Ritual Rules

Ritual Casting

Rituals are complex ceremonies that create magic effects. You don’t memorize or prepare a ritual; a ritual is so long and complex that no one could ever commit the whole thing to memory. To perform a ritual, you need to read from a book or a scroll containing it.

A ritual book contains one or more rituals that you can use as often and as many times as you like, as long as you can spare the time and the components to perform the ritual.

A ritual scroll contains a single ritual, and you can perform the ritual from that scroll only once. After that, the magic contained in the scroll is expended, and the scroll turns to dust. Anyone can use a ritual scroll to perform the ritual it contains, as long as the appropriate components are expended.

Owning a ritual book isn’t enough to let you perform the ritual or rituals in it. You must first master a ritual by studying it for 8 uninterrupted hours. (If you gained a ritual by creating its book yourself or by obtaining it as a class feature, you have already mastered it.)

You must meet two requirements to master a ritual. You must have the Ritual Caster feat, and your level must equal or exceed the ritual’s level. If you meet those requirements and spend 8 hours studying a ritual, you can add it to your list of mastered rituals. As long as you have the ritual’s book handy, you can perform a mastered ritual whenever you want.

There’s no limit to the number of rituals you can master.

Performing a Ritual: To perform a ritual that you have mastered, you spend a certain amount of time (specified in the ritual description) performing various actions appropriate to the ritual. The actions might include reading long passages out of the ritual book, scribing complex diagrams on the ground, burning special incense or sprinkling mystic reagents at appropriate times, or performing a long set of meticulous gestures. The specific activities required aren’t described in most ritual descriptions; they’re left to your imagination.

A ritual requires certain esoteric components, which you purchase before you perform the ritual and which are expended when the ritual is complete. Each ritual specifies the cost of the components you need. If a ritual requires a skill check, the check usually determines the ritual’s effectiveness. Even if the check result is low, a ritual usually succeeds, but if the result is high, you can usually achieve better effects.

Assisting in a Ritual: Unless a ritual specifies otherwise, up to four of your allies can help you perform a ritual. Everyone assisting you must be within 5 squares of you, and each assistant must actively participate in the ritual for the entire time required to complete it. Your assistants need neither the Ritual Caster feat nor knowledge of the specific ritual. Your allies can assist you in two ways.

First, if the ritual requires spending healing surges or some other resource, willing allies can contribute those resources. (Certain rituals might allow unwilling participants to pay those costs as well, but such rituals involve sacrifices to malevolent gods or demon lords and are not found in the ritual books of most player characters.)
Second, your allies can assist with the skill check you make to complete a ritual, using the normal rules for cooperating on another character’s skill check.

Interrupting a Ritual: At any time before a ritual is completed, you can stop it and suffer no ill effect. You don’t expend any components or pay any costs until a ritual is completed. You can’t resume a ritual that was interrupted, however, so you do lose the time you spent on an interrupted ritual.

  • linking/help, special components,

Ritual Casting: In Combat

Action Type: Ritual Casting (Standard action)

Limited Actions: Can only perform minor actions – While using the Ritual Casting action, the only other actions a character can perform are Minor actions.

*ACombat Advantage – Until the beginning of your next turn, you grant combat advantage.

Provoke Opportunity Attacks – Ritual casting provokes opportunity attacks from adjacent enemies.

Casting time – The default time required to perform a ritual is outlined in the description of the ritual. This time can be reduced by performing skill checks.

Skill check – Make a Moderate difficulty skill check using the key skill specified in the ritual description. If you succeed, the Standard action you spent casting the ritual counts toward the time required to perform the ritual as if you had spent 1 minute performing the ritual. Every 5 points by which you exceed the DC counts as another minute. Once you begin performing a ritual you must continue to use the Ritual Casting action every round until you fulfill the time requirement, at which time the ritual takes effect. Otherwise, the rules for interrupting a ritual apply normally.

Final effect – A completed ritual takes effect at the end of the turn you fulfilled all the time and other requirements. Follow the rules under the ritual description as normal. If a skill check is required to determine the effect, make that skill check separately from any skill checks made to reduce the time requirement.

Aid Another – Up to 4 others can assist you in performing the ritual per the Aid Another action. They do not need to know the ritual to assist you.

