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GlyphRiteofBinding

Glyph for the Mystic Rite, Rite of Binding

Mystic Rites are a type of Rite from Werewolf: The Apocalypse. Rites like Baptism of Fire, Rite of Binding, Ritual of the Questing Stone, Rite of Talisman Dedication, Rite of Becoming, Rite of Spirit Awakening, Ritual of Summoning, Rite of the Fetish and Rite of the Totem were first introduced in the Werewolf: The Apocalypse Rulebook, but weren't categorized as mystic rites until Werewolf: The Apocalypse Second Edition and The Apocalypse.

Overview[]

Mystic Rites bring the Garou into direct contact with the Umbra and/or spirit-beings. Unlike most other rites, these rites are most often performed by a lone Garou.

List of Mystic Rites[]

  • Unknown Level[1]
    • Rite of the Bright Candle - This relatively simple rite enables a Garou to bolster his will for a short period of time, at the expense of his long-term strength of will. To perform it, the Garou must chew on - but not swallow - properly enchanted and awakened psychoactive herbs.
    • The Rite of Dragon Awakening - This rite allows the ritemaster to awaken a Zmei. This is almost certainly a foolish act, since the Zmei are engines of pure destruction with no allegiance to anyone whatsoever. Controlling the dragon is flatly impossible, and it will likely eat the ritemaster as soon as look at her. But these are the End Times, so drastic measures are sometimes necessary.
  • Level One[2]
    • Appease the Traffic Gods - Glass Walkers and Bone Gnawers know that it's nearly impossible to get across town in hurry, especially around the morning and evening rush hour - and in very large cities, those morning and evening rush hours edge closer together every week. Garou can do it in their lupine and near-lupine forms, but most of the time traveling across town as a gigantic wolf isn't a reasonable thing to do. This ritual allows a Garou to get the attention of the pattern spiders that nurse the ebb and flow of traffic patterns across a city's streets and highways. The rite asks them to nudge things here and there to provide the clearest possible path for the Garou's vehicle. Lights turn green just as the character hits them, or stay green just long enough for the character to sneak through - or, failing that, nearby cops are distracted as the Garou runs the red. Note that Appease the Traffic Gods can't perform miracles: if there's an accident at one of the main intersections in town, the best this rite can do is free up an alternate side route. The "traffic gods" may well simply manifest in the form of a convenient ambulance or fire engine for the characters' vehicle to slipstream through traffic, but Garou should be aware that this rite won't protect them if they violate the simple and obvious rules of the road. Appease the Traffic Gods will never, for instance, lure a character's vehicle to drive on the sidewalk.
    • Baptism of Fire - Most tribes attempt to track down all children born to their Kinfolk within one month of the children's birth to see if they "share the blood." Those who are Garou are "baptized" in the light of their auspice moon, beside a rite fire. Such a baptism most commonly involves mingling ashes with a few drops of Garou blood; the mixture is then touched to the child's ears, nose, eyelids, and tongue. In the presence of one of the lesser tribal spirits, known as a Kin-Fetch, the babe is then held up to the moonlight while the baptizing Garou howls Gaia's greeting to the newborn. The ritemaster then has the Kin-Fetch kiss the infant. The spirit's fiery kiss inscribes a spiritual brand upon the babe in the form of the newborn's tribal pictograph. This mark is not visible on the newborn's body; the only mark left is spiritual. It is impossible to remove this spiritual brand. Such a mark can be traced and recognized by all Garou (including the Black Spiral Dancers, who all too often track down cubs of other tribes and capture them in order to create more of their foul number). The participating Kin-Fetch spirit is assigned to watch over the young Garou as she grows to maturity, so that the tribe may always know the child's location and whether she is endangered. When the child is about to undergo the First Change and is ready for the Rite of Passage, the spirit alerts the tribe. Unfortunately, minor spirits are notoriously weak-willed and easily distracted. All too often a Kin-Fetch loses track of its charge or becomes lost itself, leaving the young cub on her own. Such "lost cubs" often become Lunatics or recluses, terrified of themselves and unable to understand their powerful primal urges.
    • Preserving the Fetish - This rite is designed to honor and preserve a spirit within a fetish, or other spirit-imbued object. Each Garou who practices the rite introduces small variations, depending on the type of spirit and fetish involved. The rite generally includes cleaning the fetish, and perhaps even re-coating damaged layers of paint or making other such similar repairs, though many Garou (and spirits) prefer fetishes that appear to be veterans, not brand-new. This rite is often assigned to cubs, who are subsequently given the task of maintaining the fetishes of the sept. This is usually also the only time cubs are allowed near the arsenal of the sept.
    • Rite of Binding - This rite binds a spirit to a Garou, making it his servant. The more powerful the spirit, the more difficult the process. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should be bound only when needed; they do not feel good about binding spirits for great lengths of time. This point does not go uncontested, however, particularly by the mystics of the Uktena tribe. Spirits trapped through this rite may be bound into temporary service, or into objects to create talens. No spirit willingly allows itself to be bound unless it is friendly to the binding character's totem. Spirits can be bound into objects, places and people, although the Garou generally don't perform the last feat unless the need is great. Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the mystic.
    • Rite of Feeding the Wolf - The Glass Walkers may be masters of adapting to the urban environment, but it has come at some cost. The wolf blood in them has grown thin, and it has become perilously easy to lose the wolf or fall into Harano out of simple neglect for their wilder side. Some Glass Walkers use this rite as a means of reconnecting with their more primal self. Sadly enough, the rite s not of Glass Walker origin; it was pioneered by another tribe (some say the Red Talons) as a means of reinforcing their identity in the hostile urban environment. The rite was allegedly shared with the Glass Walks as an act of friendship, which casts some doubt on the idea that it was a Talon creation.
    • Rite of Going to Water - This rite is a form of personal purification which takes its form from the Cherokee ritual called "going to water." Like the Rite of Cleansing, it removes existing contamination from the Garou performing the rite; it can, however, be used simply as a preparation for involvement in other rites. To perform this rite, the Garou must immerse herself in a stream or pond (running water is best, but not necessary) while expelling all inner impurities and worries in a howl of release. This rite is most commonly known to the Uktena and Wendigo.
    • Rite/Ritual of the Questing Stone - This rite allows the Garou to find someone or something. The Garou must know the name of the object or individual. The difficulty of the rite is reduced if the Garou has some piece of the object or person (for example, a clipping of hair or piece of cloth). The Garou must dangle a stone or needle from a thread while concentrating on the item or person sought. Glass Walkers often use maps and substitute a compass for the traditional stone and thread.
    • Rite of Silence – Garou who need to be silent use this rite to make up for any lack in natural ability. For the duration of this rite, the Garou are incapable of making any noise even if they bang on a drum or shatter glass. With the assistance of Raven-spirits, the Garou can sneak through dry underbrush or over a gravel road without making a sound.
    • Rite of Talisman Dedication - This rite allows a Garou to bind objects to her body, allowing these objects to fit the Garou's various forms (jeans will grow to accommodate the size increase of the Crinos form, etc.) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens automatically remain with the Garou in all forms. A Garou most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual.
  • Level Two[3]
    • Call to Arms - This rite is performed in identical fashion to the Rite of Spirit Awakening. Rather than waking the inactive spirit of an object or plant, though, this version of the rite calls to the spiritual half of a werewolf slumbering under the effects of the lupus Gift: Hibernation. It wakes the sleeping Garou prematurely, which prompts a Rage roll at +1 difficulty from the target.
    • Call to the Lost - Traveling from the material world into the Umbra and back is not only a werewolf's birthright, but a necessity for maintaining the balance of self that Gaia intended for her defenders. Doing so can be dangerous, though, especially in times such as these. Sometimes things go wrong. A packmate becomes caught in the Gauntlet itself, trapped between worlds. A werewolf is injured and alone in a Realm far from home, unable to return on her own. A comrade suffers the burden of Harano and walks among the spirits for too long, becoming disconnected from the physical world, forgetting who she is. A pack strays too far from the path given to them by their spirit guide and can't find their way back. In cases like these, this rite can be used to call the wandering soul back to where it belongs. The ritemaster builds a fire scattered with fragrant herbs, burns incense, smokes a large pope of tobacco and herbs, or otherwise creates a great amount of strong-smelling smoke. Once the fire is lit, he drums and howls, beating the mother rhythm and calling out long and loud. The searching call echoes out across the Umbra, seeking the wandering one by name. In time, if she doesn't fight the call, the lost soul will arrive at the site of the rite, though she may need the ritemaster's help to cross over the Gauntlet. This rite can also be used to return a Stargazer's mind to her body if she becomes lost while traveling the Astral Umbra; in this case, it must be performed over her body, which is painted with glyphs in a combination of ochre and blood.
    • Calling the Spirit Guide - This rite serves as a quicker way to summon spirits while in the Umbra, but only spirits that can guide the summoner to a location. The spirits summoned with this rite will not teach the character anything or assist in the usual ways, but can be asked to help find a place, person or item within the Umbra. The rite involves calling out through a specialized dance and chant taught to the Garou as she learned this rite.
    • Read All About It - When the Glass Walkers and their urrah brethren need to spread the word about something important to all Garou in the city, but don't want to draw direct attention to themselves as they might with a howl, they might use the rite Read All About It. This rite is most appropriate when the message that needs to be disseminated is important but not urgent - "Be aware that the Chief of Police is in league with a Wyrm-cult" might work, while "We're under attack by Black Spiral Dancers" is not a good choice for this rite. The Garou picks out a message of 100 words or fewer and uses Read All About It to insert that message into a local newspaper, concealing it such that only Garou can read it. The message might be placed anywhere in the paper that a short blurb might appear - the sidebar along the front page, short local news items, or the classified ads. Anyone subject to the Delirium simply will not see the message, instead glossing over it as an uninteresting news item. Garou can easily identify such messages as being special, however, and their eyes are drawn to them, making it quite likely that any werewolf who reads the paper will realize that it contains a special message for Garou only. Unfortunately, the Glass Walker who developed this rite didn't consider that Black Spiral Dancers, being Garou, could also see the messages; however, other creatures in the thrall of the Wyrm cannot see it. It is rumored that the Glass Walkers have developed a similar ritual for use over the Internet, concealing important information in otherwise nonsensical spam email, Usenet, or message-board posts.
    • Renewing the Talen - As a form of lesser fetishes almost, talens are spirit-imbued items that have a limited number of uses: one. Some talens can be "refueled," however, with this rite. This rite charms and seduces the spirit involved to return to the talen, and it must be performed through singing and enticing and other forms of beguiling.
    • Rite of Becoming - This rite is cast only at an Anchorhead domain. It enables the Garou to travel into the Deep Umbra. To perform this rite, the Garou must make a braid from three of her hairs, three pieces of fine copper wire and three tendrils of ivy or other vine. Lengths of silk thread are sometimes substituted for the hair or wire. When the braid has been constructed, the Garou ties it around his own wrist and howls three words of power. The Uktena often drink a bitter potion that loosens the Garou's spirit from the Tellurian, while the Black Duries always perform this ritual in threesomes, never traveling the Deep Umbra alone.
    • Rite of the Dreamtime - This niche rite allows the ritualist to fall into a deep trance or sleep, and force her dreams to take the shape of a given Chimare to her will.
    • Rite of Spirit Awakening - This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Garou must play a rhythm on some form of instrument (drums being the most common). While the Garou plats, other participating Garou (if any) pace around the ritemaster, howling and growling in counterpoint to the beat. When performed on a mundane item, this rite enlivens the object's spirit, causing it to awaken and appear in the Umbra. For example, if the rite is performed on a VW bus, any Garou steeping sideways cold see the bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to anyone on the Umbra. When performed on plants, this rite is known as sanctification. Plant-spirits are benevolent, and an awakened Plant-spirit will lend its powers as though it were a talen (one use). Different plants grant different abilities when sanctified. For example, sanctified foxglove protects against faerie magic (adding two to the difficulty of any faerie spell).
    • Rite of Awakening -
    • Rite of the Spirit Brew – With this rite, a Garou imbues a small volume of water with Gnosis. The most time-consuming aspect of the rite involves actually creating the container. It must be sturdy enough to survive long journeys but ready mystically to hold the spiritual energies. This process allows the Garou to store a reserve of Gnosis for use during a particularly grueling conflict or extended journey.
    • Ritual of Summoning - Garou mystics are adept at calling spirits. This ability can range from summoning minor Gafflings to invoking totem spirits to seeking counsel with Incarna. Summoning spirits involves complex rituals, long periods of meditation and tribal mantra chanting. Within the spirit world this process is far easier. This rite compels spirits to seek those who call them; furthermore, once the summoning is successfully completed, the spirit cannot escape its called and must attend the mystic. Many spirits, particularly minor ones, are too weak to resist a powerful summoning; powerful ones come out of curiosity. The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit, and the strength of the area's Gauntlet.
    • Rite of Talisman Dedication - (See Above)
    • Rite of Tying the Snare - Snare-spirits are subtle and persistent entities of the City's Umbrascape, trapping humans, other spirits and Banes in the city. This rite invokes their power to bind a specific enemy to a particular location, even if only for a while. Calling on these Weaver-spirits is a potentially dangerous endeavor; if the rite is performed improperly, the snare-spirits will likely try to bind the ritemaster into the Pattern Web. But success can leave an enemy right where the ritemaster wants him; several vampires have gone up in four-alarm building fires thanks to this rite. Using this rite, a ritemaster must first walk, run, or otherwise move round the area to be bound. She must name that which she wishes to bind, and the name must be sufficiently accurate - "the vampire who works in this building" is not precise enough, whereas "the vampire who works in this building under the alias of Mr. Vincenzo" will suffice. She then invokes the trapping spirit, and "ties a knot" round the area. If the rite is successful, the target of the rite will find it difficult to leave the area - barricades are harder to shift, doors lock themselves, and so on.
    • Rite of the Ziggurat - The Glass Walkers and Children of Gaia learned long ago that just as nature combines functions in a forest, Garou can "stack" rites atop one another for more powerful magic. Originally, urban septs performed rites atop ziggurats, in cathedral towers, or even on top of pyramids, but the skyscraper caerns of Glass Walkers make this much easier now than it was earlier. The City Farmers even take advantage of the principle to grow trees and vines up through lightwells, creatin open, Gaian spaces within the huge buildings. The Rite of the Ziggurat unites and strengthens other rites. It is useful when two or more rites (even minor rites) are being performed atop one another in a multilevel structure. The use of intercoms, cell phones, and even closed-circuit TV and webcams makes this much easier. For example, a group of Garou Greeting the Moon could synchronize their actions with another pack consecrating a fetish two floors above and a Rite of Renown one floor up.
  • Level Three[4]
    • Rend Trod - This rite allows the Garou to literally rip into the fabric of a Trod's reality. She takes her claws to any solid object within the Trod, and she slowly tears through it. She continues to rip and tear through that object, and any number of others until she's torn up a quarter mile of the Trod in total, at which point the key vanishes for a year and a day, and anyone can pass through.
