2 rituals, from Legend Lore to Lucky Month.
Ritual 7
Cast 1 day; Cost rare incense worth a total value of 300 gp; Secondary Casters 2
Primary Check Occultism (master); Secondary Checks Performance, Society
You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing.
If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information.
Critical Success You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time.Success You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends. These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions.Failure You fail to learn any useful legends.Critical Failure Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a Lore based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining.Core Rulebook, page 413.
Ritual 2
Cast 1 day; Cost a favorite food or drink and a wearable token with personal or familial significance worth 10 gp total; Secondary Casters 3
Primary Check Religion (trained); Secondary Checks Crafting, Performance, Society
Range 30 feet; Targets 1 creature and 1 object
You imbue the provided token with luck. You choose a single creature within range during the ritual's performance to become the recipient of the token's luck. That creature has access to the token's luck as long as they're wearing the token. If the token is stolen or lost, they lose access to its luck until the token is recovered. The token loses its luck if it's destroyed or after the duration noted in the ritual's effects has elapsed.
Critical Success You can call upon the token's luck. Once per week, when rolling a saving throw or skill check, you can use the token's power and roll twice, taking the higher result. This is a fortune effect. The token keeps its luck for 1 month.Success As a critical success, except you can only call upon the token's power once during the lucky month.Failure The ritual has no effect.Critical Failure Magical backlash creates ill luck. Once per week, the ritual's recipient must roll twice and take the worse result for their first significant saving throw or skill check of the week, as determined by the GM. This is a misfortune effect. This ill luck remains for 1 month and applies to the recipient whether or not they're wearing the token.LOTG, page 90.