Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)

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.