3 rituals, from Heartbond to Heroes' Feast.
Heartbond · Heartbond · Heroes' Feast
Ritual 2
Cast 1 hour; Cost fine wine and a set of matching rings or other tokens worth 40 gp total; Secondary Casters 2
Primary Check Nature or Religion (expert); Secondary Checks Diplomacy, Society
Range 20 feet
You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed.
Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once.
Critical Success Once per day, each bonded creature can use a 2-action activity, which has the concentrate trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast message as a divine innate spell at will, but can only target the other participant.Success As a critical success, except the bonded creatures can't cast message as a divine innate spell.Failure The ritual has no effect.Critical Failure Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is clumsy 2 and stupefied 2 whenever they are within 30 feet of another ritual participant.Heightened (6th) Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level telepathy spell, but only with each other.
Advanced Player’s Guide, page 311.
Ritual 2
Cast 1 hour; Cost sacramental beverages and a set of matching rings or other tokens worth 20 gp per secondary caster; Secondary Casters 2, or more
Primary Check Nature or Religion (expert); Secondary Checks Diplomacy, Society
Range 20 feet
You officiate the creation of a magical bond between two or more willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, all members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed.
Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once.
Critical Success Once per day, each bonded creature can use a 2-action activity, which has the concentrate trait, to learn the present state of one other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Each participant can cast message as a divine innate spell at will, but can target only another participant.Success As critical success, except the bonded creatures can't cast message as a divine innate spell.Failure The ritual has no effect.Critical Failure Magical backlash creates discordant energy among the participants. For 1 week, each secondary caster is clumsy 2 and stupefied 2 whenever they are within 30 feet of another secondary caster.Heightened (6th) The cost increases to 300 gp per secondary caster. On a success, secondary casters permanently gain the effects of a 6th-rank telepathy spell, but only with each other.
Player Core 2, page 268.
Ritual 5
Cast 4 hours; Cost 25 gp; Secondary Casters 1
Primary Check Nature, Religion, or Occultism (expert); Secondary Checks Diplomacy or Society
Range 40 feet
You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted.
Critical Success The feast is nourishing and revitalizing. The magical food casts neutralize poison, remove disease, and remove fear on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against disease, fear, and poison effects for the next 12 hours.Success As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves.Failure You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance.Critical Failure The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become sickened 4 and can't reduce the condition for 12 hours.Advanced Player’s Guide, page 242.