From Solium Infernum Wiki
TTL: Target Threat Level. The top of your list has a value of 0. The next a value of 1, then 2, and so on. Excommunicated players always have a score of 0.
Anointed of Ash
Significantly increases the Single Combat abilities of a Praetor under your control.
Requires: Goblet of the Traitor
Effect: The praetor gains 2-4 HP, 1-3 Loyalty, 1-3 Attack, 1-3 Defense, 1-3 Infernal, and 1 Luck.
- It can only be used once per Praetor.
This Ritual allows you to heal all damage to friendly legions that you control.
Requires: The Phylactery of Putrid Essence
Effect: All legions you control are healed to full HP.
You may move a Legion under your control to any valid, passable Canton on the game board.
Requires: The Puzzle Cube
Effect: The legion moves to the target unoccupied canton. This has all the normal movement limitations, such as if a opposing legion has moved on to the hex prior to the ritual, either a battle will ensue, or the legion's movement will be stopped. Battle requires the normal vendetta, blood feud, or excommunication status. If the legion is stopped, it will remain in it's original hex.
Requires: The Cartographer's Table
Effect: Allows the caster to change any canton's terrain type to another valid type. For example, one may remove a swamp, create or destroy a river's bridge, or create lava flows on a key plains canton. The target canton cannot contain a legion or Place of Power, and the ritual may not be cast more than once every five turns.
Requires: The Bottle of Whispers
Duration: Turns equal to your level of deceit
Effect: Prevents all abilities (e.g. Ranged Last or Flying) a legion possesses from functioning for a set number of turns. It works on both inherent abilities and those granted by attached praetors or artifacts. It does not have any effect on attributes bonuses (ranged/melee/infernal). Counts as a deceit ritual for targeting and power roll purposes.
Requires: The Devourer Statuettes
Effect: Summons the The Devourer. The Devourer must be summoned on an unoccupied canton you control. It does not count towards your command rating and heals between summonings, but if it is ever destroyed it cannot be summoned again. Any attachments are returned to your vault if upkeep is not paid, but lost along with the Devourer if is killed.
Grants a legion combat bonuses for four turns, followed by four turns of exhaustion (all stats are 0, movement is 0).
Requires: Wrath 6
Target: One Friendly Legion not already affected by infernal juggernaut
Effect: The ritual boosts the Legion's Melee, Ranged, Infernal and Loyalty stats by a random amount. Movement is always increased by 2 points. (see discussion for more on the amount)
Note: If you Infernal Juggernaut a legion that has a natural 1 movement when you also have taken the slothful perk, the bonus movement is added before the slothful perk's effect, resulting in a total of 2 movement (1+2-1=2).
Select an enemy legion and decrease one of its attributes for a set number of turns if it fails the ritual challenge. The strength of the ritual increases with each additional level in this power.
Requires: Deceit 1
Target: One enemy legion or place of power
Effect: If successful, reduce a selected attribute by 1d6+deceit-1 for (deceit+1)/2 turns. need to verify formulas
Listed as Sowing Confusion in ritual selection list
Select any single player's legions and disrupt their command and control. One legion is targeted at the base level and an additional legion is targeted for each power level above it. Legions which fail the ritual challenge are unable to move for the remainder of the turn.
Requires: Deceit 2
Target: (Deceit-1) enemy legions
Effect: If successful, the legion will ignore any move orders given to it in the remaining phases.
If the legion has already moved or is not given any move orders, this ritual will have no practical consequences.
Lies and Rumors
Select a legion you control and place a duplicate dummy icon on a hex that you control. An additional dummy icon is gained for each level above level 3 in this power. The ritual can last for multiple turns but the tribute cost must be paid each turn.
Requires: Deceit 3
Target: A legion you control
Cost: 0/0/0/3 (sustainable)
Effect: Place (Deceit-2) dummy legions on the map. The legions must be placed in hexes you control. The dummy legions can not move and will disappear if attacked or targeted by a ritual, or when the ritual ends. The dummies appear to grant combat support for anything next to them but this is not the case, it just appears that way on the map.
