5 rituals, from Ideal Mimicry to Inveigle.
Ideal Mimicry · Imprisonment · Infernal Pact · Inveigle · Inveigle
Ritual 6
Cast 6 days; Cost crafting materials worth at least 50 gp × the target's level; a lock of hair from the target, nail clippings from the target, or a vial of blood from the target; Secondary Casters 1
Primary Check Occultism (expert); Secondary Checks Crafting
Range see text; Targets 1 sentient living creature
Duration until used 10 times or until the target's body parts are removed from the doll
You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target.
Once the doll is complete, you can Interact with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you Interact with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust.
Critical Success The doll becomes connected to the target. Each Interact action causes 3d6 mental damage to the target for each of the three body part components (maximum 9d6 for all three components). The connection is more powerful than normal, increasing the number of times you can Interact to cause pain from 10 to 20.Success As critical success, except you can only Interact the normal 10 times.Failure The doll is just an ordinary doll.Critical Failure Any Interact actions you take to cause pain to target instead cause 9d6 damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted.Heightened (+2) Increase the damage to the target by 1d6 per body part component, and the damage to the casters on a critical failure by 3d6.
Secrets of Magic, page 151.
Ritual 8
Cast 1 day; Cost reagents to construct the magical prison worth a total value of 800 gp × the target's level; Secondary Casters 6
Primary Check Arcana (legendary) or Occultism (legendary); Secondary Checks Crafting, Society
Range 10 feet; Targets 1 creature of up to 16th level
You perform a ritual to imprison a creature in one of several forms. While some versions of this ritual offer all of the forms, others include only a single form or only a few of them. Whichever form you use, the effect can't be counteracted, though it can be ended by freedom. Some forms of imprisonment can be ended by other means. Because the ritual requires the target to remain within 10 feet at all times, it typically requires you to subdue the target first.
Heightened (9th) You can use the object form of imprisonment in addition to the other options, and you can target a creature of up to 18th level. The base cost increases to 2,000 gp.
Heightened (10th) You can use the object and oubliette forms of imprisonment in addition to the other options, and you can target a creature of up to 20th level. The base cost increases to 6,000 gp.
Core Rulebook, page 412.
Ritual 1
Cast 1 day
Primary Check Religion (expert; you must be a devil)
You make an appeal to a powerful devil, asking it to bind some of its subordinates to your service. If you succeed, the devil sends you its choice of one devil whose level is no more than double infernal pact's level, two devils whose levels are each at least 2 less than double the spell level, or three devils whose levels are each at least 3 less than double the spell level.
Critical Success The devils are sent to you and serve you for 1d4 weeks.Success The devils are sent to you and serve you for 1d4 days.Failure Your request is denied.Critical Failure Not only is your request denied, but the powerful devil sends word of its displeasure to your master.Bestiary, page 348.
Ritual 2
Cast 1 day; Cost rare oils worth a total value of 10 gp × the target's level
Primary Check Arcana (expert), Occultism (expert), or Religion (expert)
Range 10 feet; Targets 1 creature of a level no greater than double the inveigle ritual's level
Duration 1 year or until dismissed
You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained.
If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect.
Critical Success The ritual succeeds and the target takes a –4 status penalty to Will saves to end the effect.Success The ritual succeeds.Failure The ritual fails.Critical Failure The ritual fails and the target instead hates you, becoming hostile to you for the duration.Heightened (6th) You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month.
Core Rulebook, page 413.
Ritual 2
Cast 1 day; Cost rare oils worth a total value of 10 gp × the target's level
Primary Check Arcana (expert), Occultism (expert), or Religion (expert)
Range 10 feet; Targets 1 creature of a level no greater than double the inveigle ritual's rank
Duration 1 year or until dismissed
You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is helpful toward you, so it will go out of its way to help you. As with any other helpful creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or restrained. If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect.
Critical Success The ritual succeeds and the target takes a –4 status penalty to Will saves to end the effect.Success The ritual succeeds.Failure The ritual fails.Critical Failure The ritual fails and the target instead hates you, becoming hostile to you for the duration.Heightened (6th) You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a piece of the creature's body, which you mix into the oils used in the cost. The base cost is 100 gp. The duration is shorter, and based on how large a piece of the creature's body you use: 1 week for blood, hair, scales, and the like, or 1 month for a hand or similarly substantial body part.
Player Core 2, page 268.