    • Rite of Blood Kin – Finding friends in an unfriendly world can be a challenging and even dangerous task. This rite discovers any Kinfolk unknown to the werewolf. Any Garou undergoing this rite enters a hypnotic state wherein he whispers the names of his ancient relatives. At the end of this lengthy rite, the identities of his existing kinfolk are mystically added to the list. The rite, however, cannot tell the Garou anything about the disposition of the Kinfolk; neither does it reveal Wyrm-taint or other supernatural influence.
    • Rite of the Fetish - This rite allows a Garou to create a fetish (an object with a spirit bound into it). To do this, the Garou must first cleanse the potential fetish by placing it under running water (even tap water), burying it in pure earth, exposing the object to constant breezes or suspending it above flame for three consecutive nights. The Garou must then force of persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.
    • The Rite of Luna's Eye - The War of Rage made the Garou many enemies among the Fera that claim most of Africa as territory, and werewolves travel those lands at their own peril. As well, Garou cannot keep vigil over every place on Earth to spot places where the Wyrm will strike. With this rite, however, nothing is beyond the gaze of those Silent Striders standing watch from Tullu Demtu.
    • Rite of the Shadow Play - While most Garou are familiar with the friendly spirits known as Lunes, fewer know their more secretive cousins. This rite calls on the Blood Lunes, spirits of lunar eclipses and the far side of the moon. These elusive Jagglings see all but say little, lurking just beyond sight wherever moonlight shines. A werewolf who coaxes them out properly can draw on their abundance of ancient observations from unseen corners of the world, asking questions about the history of an elusive subject and receiving a cryptic shadow play in answer. Blood Lunes don't usually care about knowledge that's known by many, and they tend to forget it. They only retain secrets, and so only secrets can be learned from them. This rite doesn't actually summon the Blood Lunes into the material world, if performed there; it only draws them close to the Gauntlet to pass on their hints. This rite must be performed during the full moon, when its light shines fully on a surface. The Garou must have some physical representation of the subject of her inquiry on hand. This could include a lock of hair or a severed finger, a carved bone resembling a spirit, sand from a particular beach, or even a photograph. She sacrifices a nocturnal animal - usually a bat - then takes awakened psilocybin or peyote. Having done so, she places the token on the ground, lets her shadow fall upon the bright surface, and dances. As she does, her shadow acts out her questions in symbolic gestures. She must repeat these motions until her shadow separates from her and acts out its own story. Other shadows join it, presenting an enigmatic tale that she must interpret for clues that answer the questions. The tale may not even obviously reference the subject of the query, but with the proper interpretation, she can still glean.
    • Rite of the Spirit Pass - The performance of this rite causes spirits in the Aetherial Realm to accept the Garou's presence in their midst without question. In essence, the Rite of Spirit Pass makes Garou almost invisible to local spirits. Those who do notice the Garou experience a positive alteration of their normal attitudes towards visitors. Friendly spirits become actively helpful while neutral ones regard the Garou with amicability. Normally hostile spirits restrain their instinctive dislike for the Garou but may become helpful if offered something of value to them. Note that spirits who act as guardians for Incarnae and their realms are not subject to this rite, and may become hostile if it is cast in their vicinity. A Garou may perform this rite for herself, for another Garou or for a group. Each participant in the rite must undergo a ritual cleansing and a brief period of meditation in order to purge their material forms of anything that might offend the spirits of the Aerherial Realm.
    • Rite of the Totem - This rite binds a totem to a group of Garou. It is most often performed during the formation of a pack. During this rite, all Garou who wish to bind their destinies to a particular totem spirit must coat their eyes with an infusion of saliva and mugwort (or another substance holy to Gaia) and step sideways into the Umbra. In the spirit Realms, the ritemaster leads the Garou in a hunt for the spiritual spoor left by a totem spirit. Such evidence varies with the spirit, but is always found by Garou worthy of the totem's attention. Even tracking down the spirit does not guarantee success, for the totem must decide whether the Garou are worthy to become its fosterlings. An undecided totem may require a quest of the supplicants, though this is almost never required if the pack has just successfully completed a Rite of Passage.
    • Rite of Weeping for a Vision – The native tribes adopted this rite from their Sioux brethren. After preparing a sacred pope of tobacco and entering meditation on a hilltop, the Garou receives visions. Unlike the Sioux ritual, however, the Garou's spirit actually leaves her body and travels into the Umbra. Once there, spirits assail her with visions of her possible futures or memories of her past.
  • Basic
    • Rite of the Cup - This rite allows two or more entities to exchange or otherwise transfer Gnosis, either receiving or giving it. The rite requires at least one Garou. Other participants can be Garou or spirits. The Rite of the Cup requires that each Garou participant spends one of the following Mental Traits: Calm, Disciplined, Insightful, Intuitive, Patient, Reflective or Wise. If the Garou in question does not possess one of these Mental Traits, he may not take part in the rite. The actual order of the rite is as follows: A ritual cup is prepared, which can be any kind of container, from a styrofoam coffee cup to a crystal goblet to a beer stein. The container is filled with water. At this point, everyone involved in the rite decides to whom his Gnosis goes. If there is a dispute, the person who is performing the rite decides how the Gnosis is shared. Once the rite begins, the Gnosis cannot be removed or redirected. The Gnosis "travels" through the water into the appropriate individual and the rite ends. The passage of the Gnosis into the water is purely symbolic; no one needs to take an actual drink to get his Gnosis. Gnosis may be stored by performing this rite with the assistance of an invested, bound spirit who agrees to hold the Gnosis, which is accessed again by another use of the rite (investiture is discussed under Rite of Binding). There is no effective limit to the amount of Gnosis that can be transferred, but a Garou or an invested, bound spirit cannot hold more Gnosis than his Gnosis Pool allows.
  • Basic/Intermediate
    • Anchoring - This prevents a spirit from leaving and gives the Ritemaster the power to communicate with the bound spirit at will. Thus, the spirit can use its senses to report to the Ritemaster. This binding, which allows the spirit to use its Charms, Abilities and Traits, is temporary, although it can be made permanent later. Septs often bind spirits in this manner to have them watch over their bawns. This kind of binding costs one Gnosis Trait, plus one extra Gnosis Trait if the bound spirit is a totem or Incarna avatar. The Ritemaster must ask and receive permission to bind the spirit in such a fashion. This can either be a result of roleplaying or of several successful Mental and Social Challenges. This version of the Rite of Binding gains the Ritemaster no Notoriety. This is the equivalent of "working a part-time job" to a spirit.
    • Imprisonment - A spirit is bound into an item, which subsequently imprisons that spirit. The spirit cannot break free unless someone breaks the object or the binding. A Garou wishing to imprison a spirit usually beats the spirit into submission, and then, when the spirit has only a little Power remaining, enacts the Rite of Binding and imprisons it. The Garou can communicate with a spirit bound in this manner, although the prisoner cannot use its Charms. It can, however, use its Gnosis in Social and Mental Challenges, particularly with unsuspecting Garou who might be persuaded to break its prison and set the spirit free. By the time a spirit is freed after many years of imprisonment, it is usually restored to full health and Power, and is quite angry at the person who originally bound it. Regardless of whether a spirit is evil when it is bound, a Ritemaster gains an automatic Notoriety Trait just by performing this version of the Rite of Binding. The Rite of Binding requires 10 minutes of game time and the attention of the Spirit Keeper.
    • Investiture - A spirit is bound into an item, which then becomes a specific talen. The enchanting Garou spends a Gnosis Trait and one other appropriate Trait in the investiture, and must get permission from the spirit so invested. The result is a talen. A talen must have a spirit of an appropriate affinity (Bane Arrows must have spirits of War in them, etc.) The spirit stays bound until the talen is used.
  • Level Four[5]
    • Rite of the 13th Floor - The Garou keep many secrets, something that becomes tricky in the enclosed and overpopulated realm of the city. This rite draws upon the power of local superstition, allowing either the 13th floor of a tall building or room #1 in a hotel to go unnoticed. The performance of the rite involves placing unlucky symbols such as pictures of black cats or the number "13" by the entrance of the place to be hidden. Som ritemasters trying to conceal a hotel room perform a fake ritual murder in the bathroom; those with a captive loyal to the Wyrm may go the extra distance to make the ritual real.
    • Rite of Excoriation - This dreadful rite forcibly strips the totem bond from a werewolf (or a pack). To perform this rite, the ritemaster must paint glyphs representing both the totem bond in general and the specific totem in question on the subject's body. The higher the number of totem dots the totem possesses, the more the subject must be covered. The ritemaster then carefully flenses the skin beneath the glyphs off and waits until the subject's regeneration heals the wounds. Finally, the bloody, painted scraps are burned to ash (in the oldest forms of this rite, they are cast into a vat of molten silver).
    • Rite of The Guardian Spirit - This rite binds a spirit to a sept, making it into the sept's totem. The details of this rite vary depending on the spirit. However, the rite always begins with a lavish sacrifice to attract the spirit's attention. Then, one or more champions acting on the sept's behalf proves their worth with a display of strength or skill. A sept hoping to attract the attention of a Totem of War might pit its champion against a captured Bane in ritual combat, while a sept attempting to woo a Totem of Respect might perform a play commemorating an ancient Garou victory. A Totem of Wisdom or Cunning, on the other hand, might be impressed by a ritualize debate on arcane details of the Litany. Finally, if the rite is successful, it ends with a second, even larger thanksgiving sacrifice and a celebration honoring the sept's new totem.
    • Rite of the Reefweaver - The shark-lords are said to have taught this rite to some very brave or very foolish Garou long past, in return for a favor involving a sky-stone (a meteorite). It organizes all the spirits in a given region into ecological harmony: Weaver, Wyld, and even some Wyrm beings can enter into a state of coexistence like the numerous entities of a coral reef. The peace produced by this powerful rite is that of Gaia, not the Weaver. Conflict and death will not cease, but the overall functioning of the system will be balanced and harmonious; humans, Garou, animals and spirits will all know this on some level. The ritemaster calls out, draws, paints, or otherwise creates a representation of the interconnectedness of all life, spiritual and physical, in the region where he works. He may roleplay this according to the Storyteller's will. Wyrm entities must be prevented from subverting the process and balanced with spirits of the Weaver and Wyld.
    • Rite of the Sparrow - The Rite of the Sparrow is performed when the Garou of a sept or pack wish to provide aid or support to a Garou of their number who is currently on a quest of some sort. The Garou performing the rite can only see his target when the questing Garou is traveling within one of the Umbras or is within sight of water. In order to perform the rite, the ritemaster must dip a small bird's feet (usually a sparrow's) into a mixture of blood and ashes. The ritemaster then dabs some of the same mixture onto the Garou before she embarks on her quest. The ritemaster then settles into a trance from which he can watch the questor's progress. If the questing Garou is injured or is otherwise in need of aid, the ritemaster may draw on his own strength and the strength of any other Garou who have participated in the ritual to aid their companion. This aid can come in the form of healing, Gnosis or the transfer of an object to the questor. When such help is given, the ritemaster releases the marked sparrow into the air. More than one sparrow may be used during a given rite.
    • Rite of the Wyld Machines - All urban Garou know that machines have spirits, and the potential to awaken. But buried deep, deep within the machines' Weaver-self is the Wyld seed from which it grew. Every bulldozer was factory-made from iron ore; each vibra-lounger comes from wood and fiber of Gaia. This more specialized version of the Rite of Spirit Awakening awakens the Wyld within any machine, stirring it to behave in ways no ordinary machine-spirit would dream of.
  • Level Five[6]
    • Rite of Spirit Union - This ancient rite was lost to time for centuries before it was rediscovered recently by a pack that ventured far into the Deep Umbra on a quest to find allies in their fight. Once, long ago, brave Garou heroes ready to risk everything to uphold their sacred duty to Gaia made pacts with spirits to merge with them, creating divine warrior beings with a werewolf's mind and prowess, and a spirit's power and nature. The union represents a serious imbalance, however, and is not sustainable. If the Garou becomes drunk on the power, or his need is so great that he cannot afford to let the spirit go before his task is done, he courts disaster. The petitioner must fast for one day and one night before the rite begins, readying his body to be filled with spiritual energy. He scribes glyphs on his body with his own claws, symbols of his dedication drawn in blood, and opened flesh that offers a gateway to the spirit. Then, he must go to the spirit he wishes to petition and make his case. The Rite of Spirit Union doesn't work if the spirit was summoned or commanded with Gifts; it must agree to the union of its own free will. Alternatively, the petitioner can bring along a ritemaster to perform the ritual for him, acting as a mediator. If the Garou (or his ritemaster) persuades the spirit to accede, the pact is made: the spirit agrees to inhabit the body of the petitioner and lend its strength to his cause, and in return the werewolf agrees to take no actions that would go against the spirit's own nature. Once the rite is complete, the two beings merge to become one. The werewolf retains full autonomy, and can only faintly sense the spirit's thoughts and emotions. The merged being takes on the appearance of a fantastical mix between the two.
    • The Ending Game - All Garou worry about the Apocalypse, even the Glass Walkers, But the form that the Apocalypse will take isn't clear to anyone. This Rite allows the Garou to see the form and nearness of the Apocalypse, as well as how it will affect her and her pack.
    • Flaming Death Spears - "Heaven gave the spark," a poet said; "to it return the fire." This rite takes any missile weapon and makes it into a weapon of apocalyptic power. In essence, it is much like the Rite of Binding; the weapon in question becomes a one-shot talen of great power.
    • Rite of Harano’s Folly – Harano dulls Garou claws and leadens their steps. Its whispers stoke black flames of helplessness, inadequacy, loneliness. In its grip, despair seems rational in ways other Garou simply must not comprehend. When a Garou feels they can't go on, it creeps in and takes hold. Overcoming Harano is no simple task. Using the Rite of Harano's Folly taxes the body and spirit of both the subject and the ritemaster. Harano can't be overcome if the participant is unwilling, nor can it succeed if the ritemaster and other Garou in attendance don't believe the participant is worthy of his place with the pack, tribe, or sept. Knowledge of this rite vanished when the Croatan sacrificed themselves to banish the Eater-of-Souls into the Umbra. An elder Child of Gaia Theurge has recently rediscovered it as part of her Rank challenge. Many whisper it was her own struggle with Harano which allowed her to tap into the spirits necessary to return this ritual to the Nation. Others excitedly suggest that it's a sign that Middle Brother, while forever gone, is not completely lost, and still aids their cousins.
    • Rite of Undying Pursuit - This potent but flawed rite was known to but a few Garou in years gone past, and has all but vanished from the world in modern times. The rite is designed as a last resort against particularly powerful enemies, a chance to hurl them into the Umbra and beset them with the spirits of Garou, condemning them to an eternal struggle. The ritual liberates the spirit portions of living werewolves present for the rite, binding them to the foe. However, the sacrifice of multiple Garou - Garou who are sure to die, and whose ancestor spirits will be lost to future generations unless they eventually win their struggle - is a hard thing to ask. In the twilight days of the dying Garou race, it can hardly be worth it. The ritemaster must paint herself with glyphs of death, vengeance and immortality, drawn in the blood of Garou or Kin. The invocations of the rite are a series of bloody oaths, each one proclaiming that not even death can keep the Garou from carrying out their duty to oppose the enemies of Gaia.

