Tzeentch rituals
13 rituals · Tzeentch roster · patch 9.0.4
Great Game

Magic Flare
No cost listed
Cooldown 15 turns · Lasts 3 turns
- Barrier hit points: +25%
- Ammunition: +20%
- Range: +20%

Mutagenic Energies
No cost listed
Cooldown 15 turns · Lasts 5 turns
- Enables attrition for this army (regardless of immunities)

Night of Madness
No cost listed
Cooldown 15 turns · Lasts 5 turns
- Tzeentch corruption: +25 (local province)
- Control: -50 (local enemy province)
- Winds of Magic power reserve: +15 per turn

Scriveners of Insanity
No cost listed
Cooldown 15 turns · Lasts 5 turns
- Grimoires gained post-battle: +20%
Tzeentch
Drain Magic
250 Souls
Cooldown 5 turns
Halt Army
70 Grimoires
Cooldown 5 turns · Lasts 2 turns
- Campaign movement disabled
Muddle Minds
250 Souls
Cooldown 10 turns
Open Gates
100 Grimoires
Cooldown 10 turns
Reveal Shroud
50 Grimoires
Reveal Shroud
250 Souls
Spread Corruption
125 Grimoires
Cooldown 5 turns
Spread Corruption
250 Souls
Cooldown 5 turns
Track Army
80 Grimoires
Cooldown 5 turns
Source: rituals, ritual_categories, resource_costs, ritual_payload_effect_bundles and effect bundles, patch 9.0.4, 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.