EDIT needed

Skill Challenge
One of the tricks with skill challenges is that they don’t engage the player enough in the process of completing them. Some, but not all skill challenges require skill checks, and that’s just a single roll. By making some rituals a skill challenge, you can bring some of the game back to rituals.
I wouldn’t do this for every ritual — it could become tedious quickly. But rituals within 2 levels of the caster’s level would be new and difficult enough that the caster would need to complete a skill challenge to complete the ritual. A ritual that requires a skill check to determine the effect could either use the highest roll from the skill challenge, or the final roll to determine the effect of the completed ritual.

  • higher level
  • special/power greater rituals

Modifying Rituals:
Imagine that ritual magic is like music. Musicians are not limited to the melodies and compositions in their scores — most can and do improvise, either creating variations on a theme or entirely new pieces. Ritual magic might very well work the same way.
Allow your PCs to invent variations on the rituals they already know to achieve new results. For example, taking a simple ritual like Tenser’s Floating Disk and allowing your players to invent variations on that idea (a disk of force) could suddenly present a wide variety of variations. A young wizard could create a movable barrier, for example, that could provide cover, block windows, and so on. This will require that the DM be willing to make some rulings on the fly, but with a few typical mechanics (+2 to the DC of any skill checks made for difficulty, etc) the mechanics are there to help DMs make those seat-of-the-pants rulings.

Memorizing Rituals:
If you get Ritual Casting as a bonus feat, you can spend 1 hour each morning to also prepare rituals for free to be used throughout the day as a standard action each. The total number of rituals prepared is equal to 4 + 1/2 of your level. Because rituals don’t inherently deal damage, there is no level spacing requirement. The only caveat is that if the ritual states that the subject must be present, willing and/or helpless for the duration of the casting, such as Imprisonment or Anthem of Unity, that must be true for the hour you spend preparing them. Furthermore, you can take a power twice in two different slots if you like. That is, if you have Shield as your level 2 Utility and you want to also have it as your level 6, so be it. Same goes for Encounter and Daily attack powers.
That takes care of your prepared casters, but how about spontaneous casters? I would place the Sorcerer, Swordmage, Invoker (minus Ritual Casting, of course) as a Favored Soul analog and maybe the Shaman here. For this group, I would allow a lower-level power to be recharged on the fly by sacrificing a higher-level power as a free action. Normally Encounters recharge Encounters, Dailies recharge Dailies, etc, though I might allow a Daily to recharge a Encounter if you really want.
What about metamagic? Take a look at Mongoose Publishing’s Quintessential Wizard and Svalin Games’ Power Alteration Feats; they’re pretty well balanced and absolutely useful. Thing is, my concept of arcane magic specifically is that it’s very malleable so metamagic shouldn’t be such a problem. I like how WotC dealt with this in the Enlarged Spell feat; -2 damage to each die to increase the size. Let’s mimic that with Arcana checks. How about a DC 35 Arcana check to extend a timed spell for another turn, but if you do, you’re dazed? Maybe a DC 25 to change the energy type on a spell, but you gain vulnerable 5 all until the end of your next turn? I miss the Spellcraft skill… a lot.. and this feels like stuff casters ought to be able to do.
Arcana sub-skill: Spellcraft


  • I also don’t like the specialized components (Alchemical Reagents (Arcana), Mystic Salves (Heal),Rare Herbs (Nature)) because they have the drawback of being specialized without a cost break. Perhaps they should produce twice the effectiveness when used with their specialty and half their effectiveness when used with another type.
    h3. Ritual Casting (Feat)
  • My solution for fixing this is to simply remove the ritual casting feat. Make the prerequisite for ritual casting the appropriate skill training. This prevents the system from opening up completely. It also provides a reasonable back-story option for characters who want to participate in the ritual system. As most rituals are keyed to the knowledge-based skills, it’s reasonable to assume that training in knowledge skills includes the fundamentals of ritual casting.
  • can cast common rituals (ritual) if trained in associated skill
  • ritual casting feat opens up uncommon (rite), rare (essence) and unique (moire) rituals
  • common (basic), uncommon (advanced), … but that describes level… cool name is better
  • feat also gives reserve for casting (per level or extended rest?)
  • A more appropriate ritual fix to my mind would be to give everyone the Vistani Heritage ability for free. You can cast one ritual of some maximum component cost for free each day. I imagine you’d see a lot more rituals (and ritual casters) in that situation.
  • math_geek’s argument on Raise Dead is a good one. So maybe something in the middle is required. Like saying that anyone can cast rituals, but if they don’t have Ritual Caster, it lowers their level by 5 or 10.
  • Maybe all rituals need to be divided into power sources, such as arcane, divine and primal, and your class’s power source helps determine what you gain instant access to or possibly a 5 level delay, and what should be delayed by 10 levels or more.
  • We use a lot of house rules, so there are probably other things that impact this, but for rituals we specifically use:
  • “A ritual caster gains one prepared ritual slot each level. This slot can be used to prepare a ritual of that level or lower. A level 5 caster for instance, would be able to prepare a level 5 ritual, a level 4 ritual, a level 3 ritual, a level 2 ritual, and a level 1 ritual. He must be trained in one of the rituals primary skills and cannot prepare a travel ritual or any ritual that creates or destroys a magical item. Prepared rituals are performed at 1 standard action for every 10 minutes of the original ritual cost and cost no components. Using rituals not prepared follow the Rules as Written.” This has worked well for the levels we have used it at (up to 15ish).
    Link ton good one