Auspicial Mystic Rite[]

  • Level Three[7]
    • Philodox: The Rite of the Blackened Moon - This rarely used rite creates a spiritually dead zone, essentially closing off a small space to Umbral access. The space can be no larger than a small hut or large room. Garou feel distinctly uncomfortable in this dead zone, and spirits trapped there can wither away to nothingness.

List of Tribal Mystic Rites[]

  • Level One[8]
    • Bone Gnawers: Rite of the Cardboard Palace - Through this rite, a Garou can transform any flimsy structure into a decent place to sleep. This often involves a lot of cardboard and newspaper, but the rite can be invoked just about anywhere you want to call home for the night. The new "walls" of your home become water-resistant and insulated, keeping everyone inside warm and dry. Not surprisingly, you can perform this rite in full view of the mundane populace without breaking the Veil. For some travelers, performing this ritual is just a matter of habit. It may simply involve making a few personal touches to make your space feel secure and safe. For powerful Theurges, the cardboard palace becomes a place of healing as well.
    • Children of Gaia: Last Blessing - The mere existence of metis threatens the Veil, as they are born and die in Crinos form. This blessing is given to a metis by the ritemaster after going to war and before the metis' face is cold in death. It simply ensures that the metis' corpse will be in that form which she most preferred (apart from her breed for, of course): human or wolf, arousing no suspicion. Many metis have received this rite with joy, seeing it as a sign of Gaia's forgiveness.
    • Fianna: Rite of Inspiration, or "Awen's Blessing" - This rite is used by a Fianna who is seeking inspiration for a poem, song, story or any artistic endeavor. The Garou must eat boiled pork while lying down in a dark room with his eyes covered and a stone on his stomach. If successful, he will granted an idea or some solution to a problem he was facing in his art.
    • Get of Fenris: Rite of Heritage - This genealogical rite is a favorite of Skalds and Foresti alike, albeit for slightly different reasons. Some Fenrir use it to verify the identity of a hero's descendants before passing on an inheritance; others use it to identify the father of a metis cub if none is forthcoming. The ritemaster draws the blood of the subject with a silver knife and sings a long paean to the ancestor-spirits of his tribe and any others that might be watching over the subject. As he completes the song, the ancestor-spirits whisper the subject's heritage into his ears.
    • Get of Fenris: Rite of Rune Carving - Get of Fenris Crescent Moons learn early on to respect and appreciate the power of the written rune, whether it takes the form of Garou glyphs or of runes of human origin. This rite is a prerequisite to the Rite of Rune Casting; it is with this rite that the rune-seer creates her talismans. The runes must be carved into the bones of enemies slain in battle, but may take whatever form is most spiritually relevant to the ritemaster. Most Fenrir choose Garou glyphs or the Futhark runes of the Norse, but a few Get have been able to make rune-bones carved with the Cherokee alphabet and even I Ching trigrams function.
    • Silver Fangs: Rite of Breeding - The rite is one of the secrets behind the Silver Fang's unusually high levels of Pure Breed. When a Fang feels that it is time for her to start a family, she enacts this rite and asks her house's totem to guide her to her best-matched mate. The werewolf meditates on her ancestry, using pictures, stories, photos or keepsakes and then calls to the totem for guidance. If the rite is successful, the totem grants her a vision of herself carried aloft in the talons of the totem to the home of the best prospect for a strong, worthy child. The rite does not guarantee that the prospective mate will welcome the werewolf's advances; just that he is a good genetic and spiritual match.
    • Uktena: Prayer of the Seeking - This is actually a modified (and much more complex) Prayer for the Prey, which is only taught to Uktena's children. Before a hunt for a specific item of lore or magic *such as a lost fetish or tome), the Garou prays while holding an attuned object *usually a water snake skin or, for the fortunate, an uktena scale). If successful, the Uktena finds the search much easier. If the attuned focus is lost, a new one must be found and attuned in order for the rite to work; attuned foci are personal and cannot be transferred. Smart Garou usually give some token of their gratitude for particularly successful uses of this rite.
    • Uktena: Rite of the Sacred Fire - The sacred fire is a focal point of spiritual life in many septs, for like the heart of the caern it connects the physical and spirit realms - the flame burns in both. Sacred fires are tended with reverence in medicine lodges or caves, or more rarely outside - spirits are attracted to them like the proverbial moths to a flame, so such a fire would make a site pretty crowded even for an Uktena caern. Building a sacred fire in turn increases the effectiveness of other mystic endeavors. A sacred fire is to be treated with respect. While an individual may remake sacred fires at need, it is considered more honorable to maintain one. Many septs maintain the fire for a year at a stretch, while other have kept theirs burning for years or even generations.
  • Level Two[9]
    • Bone Gnawers: Rite of Crash Space - Ratkin developed this rite initially, then traded it to a handful of Bone Gnawer Theurges for a big pile of shiny Loot. This rite is much like that of the Cardboard Palace, but further "dedicates" the space for peaceful reflection and meditation.
    • Bone Gnawers: Rite of the Shopping Cart - When the ritual is performed on any carrying space or cargo-carrying device, it can be expanded to hold more stuff, loot, or junk. In a sense, the inside becomes slightly larger than the outside. The container doesn't bulge or distort; even bulky items become easy to carry.
    • Fianna: Feast for the Spirits - Since the dawn of religion, worshippers have made offerings of food to gods and spirits. The Fianna do so to honor ancestors at feasts, reminding them of their former lives and strengthening their ties to kith and kin. Theurges also enact the rite as chiminage to spirits who want a taste (literally) of what the living enjoy.
    • Glass Walkers: Reconstitution of the Will - This week-long rite usually takes place during seasonal rites, such as Promethean Daze. When completed, all Garou participating in the rite regain their full Willpower points.
    • Glass Walkers: Running With the Wyld - Called upon at Raves, the rite starts off at a low tone and then escalates into a frenzied pitch. Galliards draw down the power of the Wyld and imbue those assembled with its might. All Garou participating in the rite regain their full Rage points.
    • Shadow Lords: Communion with the Storm - It is easy to lose oneself in the intricacies of Garou society, and to forget that the ultimate goal of all the politicking of the Shadow Lords is the defeat of the Wyrm and the restoration of Gaia to her normal state. Many Shadow Lords thus turn to this rite to remind themselves of why they're fighting, and of what it is that they're supposed to be fighting for. In the process, they focus their Rage and their ambition so that they may more effectively accomplish their tasks. This rite is always performed in the midst of a heavy thunderstorm, but is its only constant. It may be performed singly or in groups, at any time of day or night, and in any part of the world. So long as Grandfather Thunder's touch is present, that is all that matters.
    • Silent Striders: Rite of the Spoken Page - The Garou seldom write things down, and the Silent Striders commit words to paper even less frequently. Humans write all the time, however - and so do some other supernatural beings. This rite summons an ibis-spirit and sets it to reading the designated manuscript (or sarcophagus, or hand-written notebook) aloud. It has practical uses beyond simple hands-free reading: it has been used to "read" many books at once, listening for a key word of phrase; to learn to read a language the Garou can only speak; or to simply decipher criminally bad handwriting. Curiously, if the writing is less than one month old, enough of the author remains with the message that the ibis-spirit reads it in the author's voice.
    • Stargazers: Rite of Knowing - The Stargazers, ever on a quest to answer the riddles of the cosmos, often turn to divination to puzzle out some of the more oblique conundrums of the universe - sometimes to even solve those questions that haven't yet been asked. There are many forms of divination available to Stargazers (or to anybody, really). Sciomancy is divination by shadows or darkness. Divination by smoke is called Capnomancy. Onomancy is the divination by the letters in a person's name. Tephramancy is divination by ashes, catoptromancy is divination by mirrors, and austromancy is divination using the wind as a guide. There are other popular divination tools, as well. The chosen form of divination uses it and believes in it. The Stargazer lays out her divination tools as proper (which may involve throwing bones, dice, or standing on a peak and examining the winds). The items before her then literally become infused with their spiritual counterparts. Dice may begin rolling of their own accord, the winds may begin blowing and whispering in the Stargazer's ear, and ashes may hang suspended in the air and reveal a shadowy face. Secret truths are imparted to the Stargazer, though they are not particularly clear at first.
    • Wendigo: Rite of the Sun Dance - A worthy Wendigo can make contact with the spirit-world without the use of drugs or smoke, driving herself into a state of Reaching simply by enduring pain. At the center of the caern or Glade, the participants must carve and erect a wooden totem pole, decorating it with long straps of rawhide or caribou skin. At the top of the pole, a caribou skull should be affixed, facing northwards. At the end of each strap hangs a sharpened hook, sometimes made of silver. At sunrise, the ritemaster, or the Garou who will undergo the rite, allows the hooks to be fastened into her flesh. Once the hooks are secured, the participants encourage the werewolf with a Howl of Introduction, announcing her intentions to Helios and the spirit world. Then they depart, leaving her alone, and the Sun Dance begins. Frequently, the Garou also cuts or otherwise mutilates herself repeatedly for a maximum amount of pain, offering up her blood in sacrifice to Gaia and Great Wendigo. The Dance usually lasts until the werewolf rips free of the hooks or otherwise collapses, although the longer she can continue through the pain and blood loss, the more power she can draw to herself.
  • Level Three[10]
    • Black Furies: Birth the Fire Warrior - In ancient days, legend holds that the goddess Coatlicue faced an angry horde of her own children, who charged her with betraying their father, Mixcoatl, by the hand of a sky-spirit. When all seemed lost, Coatlicue crouched and gave birth to the child of her union with the sky-spirit, the god of fire and war Huitzilopochtli. Huitzilopochtli emerged from the womb full-grown and fully armed; he drove off or slaughtered the mass of his half-siblings in his mother's defense. With Birth the Fire Warrior, a Mother can mimic Coatlicue's desperate act of incarnation, and give birth to a warrior child spirit to fight on her behalf in times of peril. She must ingest a foul mixture of herbs, hot spices, and spring water, and then calmly and quietly invoke Gaia. The warrior emerges from the Mother's womb as bloodily and messily as one might imagine such a thing - however, the spirit "labor" takes place far faster than would otherwise be the case. The warrior emerges from the Mother's loins in a plume of fire, sword in hand, and proceeds to attack her enemies until it is destroyed or there are no enemies remaining. Birth the Fire Warrior can be used whether the Mother is pregnant with a real child or not, and its emergence generally does not affect a child in the womb.
