
Tzeentch rituals
13 rituals · Tzeentch roster · patch 9.0
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, 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.