Pilfer, Coerce and Bribe
Select any player's praetor, artifact, relic or legion. If the target fails the ritual challenge it becomes the property of the player casting the ritual. Artifacts can be targeted at level 3, praetors at level 4, relics at level 5 and legions at level 6.
Requires: Deceit 3 - Artifacts
Requires: Deceit 4 - Praetors
Requires: Deceit 5 - Relics
Requires: Deceit 6 - Legions
Target: One artifact, praetor, relic, or legion. You must know of the item at the time of casting.
Effect: If successful, gain control of the targeted item. Artifacts, praetors, and relics will be placed in your vault. Legions are moved to the nearest canton you control, or if the legion has moved to an uncontrolled canton, you gain control of the canton (plus any uncontrolled cantons it passed through).
Select an enemy legion and take control of its movement for a single turn if it fails the ritual challenge and has not already moved in a previous phase.
Requires: Deceit 4
Target: One enemy Legion
Effect: If successful, you make a legal move for the target Legion, provided it has not already moved this turn, the move is selected at time of casting.
Looting the Vaults
Select any player and conduct a ritual challenge against the player. If successful you steal some of his tribute cards currently in his tribute pool. The number of cards depends on the level obtained in this power.
Requires: Deceit 4
Target: Any one opponent
Notes: The number of card appears to depend on how much your roll exceeds the target roll, in which case, it is not your deceit level, but your deceit power roll modifier that needs increasing.
All friendly legions are hidden from view unless adjacent to a legion of another player. The ritual can last for multiple turns but the tribute cost must be paid each turn.
Requires: Deceit 5
Target: This ritual automatically targets all Legions you control
Notes: While all of your Legions are hidden from view by this ritual, any cantons they claim during their move (due to moving onto unclaimed cantons and/or belong to another player but are claimed due to vendetta) are shown on the map and may reveal your Legions' location to attentive players.
The support bonus granted by legions is visible to anyone who can see the legion or place of power that is benefiting from the support. For example, if legions A-B-Z are lined up, with A and B belonging to player C who has performed strategic deception, and Z belonging to player Y. Then player Y can see legion B and can see how much support legion B is gaining.
The player may claim ownership/assign ownership of any border hex on the board. Vendetta or Blood Feud does not have to exist between the previous and new owners. The hex must be bordered by another player other than the owner and may not contain a Place of Power or a legion.
Requires: Deceit 6
Target: A unoccupied controlled canton that borders a canton controlled by a different player
Notes: This can be used to transfer a canton between to players other than yourself, or be used to transfer a canton from you to another player. You can even transfer a canton back to the original owner (perhaps to counter a Fiendish Bureaucracy occurring in an earlier phase).
The player can use this ritual to acquire information about his opponents. Basic Stats can be revealed at level 1. Players' vaults can be viewed at level 2. Player's ritual chambers can be observed at level 3. Perks can be revealed at level 4 and secret objectives at level 5.
When revealing stats, the red font means that you have seen them (gotten the info) within that last 5 turns.
Requires: Prophecy 1
Target: Any other player
All friendly legions get a loyalty bonus equal to the player's level in this power. Challenge rolls against enemy deception rituals also get a bonus equal to the player's level in this power. The ritual can last for multiple turns but the tribute cost must be paid each turn.
Requires: Prophecy 2
The player gets a bonus in bidding on legions, praetors, artifacts and relics if there is a competing bid from another player on the same item. The bonus increases with each additional level in this power. The player also gets a bonus of +2 to rank when taking diplomatic actions. When a diplomatic action is brought before the Infernal Conclave that does not involve the player, the player receives the equivalent in prestige points equal to the average of the two players' ranks. The ritual can last for multiple turns but the tribute cost must be paid each turn.
