
Kislev rituals
93 rituals · Kislev roster · patch 9.0
Hex
Bewitching Lure
50 Spirit Essence
Cooldown 5 turns · Lasts 5 turns
Income gained based on the target settlement's income: 50%
Bewitching Lure (Empowered)
100 Spirit Essence
Cooldown 5 turns · Lasts 5 turns
Income gained based on the target settlement's income: 50% (provincewide)
Coven's Cursemark
30 Spirit Essence
Cooldown 5 turns · Lasts 5 turns
Winds of Magic cost: +40% for all spells
Disables March, Tunnelling and Teleportation stances for the target
Campaign movement range: -50%
Coven's Cursemark (Empowered)
60 Spirit Essence
Cooldown 5 turns · Lasts 5 turns
Winds of Magic cost: +70% for all spells
Disables March, Tunnelling and Teleportation stances for the target
Campaign movement disabled
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land
40 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Jinxed Land (Empowered)
80 Spirit Essence
Cooldown 5 turns
Teleports the target army to a magical forest
Malediction of Ruin
100 Spirit Essence
All units suffer high attrition (all armies belonging to targeted corruption-spreading race)
Growth: -100 (all provinces belonging to targeted corruption-spreading race)
Winds of Magic power reserve: -25 per turn (all armies belonging to targeted corruption-spreading race)
Purification Chant
20 Spirit Essence
Cooldown 5 turns
Removes all corruption from the target settlement's province
Purification Chant (Empowered)
40 Spirit Essence
Cooldown 5 turns · Lasts 5 turns
Corruption in the province is cleared and will not increase
Removes all corruption from the target settlement's province
Removes all plagues from the target settlement
Recreant Spirit
60 Spirit Essence
Cooldown 5 turns · Lasts 5 turns
An army consisting of Things in the Woods, Incarnate Elemental of Beasts and Elemental Bears will be summoned in the target settlement's owner's territory every other turn
Recreant Spirit (Empowered)
120 Spirit Essence
Cooldown 5 turns · Lasts 5 turns
An army consisting of Things in the Woods, Incarnate Elemental of Beasts and Elemental Bears will be summoned in the target settlement's owner's territory every other turn
Kislev
Support Ice Court
50 Supporters
Cooldown 10 turns
Support Orthodoxy
50 Supporters
Cooldown 10 turns
Using Coin
5,000 Gold
Cooldown 20 turns
Using Coin
5,000 Gold
Cooldown 20 turns
Using Devotion
No cost listed
Cooldown 20 turns
Using Devotion
No cost listed
Cooldown 20 turns
Kislev Ice Court

Akshina Acquisitions
3 Ice Court Boons
Hero actions have a 30% chance to grant an Ancillary

Ancient Dues
3 Ice Court Boons
Chance to gain a magic item: 25% per turn
Research rate: +1 for each settlement

Axe, Bow & Gun
3 Ice Court Boons
Passive ability: "Into the Fray" for Hybrid Kislevite Infantry and Cavalry units

Battle Adjuncts
3 Ice Court Boons
Effect duration: +100% to "Rally!" and "Stand Your Ground"
Cooldown: -50% to "Rally!" and "Stand Your Ground"

Battle Born
2 Ice Court Boons
Melee defence: +3 for all units (Rank 7 and above)
Weapon strength: +10% for all units (Rank 7 and above)

Bond of Seasons
3 Ice Court Boons
Attribute: Mastery of Elemental Winds for Frost Maidens, Ice Witches and Tzarina Katarin

Deathfrost Blades
3 Ice Court Boons
Armour-piercing missile damage: +4 for Ice Guard units
Base missile damage: -4 for Ice Guard units
Armour-piercing weapon damage: +8 for Ice Guard units
Base weapon damage: -8 for Ice Guard units

Devoted Guardians
2 Ice Court Boons
Upkeep: -15% for Tzar Guard and Ice Guard units

Endless Winter
3 Ice Court Boons
Winds of Magic cost: -2 for Common Lore of Ice and Lore of Tempest spells

Foreign Policy
3 Ice Court Boons
Melee attack: +10 for units recruited via allied recruitment (excluding Kislev units)
Melee defence: +10 for units recruited via allied recruitment (excluding Kislev units)
Reload time reduction: +25% for units recruited via allied recruitment (excluding Kislev units)
Diplomatic relations: +20 with all factions

Frozen Redoubt
2 Ice Court Boons
Defensive supplies: +6000 (all regions)

Garrison Rights
2 Ice Court Boons
Upkeep: -10% (when in own territory)

Ice Court Academia
2 Ice Court Boons
Ice Court training cost: -20%
Unlocks an Ice Court training slot for Frost Maiden Heroes
Unlocks an Ice Court training slot for Ice Witch Lords

No Idle Hands
3 Ice Court Boons
Unit experience gain per turn: +100 (when in own territory)

Noble Administrators
2 Ice Court Boons
Diplomatic relations: +30 with all Kislev factions
Control: +1

Old Allies
2 Ice Court Boons
Diplomatic relations: +50 with Empire and Dwarfs
Allegiance points gained: +50% for alliances with the Empire and Dwarfs

Security Subsidies
2 Ice Court Boons
Hero capacity: +1 for Frost Maidens
Hero action success chance: +15% (all characters)

Strength of the Land
2 Ice Court Boons
Spell intensity: +20% (when in own territory)

The Frozen Eye
3 Ice Court Boons
All enemies are permanently Revealed in battle. (when in own territory)
Campaign line of sight: +100%