    • Bone Gnawers: Rite of the Cardboard Fortress - This rite, an amalgam of Rite of the Shopping Cart and Rite of the Cardboard Palace, requires thinking "outside the box." The results would look something like this: Using duct tape and at least one cardboard box, the ritemaster dedicates the box so that it's much larger on the inside than it is one the outside. This involves creating a "pocket realm" of the Umbra accessible to anyone with the Gnosis Trait. The box must at least be large enough for the ritemaster to crawl inside, along with a flap that can open and close. Depending on the success of the ritual, once the proper rites have been finished, up to five Garou can fit inside with enough room to barely move around without bumping into each other. (In theory, they could square dance or do calisthenics, but couldn't play tackle football.) If the box is opened or destroyed, there is nothing inside it, at least in the physical world. Instead, the Garou may exit their secret cardboard fortress through the Umbra. Multiple cardboard boxes can be taped together to hold multiple shapechangers.
    • Children of Gaia: Rite of Asklepios - The ancient Greek healer Asklepios was the greatest physician of the ancient world, and the Children and their Kin aided his cult for a thousand years. This rite allows the ritemaster and his patient(s) to see the correct cure for diseases and wounds untreatable normally. Only a few Children of Gaia still know it.
    • Children of Gaia: Rite of Blood Kin - The Children of Gaia have perhaps more and better-organized Kin than any other tribe, but even they are sometimes outside the Kinfolk network. This rite seeks Kin that the ritemaster does not now. The Garou will entrance himself and then whisper the names of all the ancestors whom he knows. (Some homids write the names, use a computer, etc.) At the end of the rite the names of previously unknown Kin will be added to the list. This rite does not tell the Garou anything at all about the Kin; more than one Child has run afoul of Skin-Dancers this way....
    • Children of Gaia: Rite of Gaian Blood - This rite causes the subject's blood to course with the living power of Gaia. The blood is painful to vampires, who can take no nourishment from it (though it does not harm them). Wyrm beasts also cannot abide the taste of the blood, or the smell of the subject. They must make Willpower rolls in order to touch the subject, or do anything that will bruise the subject, or cause her blood to be spilled.
    • Children of Gaia: Sin-Eating - This rite allows the ritemaster to end the suffering of others by taking their Wyrm-taint onto himself. It can cleanse both the living and the dead. The rite is reflected in a few rural communities in the Appalachians and elsewhere, where humans attempt to take the sings of others onto themselves to release a dead soul from Hell.
    • Children of Gaia: Sing the Many Shapes - The Garou are warriors, even the Children of Gaia. But the Garou have warred not only on the enemies of Gaia but on the Fera, and even on their own kin among the Bunyip. This rite mourns the lost and brings understanding of the seasons and results connected to the long-ago battles. The Speakers for the Dead often perform it in Australia in Bunyip bora rings or in the Camazotz caves of Mexico.
    • Children of Gaia: Rite of Talisman Adaptation - This is similar to the Rite of Talisman Dedication but is mor powerful. Talismans under this rite actually shapeshift into forms which are usable by the Garou, instead of "disappearing." Each counts for triple the Gnosis of a dedicated item: a Garou with a 7 Gnosis can have only two items adapted to her. For example, a Garou's clothes would adapt to the new body shape: a Garou might have a vest for tools in her Homid form, which would change into a Crinos-sized vest, and then shapeshift to Lupus, when it would become fitted to the wolf-body. A backpack would become a dog-pack, and so on. Note that frivolous items, such as high heels, stereos or coffee mugs, will not work and will cause loss of 3 permanent Gnosis if adapted.
    • Children of Gaia and Jesal Voice-of-the-Sands: The Rite of the Sacred Gift - This rite, known only to the Children of Gaia (and Jesal Voice-of-the-Sands) was developed centuries ago in an attempt to combat Set's Curse. It simply allows one werewolf to shunt his Gnosis into another. In theory, this rite could be used to transfer Gnosis to or from Fera as well, but this has never been attempted (at least not to the knowledge of anyone living). The rite is simple enough to perform: the ritemaster drinks from a cup, lifts it up and utters a blessing, and then, while still holding it, tilts it so that the recipient can drink. If the cup leaves the ritemaster's hands at any time during the rite, the ritual is disrupted and the Gnosis list.
    • Fianna: Rite of the Foeman's Vigil - Severed heads can be more than a trophy, they can be a ward. In this modified version of the Rite of the Fetish, the ritemaster takes the head of a newly taken foe (within the last 24 hours) and rebinds the spirit within it in service to the Garou. When put in place (usually buried under a pile of stones or place on a pike or wall), the head emits a shrill, undulating wail if any unwelcome visitor approaches within 20 yards of the head. It will cease to function if moved or broken, if it is activated too many times, or until the third Samhain after its creation; then the spirit flees. A rarely used variant of this rite (known as Hero's Vigil) uses the head of a recently killed Fianna hero (should the spirit be agreeable to the binding).
    • Get of Fenris: Rite of the Lodge House - The Fenrir are well aware of the dangers of letting their tempers get out of hand. Although a visitor or rival might deserve to be ripped limb to limb, it is neither honorable nor prudent to slay other Gaian werewolves in a fit of frenzy. Fenrir often bolster their self-control at formal moots with this rite, which soothes the Rage of participants so that they can avoid "diplomatic events." To enact this rite, the Get must be inside a house pleasing to the spirits in some respect; the lodge-houses, longhalls or other structures within a Get caern are ideal, but any building that has been marked as open to the spirits of Gaia will suffice. The ritemaster opens each door and window in turn, inviting in the spirits of wisdom and granting the spirits of Rage permission to leave if they see fit. If the rite is performed correctly, those within the lodge are much less likely to lose control of their Rage until the meeting ends.
    • Get of Fenris: Rite of Rune Casting - This prophetic rite enables the rune-caster to see hints of the future in the patterns the runes form as they fall. At the climax of the rite, the ritemaster casts a few runes from her personal rune-bag onto a hide skin or other sacred cloth, studying the patterns there to see what the spirits mean to tell her.
    • Red Talons: Rite of Prophecy - Similar to the Rite of Weeping for a Vision, this rite allows the Red Talon to ask Gaia for a glimpse of things to come. Talons of all auspices learn this rite, but the Theurges are normally the only ones who use it more than once. The Red Talon must go somewhere that she will not be disturbed. She must then find something that holds her attention; the movements of clouds in the sky, a parade of ants marching to their home, the swirling of running water - any these will do. The supplicant simply allows her mind to unfocus and waits for the vision from Gaia. The vision thus granted may be helpful and might well grant the Red Talon some insight into an immediate problem. However, Red Talon "history" is fraught with tales of Talons who have foreseen events such as nuclear blasts, the War of Rage, the War of Tears, and battles that might or might not be the Apocalypse itself - and simply haven't been able to interpret the visions in time. While nearly every Maste of the Rite at a Red Talon caern knows the Rite of Prophecy, they rarely use it. To know the truth, but not what the truth means is more painful than most Garou can bear.
    • Red Talons: Rite of Wilderness Reclaimed - This rite is performed by the Red Talon pack as a whole, and has no ritemaster as such. It is performed in an area that has been defiled by the Wyrm or the Weaver, and is a way for the Red Talons to lessen the blow. Those who are to participate in the rite stand in a circle with their noses touching. They concentrate, and each pack member slowly, over a matter of minutes, slips into a trance state. They then can see the blighted area as it once was, when it was dominated by the natural forces of Gaia. The Garou look at this scene of beauty and rightness for as long as they need, then one by one they break contact, and the vision fades. The Red Talons involved then usually dedicate themselves to returning the area to its natural state. Indeed, in the weeks and months after the performance of this rite, some manifestations of Gaia do begin to return, even if it is just weeds in an abandoned city block or a flower in an open-cut mine.
    • Silent Striders: Descent into the Underworld/Dark Umbra/Enter Dark Umbra - Most Garou think of the Umbra, the Gaian spirit world, as the only spirit realm that sits close to the physical world. Most Garou are wrong. The Underworld - the Land of the Dead, the Dark Umbra - sits astride the physical realm just as the Umbra does. Within it lie the ghosts of thousands of humans who died unable to let go of some aspect of their mortal lives. These days, the Underworld is a tremendously dangerous place. A few years ago a cataclysm set off a series of hellish storms that still threaten to rip the lands of the dead apart. The ghosts are more desperate these days, and the storms that rage outside the cities of the dead can harm even the doughtiest Silent Strider warrior. Owl accompanies the Garou into the Underworld, but few other traditional totems do the same.
    • Stargazers: Rite of the Seed of Desire - Desire, in and of itself, is unavoidable. Everybody wants something, and few Stargazers deny this. However, many Stargazers also openly deny their own desires, giving in only to the beneficial desires of others (or the desires of the world). Lust, greed, gluttony - these traditional "sins" are also the seeds of desire that afflict all. Stargazers would seem the model of desire denial, and many of them are. Unfortunately, however, this repression also lends itself to the theory that every action has an equal and opposite reaction, and sometimes tamping down one's own desires causes them to pop up later at twice the strength. The lone one denies, sometimes the harder it is to deny the sweet succor of want. This ritual helps curtail that, to a degree. When performed, it literally gives spiritual form to a Stargazer's desires, in the form of an Urge-Spirit. In the Umbra, around the Stargazer, the Urge-Spirit manifests and can thus be communicated with, defeated, or even bound into a fetish. If the spirit is this diminished, so are the Stargazer's prevalent "bad" desires. This rite is only performed on those Stargazers found truly desirous of negative things, however. For instance, a Stargazer with a bad chocolate habit or unrequited love in his heart doesn't usually count as one who is besieged by negative urges. Only those Stargazers who are plagued by grievous desires (or who have already given into them) are the subject of this rite. A Stargazer who is addicted to pain medication (or, alternatively, pain) is a good choice, as is a Stargazer with a dangerous love of money, women, or alcohol. The ritemaster must spend at least eight hours in the company of the "afflicted." After the eight hours is complete, the ritemaster must speak the mantra of desire (Aum-Klim) over the subject before blowing bine dust in the subject's face.
    • Uktena: Rite of the Spirit Cage - The Uktena believe that killing a spirit, even a Bane, is not always the best thing to do - particularly when time is needed to question, bargain with or even bind said entity. This rite allows the Uktena to trap a spirit in a cage of energy.
