of porridge, a rain shelter, and a party member who stays on task are part of the procedure, not decorative flavor.
| Decision | Why it matters |
|---|---|
| Take it only with GM access ● | It is Rare. The academy, a teacher, a recovered text, or a campaign reward should explain why the party can use it. |
| Bring the right skill team ● | Master Nature or Occultism starts the ritual; Cooking Lore and Survival make the secondary caster a useful participant rather than an observer. |
| Use it for a meaningful retraining change ● | A success can retrain a feat or skill, while a critical success can retrain a class feature. That makes it valuable when a character's campaign experience has earned a real pivot. |
| Respect the failure cost ● | Failure leaves the caster fatigued. Critical failure also brings a week-equivalent of starvation and thirst, the ritual's listed damage, and no healing for that damage until the caster eats and drinks. |
Hot Take: Retreat Among the Rains works because it makes retraining a party problem. The build change is useful, but the memorable part is deciding whether the group can spare a day, protect the caster, and accept the failure risk.
Running a Game This Week?
The GM Session Kit - a Session Zero template, a recap format, and a pricing cheat sheet. Free, and yours the moment you ask.
No spam, unsubscribe anytime.
For the martial tradition behind the ritual, use the Monk class guide and Monk feat guide. They cover the Unbreaking Waves fighting styles; this guide covers the ritual's group and downtime decision.
Best Ritual Characters
Rituals reward parties that diversify skills. A party with one maxed magical skill and no secondary support can still participate, but a broader party gets more options and fewer dead ends.
| Character type | Ritual value |
|---|---|
| Wizard or Witch with Arcana or Occultism ● | Excellent for researched, occult, academic, and text-driven ritual play. |
| Cleric, Champion, or Oracle with Religion ● | Excellent for sanctified, divine, undead, spirit, curse, and temple-driven rituals. |
| Druid, Ranger, or primal Sorcerer with Nature ● | Strong for wilderness, beast, weather, terrain, and spirit-of-place magic. |
| Investigator with research skills ● | Great at finding the ritual, checking the premise, and making the scene less blind. |
| Bard with Occultism, Performance, or social skills ● | Strong when the ritual has spoken, sung, historical, or social components. |
| Alchemist or Inventor with Crafting ● | Excellent when material prep, formulas, tools, and devices matter; weaker for purely spiritual rituals. |
| Pure combat build with no relevant skills ● | Still useful as guard, escort, witness, or secondary participant, but not the ritual engine. |
The party's best ritualist is not always the highest-level spellcaster. Sometimes it is the person who invested in the correct skill and actually read the inscription.
Skill Coverage
Ritual scenes should reward the skills the campaign already taught players to care about.
| Skill | Ritual job |
|---|---|
| Arcana | Academic magic, formulas, wards, constructs, planar theory, and magic-item logic. |
| Nature | Beasts, plants, weather, wilderness sites, primal spirits, and natural cycles. |
| Occultism | Spirits, dreams, curses, hidden traditions, mindscapes, pacts, and forbidden knowledge. |
| Religion | Deities, sanctification, undead, divine signs, burial rites, temples, and holy sites. |
| Crafting | Implements, circles, vessels, tools, runes, repairs, and material preparation. |
| Society | Legal access, institutions, etiquette, cult history, faction records, and witnesses. |
| Survival | Locating ritual sites, surviving long ceremonies outdoors, and reading natural signs. |
| Lore | Narrow rituals tied to factions, monsters, regions, professions, or traditions. |
Rituals By Campaign Type
| Campaign type | Ritual priority |
|---|---|
| Dungeon crawl ● | Useful for wards, curses, sealed doors, undead, and safe retreats, but casting time is awkward inside active dungeons. |
| Wilderness ● | Strong for travel, weather, spirits, natural sites, beasts, and long preparation windows. |
| Intrigue ● | Strong for secrets, pacts, memory, divination, blackmail, forbidden texts, and faction pressure. |
| Horror ● | Excellent for curses, hauntings, spirits, undead, failed ceremonies, and rituals that should not be attempted twice. |
| War campaign ● | Excellent if paired with siege rituals, war campaigns, and siege equipment. |
| Monster-hunting ● | Strong for research, binding, banishment, tracking, protection, and preparing against traits from creature guides. |
Rituals become stronger when the campaign has time pressure outside initiative. If every problem is solved by walking into a room and rolling combat, rituals will feel decorative.