Ritual Casting – In Combat

  • Memorize a ritual: You can memorize any ritual by casting it. Do not roll skill checks for the ritual at this time. You have two slots with which to memorize rituals at 1st level, three slots at 11th, and 4 at 21st. Used slots are refreshed after an extended rest. You may choose to keep a an unused memorized ritual rather than refreshing a slot.

Cast a memorized ritual: You can begin recalling a memorized ritual as a standard action. You may only be recalling one ritual at a time. You may sustain a ritual you are recalling as a minor action, or sustain the ritual and gain one charge as a standard action. You may cast the ritual as a free action by expending a charge for every full 10 minutes of the ritual’s preparation time. The ritual becomes expended from the its slot when you cast it. Roll any required skill checks at this time. If you are stunned, or unconscious, or you do not sustain a ritual on a given turn, you lose all charges. Rituals which require special preparation (eg. a circle of silver dust on the ground, special symbols drawn on a subject) are still subject to those requirements. The dungeon master has the final word on which rituals may be used in combat.

Edit: Optional: If you refresh a ritual slot during a full rest, you create an amount of residuum equal to the component cost of the ritual originally cast.

Edit: Now requires 1 charge for every 10 FULL minutes of casting time, so 5 minute spells require 0 charges, 15 minutes requires 1.

  • this is an add-on to the standard ritual casting rules. No additional feat is required.

Combat Ritual Casting: You can cast rituals in combat. You may use Combat Ritual Casting two times per day at 1st level, three times at 11th, and 4 times at 21st. Combat Ritual Casting is refreshed after an extended rest.

Cast a ritual in combat: You can begin casting ritual as a standard action. Casting time is an additional standard action per ten full minutes of non-combat casting time (i.e a ten minute ritual takes two rounds to cast, a 1 hour ritual takes 7 rounds to cast) . You may sustain a ritual you are casting as a minor action so that you may take other actions. If you sustain you do not loose the ritual, it is merely suspended in mid-casting. If you are stunned, or unconscious, or you do not sustain a ritual on a given turn, you must begin again. Rituals which require special preparation (eg. a circle of silver dust on the ground, special symbols drawn on a subject) are still subject to those requirements. The dungeon master has the final word on which rituals may be used in combat.

  • I haven’t used this yet in a game session, but I’m playing with the idea of having “ritual stones” in which PC casts a ritual during an extended rest as normal (time, components, etc) into a prepared magic stone that holds it, like a charge. The ritual can be “activated” with a standard action at any time and the stone is “emptied,” although can be recharged through casting it again. The PC can have as many charged ritual stones as he or she can carry.
  • Perhaps, similar to the way that certain rituals can be maintained, the ritualist needs to expend a healing surge every day in order to keep the ritual stone charged (failing to do so causes the ritual to fade, unused). This also solves the infinite ritual stones problem, as it’s unlikely that anyone would be willing to keep more than one or two stones charged at once.
  • That is a good idea, although it might be enough that the caster has to spend a healing surge to use a stone, or maybe up to three surges depending upon the casting time (10 minutes – 1 surge, 30 minutes – 2 surges, 60 minutes – 3 surges).