    • Wendigo: Rite of Deliverance - Like the Gift of Wormwood's Balance, this rite is performed so that Garou close to each other in a pack may depend upon each other to defeat the poison of the Wyrm. However, the spirit of Great Wendigo can bestow an even greater strength upon the bonds among his tribe. During this rite, the ritemaster may learn to combat Derangements that another Wendigo close to her may possess - even the Derangements of a metis, although she must be of Wendigo blood. The two Wendigo must belong to the same pack, and both the characters must have fought together in a battle where the werewolf's Derangement has taken hold and caused a defeat to their pack or sept. A controlled situation is set up, preferably with the target Garou's knowledge, to cause her to become Deranged. At her side, offering complete trust, the ritemaster as deliverer guides them both through the ritual, fully sharing in and enduring the effects of this Derangement alongside her, forging a link between them through the Umbra. Through this bone, the deliverer forces her will upon the Derangement, subduing it herself, and then lends courage and support, aiding the Deranged character to do the same. When the effect of the Derangement has been mastered, the two linked Garou both complete the ritual by calling upon the spirits of Gaia and Great Wendigo and offering thanks.
    • White Howlers: Rite of the Sacred Tattoo - Through this rite, a Garou may declare and reinforce their supernatural ties to a particular spirit. The benefits of this declaration vary depending on the nature of the relationship between the spirit and the werewolf. In all cases, however, the werewolf reduces the difficulty of all Social rolls with any spirit she's dedicated herself to by one, in addition to the effects listed in the chart below. The sanctity of the bond between Garou and spirit united in this manner has drawbacks as well. Werewolves who undergo this ritual to deepen their bond to a tribal, pack, or personal totem finds that no other spirit will act as their totem, even if the pack dissolves or is destroyed, or the Garou renounces his tribe and hopes to find succor in another. A Garou may, however, have a tattoo-bond with a tribal and personal or pack totem at the same time.
    • White Howlers: Rite of Sacred Art - While it is possible to create a fetish or scar tattoo without this ritual, using the Rite of the Sacred Art makes it easier and provides additional benefits. Garou perform this rite while the tattoo or scarification is actually being created, preparing the skin-art as an ideal home for spirit to be bound into the fetish. Because of this, the ritual process can vary wildly. A fire spirit might prefer deep burn-scars on the flesh, or incised patterns resembling flames. An animal spirit, on the other hand, might require that the Garou offer sacrifice similar to the one it is being asked to give, in the form of deep and painful cuts that leave raised scars in a pattern significant to the animal. If the Garou is slain or the tattoo is completely removed from their body - carving it off of the skin, or losing the limb that it is upon - the spirit is freed from the fetish.
  • Level Four[11]
    • Black Furies: Python's Trail - In the ancient days of Greece, any human who wished to consult the Oracle at Delphi was obliged to pay a tax, the "telono," Which gave him the right to approach the great altar of Apollo to offer sacrifices (boars, goats or bulls). Having purified herself in the water of the Kastalian Fountain, Pythia bend over the Bavel of the Earth (a cave opening), ate a laurel leaf and, inhaling the vapors emitted from the chasm, entered a state of ecstasy, uttering incoherent words. There were then composed into verses by the Priest, while the interpreter endeavored to render some meaning out of the prophecy. The Greeks say that Python, a great snake-spirit and Gaia's son, defended the rent in the earth from which oracles could receive visions of the future; they tell of Apollo's great victory against Python and his prophetic works of later days. Python wasn't truly destroyed, of course; he and his servants walk the tunnels through Gaia's bowels that lead back and forward in history. Loyal and wise Garou can use Python's Trail to walk those same metaphorical tunnels and gain glimpses of the future. Black Furies who use this Rite take on a distant demeanor, and their prophetic utterances obey only dream-logic, not Weaver-think. A second Fury must stand by the Mistress of the Rite while she performs the Rite of Python's Trail, to interpret the nearly mad utterances of her sister.
    • Children of Gaia: Rite of Resolution - This rite is also called the Rite of the Harena (or the Rite of the Sands). It prevents Garou who combat one another ritually from frenzying during the combat, whether it is wrestling, klaivaskar, Iskakku or kailindo. Other tribes often ask the Children to perform this rite lest their warriors slay one another over a minor dispute.
    • Red Talons: Rite of False Justice - Red Talon lore holds that since the tribe never received a vote on the Litany's tenets, they are not bound by them. While the tribe follows the Litany for the most part, sometimes a Talon is forced to act against the Litany in order to follow her calling as a true predator. The Red Talons recognize that the other tribes may punish the Talon for her "transgression," but have devised a means to remove the stigma from her. This rite is only performed if the ritemaster and the sept leaders feel that another tribe has unjustly subjected a Talon to a Punishment Rite (such as Ostracism, Voice of the Jackal, or Stone of Scorn). The Rite of False Justice cannot disrupt a rite that also confers a death sentence, such as The Hunt or Gaia's Vengeful Teeth (though the tribe may physically protect a Talon whom they feel is being persecuted by such a sentence).
    • The Rite of False Justice is always performed on the half moon. The ritemaster called the punished Garou before her and asks her to describe in what capacity she was serving Gaia when she broke the Litany. If the Garou's answer satisfies the ritemaster, she howls to the Philodox moon to lift the stigma from the supplicant, as she was transgressed. The Talon is then freed from any Punishment Rite that she currently suffers from and is usually granted a measure of Renown for her honesty and bravery.
    • Red Talons: Rite of Gaia's Treasure - This rite may very well be the last hope of the many species of animals and plants lost in the Apocalypse. The Red Talons are its keepers, and perform it upon themselves as the Last Battle nears. The Talon eats a piece of some plant or animal and then utters its secret name. Many Talons have the animal's likeness scarred or branded onto the skin of their Glabro form. When the Talon dies, the spirit of the animal or plant uses their dead body to return to life when the time is right: from the corpses of Gaian warriors trees and flowers will bloom in the coming New Time.
    • Red Talons: Rite of the Griffin - This ceremony is seldom performed by the Red Talons, as it inevitably results in the death of one of their valued members. Sometimes a Talon reaches a point where she cannot tolerate what she sees as the compromise of the Red Talons, and certain death is no longer enough to prevent her from trying to wipe out the humans. The alpha of her pack calls a Rite of the Griffin in which the entire pack participates. The Garou for whom the rite is being performed stands in a ring formed by her pack members as the ritemaster recounts her greatest deeds and invokes the spirit of the Giffin to inspire the Garou. If the ritemaster is successful, Griffin gives the Red Talon who is to die a final boon. Her Rage and Gnosis are refreshed to their maximum level, and she enters a final and pure frenzy. While in this frenzy, she is immune to any supernatural powers that would force her to diverge from her purpose. She will not leave the frenzy until she dies. The rite ends when the enraged Talon runs off toward her goal and the pack howls a mournful howl after her. The pack then wait for a time and begin the Gathering for the Departed.
    • Uktena: Rite of Invitation to the Ancestors - Most often used in conjunction with the Spirit's Horse Gift, this rite readies a moot or council of Uktena to welcome an ancestor spirit into tis midst. Usually, the werewolves sing and dance to honor the tribal ancestors. Special foods are eaten, and invocations of scared words may be made to the sun, moon or other natural elements, depending on the cultural backgrounds of the Uktena. Some werewolves use this rite without the Gift of Spirit's Horse, to honor their ancestors and fallen heroes.
    • Wendigo: Moon Dance - This rite seeks prophetic wisdom from the Moon, especially concerning adventures or war parties. Rite participants all gather in the Umbra and proceed along a Moon Path (randomly chosen by the ritemaster). If the Moon favors their dance, a Line appears and gifts the party with visions of the coming future, though only with regard to the object of their quest or war party: They might see Pentex executives leaving their office at night, meaning that monkeywrenchers may have an easier time breaking in then, or they might see a Wyld-spirit harassing one of the ritualists, meaning that such a spirit may trouble them in their coming venture. Garou who seek potent visions scar themselves with klaives to show their devotion to the Moon and their willingness for sacrifice.
  • Level Five[12]
    • Bone Gnawers: The Rite of the Dead - This rite, a combination Rite of Death and Mystic Rite, seeks to placate hostile spirits before whisking them from the living world, returning them to the Shadowlands (the Penumbra of the dead) before they can be corrupted and turned loose into the Wyrm-wracked city. By raising the Gauntlet (called the Shroud by some members of the Restless Dead) between the worlds of the living and the dead, the local Bone Gnawers restore balance and avert further chaos during the Days of the Dead. The Rite of the Dead is a local rite, created decades ago by Father Pelo Blanco, a Bone Gnawer spirit-speaker, to protect the worlds of living and dead from each other during the traditional observance. Each year, the Sweet Water Sept performs the rite at the climax of the Days of the Dead. Because of the seasonal nature of both the human celebration and the Garou rite, the Rite of the Dead is only effective during this time. The rite takes many hours to perform. As the ritemaster begins the chant, the other Garou dance, sing and drink themselves into an ecstatic state. As the power gradually builds, the Gauntlet between the worlds thickens, casting wraiths outside the haunts back into the Shadowlands, trapping them on the other side of the Shroud. Praises and offerings to the spirits, made during the rite itself, placate the ghosts somewhat. Many return to their usual existence satiated for a time by the brief freedom they have enjoyed. Come next year, the cycle will begin again.
    • Children of Gaia: Alternation of Generations - The ancient lupus among the Children of Gaia beheld the "eternal heat" of humankind and realized that this ability could vastly increase their breeding capability as well as enhancing the pleasures of mating. In the present, as the blood thins more and more, homid women have employed it to increase the measure of wolf blood in the tribe. It allows a homid to bear lupus offspring and vice versa.
    • Children of Gaia: End Time Rite - This ritual gives insight into the nature of the Apocalypse. As such, enacting it is frightening, and many septs either forbid ritemasters to perform it or forbid them to speak publicly on what the rite reveals. Ritemasters who are able to speak on the rite say many different things about their visions. The ritemaster must lead a group of Garou (and often Kin) in three days of chanting, dancing and meditating. If they manage to last through the lengthy and tiring rite, the ritemaster and others will see visions of the Apocalypse and of their own actions which are related to it. They will also see glimpses of how the actions of the Garou Nation have affected the Apocalypse. Some ritemasters have emerged hopeful, saying that the Children's peacemaking can change the world into a new and better form. Other predict extinction in a great battle, and still others some bizarre Weaver "singularity" involving giant computers. Other tribes are always invited to participate in this rite, and Stargazers always seemed eager to do so, speaking of a new and transformed reality beyond the Apocalypse.
