I'm pretty new to FFH and FF but I love the way the mods have redefined and individualized the game. I have noticed though that the rituals are a bit limited and could definitely, imo, use some sprucing up for an added strategic element. The idea of a bunch of cross mana necessary rituals is awesome, but also some more specific and powerful rituals that require several of the same kind of mana.
Also, what about tech requirements? The current rituals have certain tech requirements before they can be used, so maybe everyone should start including some suggested level of availability for them? I know if someone were to include any of these it would make it a lot easier. Oh, and how about moving resurrection (as in hero resurrection) to a life based ritual and putting something more interesting in the top tier of life magic? Right now, honestly, life is one of my least favorite spell spheres because of it's [apparent] limited application.
Anyway, some ideas:
Sucellus' Blessing
Requires 2 life mana, available at divine essence, 1200

(?), can be used only twice(?)
Effects: Resurrects civilization's fallen hero with 25% of its original experience. In the event of several heroes (Kuriotates) the more powerful is raised.
-Not really sure if this is over or underpowered. I figure this will free up your archmages for a more potent spell. Its moved farther back then SoW and requires an extra life mana in exchange for 25% of their original exp. Not even sure if this is possible, or if 25 is the right number if it is possible. Maybe more since its so late?
Dagda's Intervention (I like ironic names)
Requires 1 law mana and 1 force mana, available at warfare(?),

?
Effects: Forces a peace treaty between you and all hostile forces for 10 turns + an extra 2 turns per extra law/force(?) mana. Only one use per war. Does not evict units from inside cultural borders.
-Useful for surviving if multiple civs gang up on you. Like a heavily diluted version of sanctuary. What'd you think about the restrictions and extra turns?
Embarr's Musings
Requires 2 mind mana, available at philosophy, 400

, repeatable every 50 turns
Effects: Temporarily creates 1 extra sage specialist in each of your cities per 2 mind mana up to a maximum of 2 per city. Sages expire after x amount of turns, where x is 2 turns per 1 mind mana. Ritual created sages do not generate GPP. (is that even possible?)
-This is just an idea to toss around. Creating temporary free specialists? I think it could definitely have its uses. I'm not sure about the GPP block, just seems like that might cause a runaway great sage production. But, maybe that could be its purpose. Capped it's sage creation at 4 mind mana, but the 2 turns per 1 mana makes sure that having 3 won't go unrewarded and having more than 4, while excessive, will help too. Figure if you have that much mind mana, you get to decide the duration.
Tidings of Arawn
Requires 4 death mana and tower of necromancy(?), available at strength of will, 1500

, repeatable every 200(??) turns
Effects: Duration of 10 turns when cast. Any friendly unit killed during this period has a 10% chance of automatically killing it's own killer. Heroes and units above level 5 are immune to this effect.
-Obviously this ritual would need some massive testing and balancing, but I really like the idea of instant death spells using death mana, especially with such a strategic element of timing. Maybe tone down the repetition penalty or make it castable only once.
If you don't like that one, then what about this?
Alternate effects: Duration of 5 turns when cast. All friendly units killed during this time have a 25% chance to become wraiths (the ones with death mana affinity?) under your control for the duration of this ritual.
-I think this displays some excellent arcane control over death. Can definitely turn into a headache for your opponent at war, but it's only temporary help. Maybe to simulate the fact that Arawn's attention can only be drawn to creation for so long before he is invariably pulled back to his own realm's workings.
Demonic Purge
Requires good alignment, available at righteousness, 700

, repeatable every 30 turns
Effects: Banishes all demons within your cultural borders outside and forces them to remain outside for 5 turns, + 1 turn for every law, life, or creation mana you control.
-An example of a ritual that gets help from mana and requires alignment. I could see it's use late game when AC starts to ramp up. Not sure if this should extend to the horsemen or avatar but its an idea. High repeat rate and potential long duration, but 700

spent on this is not going to anything else.
Spacial Peregrination
Requires 3 dimensional mana, available at sorcery, 850

, repeat rate?
Effects: Gives all units the 'Open Rift' spell, which may only be cast by one unit. Once cast gives all units the 'Determine Destination' spell that may also only be cast by one unit. When cast, a spacial portal that connects the two points will remain open for 5 turns before closing, allowing instantaneous travel to and from these points. Units passing through the rift have a 5% chance of be lost in the darkness between worlds during their travel. Only one instance of Spacial Peregrination may be prepared at a time, repeat penalty begins from the time the portal closes.
-I really liked the above posted stygian paths ritual and thought it was a great idea, but I don't think it should be a death mana ritual. Rituals offer a way of "catching up" the spell spheres that don't see a lot of use and gives you a reason to consider them. The loss rate was a great idea too, little bit of a risk
Anyway, just some ideas. If anyone likes them, I'd be happy to post some more, definitely have them. Also.. anyone know why Rites of Oghma is called that? Wouldn't that be more of Ceridwen's realm? Maybe Rites of Ceridwen, Ceridwen's Gifts, etc. Maybe Agares too, given his infinite wells of power. I mean, where do mana nodes actually come from?
Wow this is a long post.

Peace!
Edit:
Dark Ritual
req. 4 Death mana
Each unit you kill this turn has a chance to be converted to a permanent Spectre unit under your control.
comments: obviously, having 4+ death mana makes Spectres pretty scary, so the chance should be fairly low, modified by Power.
Just realized that the tidings of Arawn ritual secondary effect was pretty much the equivalent to this. Whoops, didn't mean to steal your idea! Good idea though.