Another Idea: Houserule changes to Rituals

Preparing a Ritual: In addition to normally performing rituals (PHB 298)you can prepare any ritual you are able to perform. To do so you must spend the required component cost and full performance time of the ritual. Instead of the ritual being cast at the completion of the performance, it is instead prepared; allowing you to execute it quickly at a later time (the main purpose is usually to perform rituals in combat). Do not roll any skill checks required for the ritual when you prepare it. You can prepare 2 rituals a day at the heroic tier, 3 at paragon, and 4 in epic.
Rituals remain prepared until it is cast or until you choose to replace it. Should you choose to replace a ritual, you are refunded the component cost spent preparing it. You cannot prepare a ritual scroll.

Casting a Prepared Ritual: You begin casting a prepared ritual as a standard action. You are slowed and weakened until the ritual is completed or until you end the ritual as a free action. For every additional standard action you spend casting the ritual, you gain an arcane charge. You may complete the ritual as a free action by expending an arcane charge for every full 10 minutes of the ritual’s preparation time. You roll any skill checks required for the ritual at this time. Rituals which require special preparation (e.g. a circle drawn on the ground or a focus of any kind) are still subject to those requirements. Upon successful completion, the ritual is expended and no longer prepared.

The charge cost is only for every full 10 minutes of preparation time. A ritual whose preparation time is 1-9 minutes takes 0 charges, allowing you to cast it as a standard action, while a ritual with a preparation time of 10 ro 19 minutes takes two standard actions to cast, and so on.

Casting a Ritual that is Not Prepared: In combat, it is possible to cast a ritual that you have not prepared. Doing so requires a great deal of energy be harnessed on the spot, bringing considerable risk. Perform the ritual as if you had prepared it with the following modifications:

· You spend the required component cost at the beginning of the performance. Should the ritual be unsuccessful, you may be refunded only half the component cost.
· Upon the ritual’s completion, you expend 1d4 healing surges. The amount of surges spent depends on the level of the ritual and of the caster; for every two levels the caster is higher subtract a surge from the cost (to a minimum of 0 surges). You must complete the ritual at this point; you cannot stop it should you dislike the amount of healing surges you must spend.
· Should the healing surges you must spend exceed the number you have remaining you take damage equal to your healing surge value + ½ your level for each healing surge you are short. This damage cannot be reduced in any way. The ritual is then completed, even if you fall unconscious or die.

Other Requirements:
· You must have your ritual book or spellbook open and held in at least one hand while performing a ritual.
· If while casting a ritual you take damage in excess of your healing surge value, make an endurance check (DC 10 plus 1 for every 2 points of damage your surge value is exceed by) If failed, you lose an arcane charge.
· If you spend an action point to gain an extra action while casting a ritual, it must be spent on performing the ritual, and may only grant an additional arcane charge (any benefits from feats or other effects do not apply to an action point)
· If you become stunned, unconscious, or do not use your standard action to sustain the ritual, it fails.
· Upon a ritual’s completion or failure, you lose any unspent arcane charges.
· The DM has the final say on if a ritual may be used in combat.
(above connected to feats below)

Ritual Books

Depending on the type of class, ritual books are used to contain different forms of magical formula.

  • Wizards hold both their spells and their rituals inside
  • Artificers hold their infusions, enchantments, schemas and rituals inside
  • Rituals are not restricted to being written down only upon paper and held within books, but could be contained by other forms of lexical storage. Strings holding complex knots, stone tablets inscribed with runes, tattoos etched across a person’s skin are all examples of other forms of ritual “books”

Ritual Books, Forms:

Book Type Market Cost Page Count Weight Construction DC Effects
ritual book, handbook 30 gp 50 pages 2 lbs DC 15 restricted to level 1-5 rituals
ritual book, standard 50 gp 100 pages 5 lbs DC 20 none
ritual book, compendium 150 gp 200 pages 12 lbs DC 25 contained rituals receive +1 to appropriate skill checks when cast
ritual book, tome 500 gp 400 pages 25 lbs DC 35 contained rituals receive +2 to appropriate skill checks when cast

Creating a Ritual Book: Anyone possessing the Ritual Caster feat may attempt to create a ritual book by succeeding on appropriate Construction check (see above). The material of the book must be the finest quality, including exotic paper and binding materials, rare inks and arcane components to absorb and keep magical formula and directions within. Thus, the cost of making a ritual book equals the market value. The maker of the book may Take 10 (or 20 if time permits) on this roll, but cannot reduce the cost creating the book.