    • Children of Gaia: Rite of the Parted Veil - This rite the Children of Gaia's ultimate gift to Gaia-cherishing humans. When it is performed, the Veil is not pierced (as in the deadly Rite of Rending the Veil) but parts seamlessly to admit one or more humans (or wolves!). The person on whom the rite is performed thus becomes Kinfolk. Two Children unrelated to the human mist witness that he loves Gaia and would aid the Children's cause. Most often this rite is done for mates of Garou or Kin. Some of the Patient Deed say that they hope to extend the rite to whole nations. The rite consists of the Garou dancing round the subject, while the ritemaster chants from the Songs of Welcome. As the rite progresses, the Garou slowly shapeshift, until finally they assume the Crinos form without frightening the human.
    • Children of Gaia: Rite of the Sacred Peace - Only the most brazen would violate a sacred peace. The entire sept, including Kin and representatives of the community, must gather at the caern and each participant must declare himself dedicated to the peace of the land. The strength of the peace equals the number of Garou plus half the number of Kin who join in the rite. Anyone deciding to make war on such a community must make a Willpower roll, difficulty 8, with as many successes as the strength of the peace. If ever this peace is broken, the leader of the community may utter a destructive curse upon the violator, using an many dice to curse as the strength of the peace. Treat this as the Flaw: Dark Fate with a strength equal to the strength of the broken peace.
    • Get of Fenris: Rite of Conquest - This rite is performed whenever one Jarl has defeated another. The rite acknowledges the history of both the fallen Jarl and the new Jarl, and is actually more ceremonial than mystical. The heart of the slain Jarl must be consumed by the new Jarl, who symbolically gains the wisdom to rule his sept properly. In the case of the World-Jarl, the leader of all the Get of Fenris, the symbolic act is accompanied by the actual knowledge of the predecessor's Gifts. This rite ensures that Get of Fenris leaders will always be strong. The possession of Jarls defeated in combat are turned over to the new Jarl, but any relatives who have a claim on the fetishes and weapons may challenge the new Jarl for the right to keep them.
    • Red Talons: Rite of Gaia's Rebirth - This extremely powerful rite has only recently been rediscovered and is currently known only to one sept of Red Talons, the Sept of the First Rage. Gaia's Rebirth allows the ritemaster to sacrifice her own Gnosis, and, if necessary, her own life to reclaim Gaia's pure form from human defilement. The form of such corruption does not matter - the rite would work just as well destroying a path through a state park as it would leveling a building in a major city. The end result is the same: The land returns to the state it would be in had humans never seen it. Trees push their way through concrete, cars are covered and crushed by vines and overgrown with moss, although any organic matter (such as corpses) is consumed at the normal rate. Performing this rite is complex. It requires a precise sense of timing, and the ritemaster must be guided by nothing but instinct. If she begins the rite even on minute too early or too late, the rite will fail, but the energies released may well destroy her. Gaia's Rebirth can only be performed on the last night of the waning crescent moon, the night before the start of the Ragabash cycle. The climax of the rite must occur between the setting of the moon and rising of the sun, and the rite must be performed at the site to be purified (meaning a Red Talon cannot perform the rite outside city limits and expect the city itself to be consumed). The rite requires a special moot, attended by no fewer than six Garou (the ritemaster plus one werewolf of each auspice). The moot begins with howls to any totem spirits in the area (a caern totem, if the rite is performed at a caern, the totems of any packs present, and the tribe totems of all Garou present) in addition to an elaborate howl to Gaia Herself. The ritemaster must walk or run in a circle around the center of the area to be cleansed, howling to Gaia to awaken the spirits of the land to reclaim it. She gives of herself - this can be physical, in which case she bleeds onto ground, or spiritual, in which case she simply howls and gives up part of her own spirit. In either case, if the rite is performed correctly, the plant life in the area quickly overtakes any human "development" and restores Gaia's true order.
    • Shadow Lords: Rite of the Hurricane - Used almost exclusively by the Shadow Lords of Mexico, this rite is a more potent version of the punishment rite Calling the Storm. Whereas that rite is used to rebel against a corrupt or unjust leader, this rite is designed to focus the fury of the Garou into a powerful storm, which may then be used to shatter the grip of the Wyrm upon the land. It is used to destroy nests of vampires, to sweep oil refineries out to sea, and to attack other artificial structures throughout the storm's area. Most Garou frown on using this rite in all but the direst emergencies, for it is quite destructive to the land it scours clean. The counter-argument is that Gaia is resilient, and it is better to let Her heal Her wounds than suffer in the coils of the Wyrm. Even so, the questions raised by the rite ensure that the Rite of the Hurricane remains a last resort, to be used only when the need is dire.
    • Uktena: Rite of Bane Binding - One of the Uktena's most important self-appointed tasks is the capture and binding of powerful Banes that, for whatever reason, cannot be destroyed. The Uktena performing this rite consider it one of the most sacred and dangerous of all their mystical duties; they know the chances are great that many will die in completing the ritual, so it is never undertaken without serious forethought.
    • Uktena: Mockery Curing Way - From time out of mind, one of the worst nightmares for a Garou was for one of her Kinfolk to be possessed by a Bane. Taint could be cleansed, but the Wyrm-spirit joined body and soul too thoroughly to extricate without destroying the host; even with a powerful healer at the ready, an exorcism frequently left the host shattered in mind and spirit. Worse still, the Bane often escaped into the Umbra to possess again another day. More often than not, Garou saw killing the victim as an agonizing but necessary task. Recently, an Uktena pack returned from a decade-long quest with a ritual that offers a (slightly) better chance to both destroy the spirit and preserve the patient. Rather then ripping the Bane from the body, the rite drains its energy until it shrivels and pulls away like a withered creeper vine. So far, the pack's sept has kept the Rite quiet as they perfect their practice of it. Several fomori have been cured, but many more have died; two Garou nearly died in the process. Soon, though, they will present it to the Grand Council. It is hoped that the rite will disseminate throughout the tribe, and as word spreads the Garou Nation will have a newfound respect for the dark questers of the Pure Lands.
    • Croatan Song: Rite of Death-Crafting - When an enemy has quickened a deep and all-consuming rage for vengeance with the heart of a Garou, that werewolf may choose to fashion a ritual weapon to be used for only one purpose - the death of this hated foe. The weapon must be fashioned over the course of a complete cycle of the moon (one month) while concentrating upon the one it is intended to slay. The weapon must either incorporate some object previously taken from the foe or a drop of blood and the tears of the maker brought forth under the full moon. During the rite proper, the Garou calls forth a spirit of vengeance, which enters the weapon, which becomes imbued with the power to slay the one who truly wronged him. A deserving enemy is struck down by even the slightest blow or scratch, but, if the foe has not truly harmed the Garou, the weapon inflicts only normal damage.
    • Wendigo: Rite of Luna's Answer - This is one of the few ceremonies that Wendigo hide from their Kinfolk, and it is never undertaken lightly. Galliards say that the rite has been passed down through the generations, from Grandmother Luna, for Garou alone, so that they may speak to Luna in times of need. When great trials and questions plague the tribe, the Elders meet in council and choose a Theurge to lead a moon dance. A sacred vessel is crafted in a fashion befitting the nature of the question, and purified in preparation to contain a great spirit. The Theurge and a chosen pack of dancers begin the dance by passing into the Umbra and choosing a moon path to follow. As they run down the path, they howl and sing of the troubles of their people, letting their cries for help echo through the Umbra. If Luna favors their prayers and judges that her aid is needed, she sends a Lune to appear and test their strength. The Theurge chosen to lead the rite must then count coup on the spirit, using the ritually-prepared vessel in place of the customary wand. The Theurge and the Lune test their wills against each other. The longer the battle, the more pleased Luna is, and the more auspicious the answer received. Should the Theurge overcome the Lune spirit, it submits utterly and passes into the vessel, where it remains until the next spring, when the fetish shatters with the first cracking of the ice. Should the Lune overcome the Theurge instead, the Lune escapes, and the Theurge's spirit is bound inside the vessel to dwell there so long as it remains whole. The vessel to dwell there so long as it remains whole. The vessel, upon first being lifted, speaks whatever answer Luna has seen fit to grant, directly into the heart of the holder.
  • Level Six[13]
    • Croatan Song: Raise the Sun - This rite is almost legend; the last reliable report of its performance dates back to 1300 AD, when the Croatan were sill allied with the Mound Builder Dreamspeakers and Helios. The rite is performed only at night, for good reason: it is said to call the sun to rise over the horizon regardless of the hour, bringing on the next day. Whether this calls on an avatar of Helios to light the hours between the rite and actual daybreak or it actually alters the flow of time for the target area is unknown.
  • Level: Special
    • Wendigo: Vision Quest - This rite usually accompanies a Rite of Passage or even substitutes for it among some septs. The Rite of Passage is often a means whereby a pack's young cubs learn to aid one another in accomplishing each cub's vision. They choose a totem from the patrons who came to them on their Vision Quest. The Vision Quest is best if it occurs soon after the First Change (or before it, in the case of a cub known to be a Garou - even though she may not know herself). She is taken out to the wilderness, to a sacred spot (a cave, a waterfall, a ledge on a mountain) and left there to fast for a number of days (most often eight to ten). After four days have passed, someone usually checks on the cub to make sure she remains relatively healthy; if she is not, the quest is canceled but may be attempted again later. If the quest is successful, a spirit comes to the supplicant in dreams and gives her a vision of her destiny, the goal that Grandmother wishes L.C. to achieve. The vision may be vague, for events to come are not fully "written," but to deny the vision may mean failure later in life. This spirit sometimes comes again to the Garou later and is well-inclined toward her, although it does not have to be chosen as a pack totem.