GM Core Procedure
Use GM skill DCs to choose the DC family before setting the number. A ritual tied to a leveled threat, hazard, item, curse, creature, or spell should not be treated like a mundane task. A ritual tied to ordinary preparation does not need to scale into absurdity just because the party is high level.
Good ritual adjudication follows this sequence.
| Step | GM question |
|---|---|
| 1 | What does the ritual change if it succeeds? |
| 2 | What access, time, cost, place, or assistant does it require? |
| 3 | Which skill is primary, and which secondary skills matter? |
| 4 | Should the check be public, secret, group-based, or part of a subsystem? |
| 5 | What happens on failure, critical failure, interruption, or partial progress? |
| 6 | Who reacts after the ritual: NPCs, monsters, factions, deities, spirits, or local authorities? |
Avoid the bad version: "pay money, roll once, result happens." That is not a ritual scene. That is paperwork wearing a robe.
Failure That Keeps The Game Moving
Ritual failure should create play.
| Failure result | Use when |
|---|---|
| Backlash ● | The ritual releases energy, conditions, damage, a curse, or an affliction. |
| Attention ● | The ritual alerts a monster, cult, deity, patron, rival caster, or faction. |
| Partial success ● | The party gets part of the result, but not safely or not completely. |
| Debt or bargain ● | A spirit, fiend, patron, church, or faction offers the result at a price. |
| Hazard scene ● | The ritual site becomes unstable and uses hazards. |
| Dead end ● | Nothing happens and the party loses time. Avoid this unless the wasted time itself matters. |
The best ritual failure does not punish the players for trying. It proves that big magic has weight.
Monster Core And Pact Rituals
Monster books are ritual fuel. Fiends, undead, spirits, dragons, cryptids, troops, swarms, and high-level threats all become more campaign-relevant when ritual magic explains how they are contacted, bound, released, warded against, empowered, or misunderstood.
Monster Core 2 fiends are especially useful for pact stories. Daemons, demons, devils, divs, and other outsider families should not feel interchangeable. Their ritual use should say something about what the caster wants and what price the creature demands.
| Monster ritual angle | Campaign use |
|---|---|
| Binding ● | A creature is forced into service, and the binding becomes a weakness or future disaster. |
| Bargain ● | The ritual succeeds because the entity wants something later. Excellent villain fuel. |
| Banishing or warding ● | The party uses research, true names, holy sites, or rare materials to protect a place. |
| Failed summoning ● | The creature arrives angry, incomplete, uncontrolled, or attached to the wrong person. |
| Creature clue ● | Symbols, remains, traits, language, or damage patterns reveal what ritual happened. |
Items, Scrolls, And Ritual Prep
Rituals are not isolated from equipment. Staves and wands, runes, consumables, adventuring gear, and treasure by level all matter because rituals often need physical preparation.
Use equipment to make the scene concrete.
| Prep element | Table value |
|---|---|
| Rare component | Gives the party a fetch quest that is not just gold accounting. |
| Proper tools | Rewards Crafting, research, and preparation. |
| Protective gear | Makes ritual backlash survivable without removing risk. |
| Scroll or text | Turns the ritual into treasure, evidence, or a dangerous book. |
| Sacred, occult, or natural focus | Makes the location and tradition matter. |
If the ritual requires nothing physical, consider what makes it hard to copy. A teacher, true name, exact site, planar timing, or faction permission can do that work.
Common Mistakes
| Mistake | Better ruling |
|---|---|
| Letting rituals solve every plot problem | Let them solve one problem and create the next consequence. |
| Making access automatic | Use teachers, texts, rewards, research, factions, and rarity. |
| Ignoring secondary casters | Give the party reasons to involve more than one character. |
| Treating failure as nothing | Use backlash, attention, partial results, hazards, or debt. |
| Over-scaling mundane DCs | Use level-based DCs for leveled threats, not every ordinary door or candle. |
| Forgetting table tone | Rituals involving bodies, curses, pacts, disease, or sacrifice need the same tone care as horror and war content. |
Related Guides
Continue with siege rituals, utility spells, remaster spell changes, focus spells, GM skill DCs, subsystems, hazards, afflictions, creature traits, and Monster Core 2 fiends.