Experienced Crafters: Ritual casters experienced in the art of bookmaking (either have the Enchant Magic Item ritual, or related background, feat, trait/talent) may attempt to bind a book using raw magic and fewer resources. The reduction in the cost of components (Market Value) is determined by making a Construction check. For every 3 points over the DC, the cost is reduced by 5%. A failed roll under 5 means that 25% of the materials are wasted and lost. While under 10 means that 50% is lost, under 15 means 75% is lost, and under 20 the project utterly fails (100% is lost). Another attempt (Construction check) can be made if the materials are replaced. If the maker rolls a natural 1, then some mishap occurs (DM’s discretion: ex. blows up, cursed book, bind aggressive/hindering spirit or demon). On the other hand, if a natural 20 is rolled, something wondrous accident occurs during the creation (DM’s discretion: empowered pages, intelligent book, bind helpful knowledge spirit).

Scribing Rituals

When you create or copy a ritual into an existing book, you don’t just write a series of words on each page; you bind some of the ritual’s magic into the book. Therefore, you need a book not of mundane measure but one ready to be imbued with the essence of magic.

Ritual Frequency: like magic items common, uncommon, rare and unique
Ritual Classification: invocation, summoning, ward/circle

Ritual Creation

Research and Creation: These types of rituals represent the most basic and fundamental ritual magic. Rituals of this class

It is through this type of magic that

  • creating rituals require library or master
    In addition to requiring gold, creating a ritual book or copying a ritual into an existing book takes time: 8 hours for a heroic tier ritual (1st–10th level),
    16 hours for a paragon tier ritual (11th–20th level),
    and 24 hours for an epic tier ritual (21st–30th level).
    If you copy a ritual that you haven’t already mastered, the time you spend copying it enables you to master the ritual.

Copying Rituals

  • Foreign Ritual Books: Whether the ritual book was taken from the stiff grasp of a rival wizard or found within the ruins of a dusty library,
  • Require an arcana check based on the level of the spell (try DC = 15+1/2 ritual level). Now, Certain NPCs may still charge for access to the ritual to be copied, but PCs can copy freely from each other’s books, from captured books, and so on.
  • Optionally, if this seems to be too free-flowing, you might limit this to just exchanges within power sources or even within classes. It’s easy to imagine that a ritual cast by a primal character would look very different from one cast by an arcane character; it might also help bring out the flavor differences of the classes if rituals were class-specific. After all, a warlock draws his power from a pact with a powerful being, a wizard manipulates elemental energies, and a bard weaves music. The methods by which they cast and complete their rituals should be just as distinctive as their other powers.

Researching New Rituals:

Modifying Known Rituals:

Special Ritual Reagents:

  • Additionally, special components (see empowered reagent and empowered focus) may be used to either reduce the scribing cost or increase the power level of the ritual.
  • time reduction high Arcana/possession of scroll/library

Ritual Page Cost: Scribing and creating rituals varies depending on the caster. When the ritual is created or copied, it takes up a certain number of pages in the ritual book. This is equal to:

#Pages = (ritual level * 5) – (caster level + Int mod)

(note* minimum page count is equal to the level of the ritual)

Ritual Scrolls

Ritual scrolls are typically a single page of parchment, vellum, or paper holding the power of a ritual ready to be released.

Creating a Ritual Scroll: You can create a ritual scroll by transcribing a ritual you have mastered. Creating a ritual scroll takes twice the amount of time as creating a ritual book but costs the same price.

Again, those experienced in the art of bookmaking (either have the Enchant Magic Item ritual, or related background, feat, trait/talent) may attempt to bind a ritual using raw magic and fewer resources. The reduction in the cost of components (gp) is determined by scribing (Arcana) check. For every 3 points over the DC, the cost is reduced by 5%. Additionally, special components (see empowered reagent and empowered focus) may be used to either reduce the scribing cost or increase the power level of the ritual.

Limitation: Even though a ritual scroll lets you perform a ritual, you can neither master a ritual from a scroll nor copy a scroll into a ritual book. However, the possession of a ritual scroll will assist a caster to re-create a ritual, often by directing the study (bonus to Arcana) or reducing research time. (See: Ritual – Creation and Copying)

Using a Ritual Scroll: A ritual scroll holds one use of a particular ritual. You can perform a scroll’s ritual even if you don’t have the Ritual Caster feat, regardless of the level of the ritual. You still have to expend the components and supply any focus required by the ritual, and you can enlist your allies’ assistance. Once you have finished performing the ritual on a scroll, the scroll turns to dust. If the ritual is interrupted, the scroll remains intact.