List of Tribal Camp Mystic Rites[]

  • Level One[14]
  • Level Two[15]
    • Red Talons: Dying Cubs: Rite of Feeding the Land - The rite is the province of the Dying Cubs camp. It allows the Garou to use the pain of a dying human (or Garou, in theory) to feed and heal the land. The Dying Cubs cannot say where they learned this rite; every sept that knows it seems to have learned it from a visiting Talon, but no one can trace the rite back to its origin. The ritemaster and any other Garou that participate bind and torture the victim for as long as they wish. The longer the victim remains alive and in pain, the more potent the rite. The Garou may use any means of inflicting pain they wish, and may even heal the victim to prolong his agony provided the victim always suffers from one health level of damage (if the victim is ever fully healed, the rite fails). When the victim can bear no more and finally expires, the ritemaster spills the victim's blood on the ground to replenish the land. Wyrm-taint is burned away and even the touch of the Weaver weakens somewhat.
  • Level Three[16]
    • Silent Striders: Eaters of the Dead: The Rite of Mocking the Serpent - Though slightly easier to use than the Rite of Dormant Wisdom, this rite is still only taught to Eaters of the Dead, and typically only those who plant on traveling to Egypt. The rite allows the practitioner to absorb Gnosis from his victim's brain instead of knowledge. This rite functions on any being with Gnosis (any shapeshifter, some Kinfolk, even some fomori), any being with an understanding of magic or the supernatural (mages, most vampires) or any sentient being of especially strong will (anyone with a Willpower score above 7). Eaters of the Dead prefer to use this rite on tainted individuals such as Black Spiral Dancers and, of course, vampires. When running low on Gnosis in Egypt, however, more than one Brain Eater has chosen to inflict the Delirium on a small group of people and capture the one who seems to keep his head the best. While the cult is loath to use the rite on Garou, it does sometimes happen.
    • Silver Fangs: Ivory Priesthood: Enter Dark Umbra - Only a Death's Breath-spirit may teach this rite, and only Silent Striders and members of the Ivory Priesthood may practice it. To perform the rite, the priest must purge himself of all sins and Harano. (This usually requires a day of fasting and meditation.) During the day of purification the Garou must also contemplate the thought of dying. The player spends a Gnosis point and makes a Willpower roll (difficulty 7) or the character risks plunging into a deep death-obsessed Harano for the rest of the scene. If the roll is successful, the Garou sees a Death's Breath-spirit around twilight and must let it breather into his mouth. The Garou feels an icy cold chill shoot through his being. The Garou may now enter the Dark Umbra *also known as the Shadowlands; see Wraith: The Oblivion) and appears as a dark patch in the Penumbra. The Garou may stay there until the next morning.
    • Silver Fangs: Ivory Priesthood: Walking With the Dead - Only the members of the secretive Ivory Priesthood learn this rite. To perform the rite, the priest must first spend a day ritually purifying herself of all sins, according to the Priesthood's creed, and any negative thoughts. She must also spend a few hours mediating on the idea of her own death and her attitude towards it. A priest who is not reconciled to her own mortality can find the Dark umbra a disturbing and unsettling place, especially in recent years when a terrible spirit storm has rendered it even more dangerous than usual. Once the purification is complete, the Garou faces a Death's Breath spirit in the early twilight of that evening. She must let it breathe into her mouth, which sends a chill like a rod of solid ice through her body. She may then step sideways into the Dark Umbra, She may remain there until dawn the following morning.
  • Level Four[17]
    • Silent Striders: Eaters of the Dead: Rite of Dormant Wisdom - This rite is forbidden. Its very existence is denied outside the tribe, for the Silent Striders believe that the other Garou would turn on all of them if it were discovered that even one camp among them practice this ritual. In truth, most Striders do not know that it exists, or believe that it is only a myth. The Rite of Dormant Wisdom is only taught to trusted and experienced members of the Eaters of the Dead camp. The ritemaster and his fellow cultists use the Rite of Dormant Wisdom to gain the secrets and memories of the dead by ritually devouring the dead person's brain. The ritual will function properly so long as the brain is intact, regardless of the length of time since the subject's death. Each participant is likely to get a different kind of memory from the subject - for instance, one night get the subject's memories of love, another his memories of voices and sound, and a third the subject's darkest secrets. The Storyteller can vary this thematically based on the participants and the nature of the rite's subject. The Wyrm has its tentacles all over this rite; cannibalism of any sort is expressly forbidden by the Litany. Each use of the ritual brings the character a step closer to the service of Foebok, Urge Wyrm of Fear.
  • Level Five[18]
    • Silent Striders: Seekers: Ritual of Life - The Seekers have rediscovered one of the greatest secrets of ancient Egypt - the ritual that brings life back to the dead. Because of Sutekh's curse on the tribe, a Seeker wishing to bring one of his tribemates back from the dead must act quickly (the rite must begin before the body cools, as a guideline), before the spirit is irretrievably lost. This ritual has not yet been performed on a Garou from another tribe since its rediscovery, but Seekers theorize that any complete body will do. This ritual is not without cost to its dead subject: Nothing that has died may dwell in the land of the living. The re-vivified werewolf must enter the Umbra (or the Dark Umbra), bever to return to the physical world. Eventually, the Garou will disconnect and become a spirit-like creature. The Seekers argue amongst themselves about the ritual's possible effects on normal humans, and even on vampires, but for now they are proceeding with further research, and extreme caution.