Treatise of War
2 Ice Court Boons
Character experience gain: +30% (all Lords)
Character experience per turn: +200 (all Lords)
Kislev Orthodoxy

Battle Sermons
2 Orthodoxy Boons
Effect duration: +50% for Kislevite Battle Prayers
Effect range: +100% for Kislevite Battle Prayers

Blessed Leaders
3 Orthodoxy Boons
Ability: "Tor's Battle Hymn" for Boris Ursus, Boyar, Ataman and Druzhina Lords

Chaosbreaker
3 Orthodoxy Boons
Army spell: "" when fighting against the Forces of Chaos

Common Steel
2 Orthodoxy Boons
Recruit rank: +3 for Kossars, Armoured Kossars and Kislevite Warriors units

Duty's Reward
2 Orthodoxy Boons
Experience gain for units: +100% when fighting against the Forces of Chaos
Replenishes 10% campaign movement range after winning a battle

Endless March
2 Orthodoxy Boons
Campaign movement range: +10% (all armies)

First to Fight
2 Orthodoxy Boons
Ability: "Lead by Example" for Boris Ursus, Boyar, Ataman and Druzhina Lords

Frontier Forces
3 Orthodoxy Boons
Unit Rank: +1 for all units after colonising a ruin
Newly-colonised ruins have greatly reduced construction costs and duration for 1 turn(s)

Home Front
2 Orthodoxy Boons
Melee attack: +3 (when in own territory)
Melee defence: +3 (when in own territory)

Last to Fall
3 Orthodoxy Boons
Passive ability: "Battlefield Indemnity" (all Lords)

Ritualised Worship
2 Orthodoxy Boons
Construction cost: -25% for buildings that raise Support for The Great Orthodoxy
Control: +1

Spirit of Community
2 Orthodoxy Boons
Construction time: -1 for Infrastructure buildings
Construction cost: -25% for Infrastructure buildings

Spiritual Conquest
3 Orthodoxy Boons
Control: +100 for newly-captured settlements in Chaotic Wasteland climates
Population surplus: +1 for newly-captured settlements

The Land Provides
2 Orthodoxy Boons
Resource buildings have no construction cost

Unity in Toil
3 Orthodoxy Boons
Every owned settlement provides +1%% income and +5 growth to all adjacent settlements

Ursun's Favoured
3 Orthodoxy Boons
Passive ability: "Ursun's Ward" for War Bear Riders and characters mounted on War Bears

War Priests
2 Orthodoxy Boons
Enables flaming attacks for Patriarchs
Enables "Flammable" attacks for Kostaltyn and Patriarchs, reducing fire resistance

Wartime Prayer
3 Orthodoxy Boons
All Lords gain access to Zealous Conscription, enabling access to instantly recruitable Kossars

With Our Hearts
3 Orthodoxy Boons
Passive ability: "By Our Blood" is upgraded with significant damage reduction and Unyielding Assault while active

Worthy Offerings
3 Orthodoxy Boons
Orthodoxy Churches outside Erengrad, Kislev and Praag also produce growth
Growth: +15 (all provinces)
Motherland
Dazh
80 Devotion
Salyak
80 Devotion
Tor
80 Devotion
Ursun
80 Devotion
Motherland Ritual Force
Dazh
No cost listed
Lasts 5 turns
Attacks cause "Flammable" effect, reducing fire resistance (characters in force)
Enables flaming attacks
Character experience gain: +50%
No additional Invocations may be performed for this army until the active one expires
Salyak
No cost listed
Lasts 5 turns
Battle healing cap: +100%
Armies replenish in foreign territory
No additional Invocations may be performed for this army until the active one expires
Casualty replenishment rate: +10%
Tor
No cost listed
Lasts 5 turns
Army ability: "Wrath of the Bear"
No additional Invocations may be performed for this army until the active one expires
Enables magical attacks
Melee attack: +8
Ursun
No cost listed
Lasts 5 turns
Army ability: "The Bitterness of Winter"
Weapon strength: +15% for War Bear Riders and Elemental Bear units
No additional Invocations may be performed for this army until the active one expires
Campaign movement range: +20%
Motherland Ritual Province
Dazh
No cost listed
Lasts 5 turns
Instantly complete 1 turn(s) of each ongoing settlement construction in the selected region
No additional Invocations may be performed for this province until the active one expires
Salyak
No cost listed
Lasts 5 turns
Instantly replenishes all units in the selected settlement's garrison
No additional Invocations may be performed for this province until the active one expires
Growth: +50 (local province)
Local recruitment capacity: +3 (local province)
Tor
No cost listed
Lasts 5 turns
Barrier hit points: +800 for all units when defending settlements (armies in region)
Army spell: "Thorsen's Thunderstorm" (armies in region)
Vigour loss reduction: -50% during siege battles (armies in region)
Weapon strength: +25% during siege battles (armies in region)
No additional Invocations may be performed for this province until the active one expires
Ursun
No cost listed
Lasts 5 turns
No additional Invocations may be performed for this province until the active one expires
A winter storm is summoned in the province, causing attrition to local hostile forces (enemy armies in province)
Source: rituals, ritual_categories, resource_costs, ritual_payload_effect_bundles and effect bundles, patch 9.0, via the WH3-Dump export. Group names the game leaves blank are named after the category key (e.g. GREAT_GAME → “Great Game”). Rituals that only run a script show no effects here.