Time: Casting a ritual from a scroll takes half the time indicated in a ritual’s description, since the creation of the scroll has primed the magic. Additionally, the scriber may enhance the ritual with additional effects, such as being quickened or prolonged. (See: Arcana – sub-skill, Spellcraft)

Rites (non-book rituals), Invocations (semi-combat rituals)

Protective Rituals – Wards/Circles/Glyph


Library of New Rituals

Eberron Notes:
Dragonmark Feats & Ritual Casting
I hope that WotC is planning to add some new feats, powers or rituals for the Eberron Dragonmarks in the future. But as long as they don’t have anything out, here are some ideas…

One think I’d like would be to give people an additional motivation to use rituals. Though I was thinking about having something like the 3.x Artificers craft/reserve points for creating magical items.

Dragonmark Reserve
Prerequisite: Dragonmark, ability to cast one or more rituals.
Your Dragonmark grants you a reserve of energy that you can use instead of material components when performing a ritual.
When you take this feat and each time you level, your reserves refreshes to a value equivalent to a number of gold pieces as indicated by this table:
Level – Reserve Value – Level – Reserve Value
1 – 50 gp – 16 – 4.200 gp
2 – 75 gp – 17 – 5.000 gp
3 – 100 gp – 18 – 9.000 gp
4 – 125 gp – 19 – 13.000 gp
5 – 200 gp – 20 – 17.000 gp
6 – 250 gp – 21 – 21.000 gp
7 – 375 gp – 22 – 25.000 gp
8 – 500 gp – 23 – 45.000 gp
9 – 625 gp – 24 – 65.000 gp
10 – 1.000 gp – 25 – 85.000 gp
11 – 1.250 gp – 26 – 105.000 gp
12 – 1.800 gp – 27 – 125.000 gp
14 – 2.600 gp – 29 – 225.000 gp
15 – 3.400 gp – 30 – 325.000 gp
If, when gaining a level, you still have a reserve left, that reserve is lost.

When performing a ritual, you can spend a healing surge to gain access to your marks reserve, and spend any number of gold point equivalent value to replace some or all of the rituals component cost. Your reserve is reduced by the amount of gold piece equivalent you take.

Special: If you have the Dragonmark of Scribing, you can also expend your reserve to create a scroll of up to your level and paying part or all of the creation cost with your reserve pool. You still need to expend a Healing Surge for each scroll you create this way.

For outside of Eberron, one might just change the prerequisites of the feat to “Ritual Caster” and rename it “Ritual Reserve”.

The number values are based roughly on the value of consumable items like Potions. The starting value, 50 gp, is the price of a level 5 potion.

If anyone hasn’t noticed yet, the values of item prices increase by a factor of 5 for every 5 levels – so a level 9 item costs 5 times as much as a level 4 item, though there is some rounding going on. The values above 27 and some empty spots in between could be easily extrapolated this way.

Question might be if the values are just too high? Basically the number means that any low level ritual will be trivially easy to perform at high levels (but isn’t it already?). And it is advisable to get more than a few high level rituals done to have a chance to expend the entire reserve.

To put things in perspective:
Typical Component Cost for rituals:
- Level 1: 10 gp
- Level 5: 25 to 100 gp
- Level 10: 200 to 400 gp
- Level 15: 500 gp to 3.000 gp.
- Level 20: 5.000 gp
- Level 25: 25.000 gp
- Level 30: 600.000 gp

Maybe the reserve is too large overall? You can create about 5 rituals each level of your level with the reserve.
The ritual might be very strong for people using it with Enchant Magical Items. You still can’t afford the high level stuff you want to use as implement, weapon, armor or neck slot item, but you can certainly afford a few of the lower level items.

I guess I’ll have to ponder the values a little more. Maybe directly using potion values is the better approach?

Ritual Casting Feats

My players also asked for some interesting and useful feats designed around ritual casting, and I’ve included them as they’re based on the above system.
Ritual Feats
These heroic tier feats are designed for characters wanting to specialize in rituals.