Requires: Prophecy 3
The player can view combat tactic cards on enemy legions. If an enemy is performing a strategic deception ritual then instead of being undetected a challenge is secretly conducted. The level that the player has obtained in this power is added to the player's challenge roll to determine if the enemy legions are spotted. The ritual can last for multiple turns but the tribute cost must be paid each turn.
Requires: Prophecy 4
Prestige generated each turn from Places of Power is doubled (prestige generated from unholy relics attached to a place of power or stronghold is not doubled). The ritual can last for multiple turns but the tribute cost must be paid each turn.
Requires: Prophecy 5
The player can discard a secret objective card or attempt to force another player to do so.
Requires: Prophecy 6
Target: Yourself or Opponent (requires vendetta, feud, or ritual masking)
Target an enemy legion belonging to a player with which you are in Vendetta or Blood Feud and if the legion fails the ritual challenge then damage its hit points. The hitpoints can be restored just as if they were combat damage. The amount of damage is random and depends on the level obtained in this power.
Requires: Destruction 1
Notes: The amount of damage this ritual inflicts is d6+(wickedness-1)
Corruption of Essence
Target a player with which you are in Vendetta or Blood Feud and destroy some of his tribute cards not assigned to rituals or other activities. The maximum number of tribute cards destroyed depends on the level obtained in this power. Additionally a random ritual slot is blocked from hosting ritual until the end of the turn. If a ritual was already being performed in the slot then it is canceled. One additional random ritual slot is effected for every two levels of power above this one.
Requires: Destruction 2
Notes: The ritual slots are blocked from the phase where Corruption of Essence was used, until the end of the same turn. It does not block them for the following turn. That means ritual slots that are empty or have relics in them can be selected, but are unaffected. If a ritual has already been processed, it is reported as canceled, but it doesn't undo what has already happened. So it is likely you want to use Corruption of Essence in the earliest phase possible (ideally in phase 1 with phase advantage over your target).
Pain and Punishment
Target an enemy legion belonging to a player with which you are in Vendetta or Blood Feud, if the target fails the ritual challenge then destroy all of its combat tactic cards, and send any artifacts/praetors back to the player's vault.
Requires: Destruction 3
Target an enemy praetor belonging to a player with which you are in Vendetta or Blood Feud and if the target fails the ritual challenge then remove him from the game.
Requires: Destruction 4
Target a player with which you are in Vendetta or Blood Feud and if the target fails the ritual challenge then decrease the number of order slots available by two. If level 6 is obtained in this power then the total is 4. The ritual can last for multiple turns but the tribute cost must be paid each turn. A player may be affected by only one Planar Lock at any given time, multiple rituals by the same or differing opponents will not stack.
Requires: Destruction 5
Target an enemy legion belonging to a player with which you are in Vendetta or Blood Feud and if the target fails the ritual challenge then damage its hit points and attributes. The damage is permanent and cannot be restored.
Requires: Destruction 6
Cost: 2/0/5/1 ??not sure what goes up based on TTL??
Demand of Supplication
You demand that your minions present only the choicest tribute for your pleasure. No tribute may be demanded for the turn following the ritual's performance.
Requires: Diabolism 5
Notes: It appears to add a bonus to your tribute roll modifier for the turn (maybe +10 or +20).
It is a contested roll against a dummy opponent. You succeed on 2d6+mod > 2d6. Chances of success for various power roll modifiers are: 5=90%; 6=95%; 7=97%; 8=99%; 9=~100%; 10=~100%; 11=100%
If the ritual fails, you can demand tribute on the next turn.
It does not seem to have an effect on manuscript demands (it generally feels like I get more manuscripts via tribute demands than manuscript demands when using demand of supplication).
Performing this ritual lets you convert tribute into prestige. If the ritual is successful, 10 prestige points are generated. It can only be performed once per turn.
Requires: Diabolism 6