Determined Focus
Prerequisites: Ritual Casting
You are able to focus your mind completely when performing rituals, blocking out all else. You may choose to become dazed until the ritual is completed or you end the ritual as a free action. If you do so you do not need to take an endurance check for taking damage while performing that ritual and gain an additional half arcane charge per standard action spent.

Ritualistic Specialist
Prerequisites: Ritual Casting
You may master, prepare, and perform rituals of your level + ½ your Intelligence, Charisma, or Wisdom modifier (minimum +1). For each level the ritual is above your own, you may choose to either add a healing surge or an arcane charge to the ritual’s performance requirement. (Ex. to cast a ritual two levels higher than you, you must spend 2 healing surges, add two arcane charges to the requirement, or one of each)

Familiar Ritualist
Prerequisites: Ritual Casting, Arcane Familiar
When your familiar is in passive mode, you may harness its energy to add 1d10 on any check required for a ritual. If you do so, your familiar disappears and returns after a short rest.

Shorthand Scribing
Prerequisites: Ritual Casting
You may prepare an additional ritual per tier. Furthermore, all rituals in your spellbook or ritual book take up only 1 page, regardless of their level, and you may create ritual books or scrolls in half the time.

Harness Lifeforce
Prerequisites: Ritual Casting
When performing or preparing a ritual of equal or lower level, you may choose to reduce the component cost by reducing your maximum number of healing surges. For every surge you lose, reduce the component cost by 20%. When the ritual is completed or replaced, you regain your surge limit, but do not regain the surges. This cannot be used on a ritual with a variable component cost.

Arcane Conduit
Prerequisites: Ritual Casting
When performing a ritual, a willing adjacent ally may become an arcane conduit as a minor action, channeling their energy to you. The ally is immobilized and weakened until they stop channeling as a minor action. For each standard action you use to perform the ritual, you can gain an extra half arcane charge per ally currently channeling. The ally must be trained in the ritual’s key skill and have the Ritual Caster feat to act as a conduit. If the ally has also mastered the specific ritual being cast, they are not immobilized, and may act as a conduit anywhere within burst 5 of you.

Blood in the Flow
Prerequisites: Ritual Casting, Arcane Conduit
If an ally is acting as an arcane conduit when performing a ritual, they may choose to spend healing surges in addition to channeling energy. If they do so, you gain half an arcane charge per surge spent. (Maximum 1 per round per ally)

Familiar’s Sacrifice
Prerequisites: Ritual Casting, Arcane Conduit, Familiar Ritualist
You may use your familiar as an ally for the Arcane Conduit feat. If you choose to do so, your familiar is destroyed at the completion of the ritual and does not return for 24 hours.

Check out this

Other Basic Feats: Epic Ritual Caster
Prerequisite: Trained in Arcana or Religion, Paragon Ritual Caster Feat.
Benefit: You can master and perform rituals of your level or lower. These rituals are limited to those of level 30 or below. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Clerics and Wizards automatically gain this feat as part of their ritual caster class feature.

Heroic Ritual Caster
Prerequisite: Trained in Arcana or Religion.
Benefit: You can master and perform rituals of your level or lower. These rituals are limited to those of level 10 or below. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Clerics and Wizards automatically gain this feat as part of their ritual caster class feature.

Natural Study [Wizard]
Prerequisite: Int 13, wizard.
Benefit: You gain a +3 bonus to all ritual casting checks that rely on the Arcana or Nature skills.

Paragon Ritual Caster
Prerequisite: Trained in Arcana or Religion, Heroic Ritual Caster feat.
Benefit: You can master and perform rituals of your level or lower. These rituals are limited to those of level 20 or below. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals. Clerics and Wizards automatically gain this feat as part of their ritual caster class feature.

Ritual Mastery
Prerequisite: Heroic Ritual Caster, Paragon Ritual Caster, Epic Ritual Caster.
Benefit: You automatically gain mastery in two rituals of your level or below. You may take this feat multiple times to gain mastery in additional feats.

Scholar of the Sacraments [Cleric]
Prerequisite: Int 13, cleric.
Benefit: You gain a +3 bonus to all ritual casting checks that rely on the Religion or Heal skills.

Hopefully these rituals might provide a quick fix to anyone who is looking to make clerics and wizards the real ritual casters in the game once again. At the same time, these changes don’t prevent anyone else from learning how to cast rituals.

Comments? What do you think?

Ritual Rules

Eberron: Twilight of the Last War genedragon