List of Black Spiral Dancer Mystic Rites[]

These rites involve spirits, Umbral entities and the spirit of the ritemaster or other Dancers. They must be performed by a lone Dancer unless they are specifically designed otherwise.

  • Level Two[19]
    • Rite of the Sacred Tattoo - Through this rite, a Black Spiral Theurge may permanently mark a sacred tattoo on another dancer. This serves as more than mere decoration. The sigil forms a spiritual connect between the initiate and the Wyrmish spirit represented. The first tattoo is usually the Dancer's chosen head of the Hydra, displaying his personal totem; the second is often his pack's Bane-totem. The recipient must make an important choice during the casting: Will the tattoo be visible or hidden? Visible tattoos are worn with pride by Dancers who have no desire to hide their true natures. Granted, the sigil may be concealed under clothing, but the Black Spiral knows that if he is captured, his clothing may be torn from his body to reveal signs of his dark alliances. Hidden tattoos are inscribed by the tracery of a profane fetish. Though not immediately visible, these marks are revealed during the Rite of Woad. Sacred tattoos may also be used to inscribe patterns used in Gifts, showing the Dancer's mystical accomplishment. Alternatively, a series of glyphs can show the achievements that granted the dancer Renown - every scarified decoration brings back delightful memories.
  • Intermediate
    • Rite of the Bane Totem - This rite binds a Bane totem to a pack of Black Spiral Dancers. The ritemaster begins the rite, and the pack steps into the Umbra at the first light of day. There the pack finds some trace or trail of the totem it has chosen. For normal Garou totems, the tracking is a formality. Bane totems take Dancers through dangerous territory, forcing them to prove themselves right away. The test that the pack undergoes will in some way require the pack to show that its goals or attitudes match up with the totem's. Dancers who fail to research their future totem might never get the chance to speak with it. If they fail the test, the trail disappears, ending the rite. Powerful totems sometimes require a trial, task or quest in addition to this test.
    • Rite of the Corrupted Fetish - The mechanics for this rite are the same as the Garou Rite of the Fetish. Dancers prefer to use Wyrm-spirits in their fetishes. When they use other spirits, they prefer to compel, torture and torment the spirit, forcing it into a fetish rather than gaining its cooperation. Doing so typically robs the spirit of the will to possess an item, leaving it cursed instead. Cursed fetishes are deemed particularly valuable by Dancers. In variant of this rite, the ritemaster may channel one Gnosis Trait and a full 24 hours of ritual into the torture and corruption of an existing Gaian fetish, causing it to become cursed.
    • Rite of the Opened Eyes - This rite enables the ritemaster to see through the effects of the Rite of the Shrouded Glen. He must still pick where to look, but he must win a Mental Challenge against one-third of the Gnosis spent in the veil's creation (rounded down), rather than all of it. This rite requires the expenditure of one Willpower Trait.
  • Level Three[20]
    • The Rite of Woad - The name of this rite is derived from the blue pigment once used in Pictish tattoos. That particular hue was intended to draw upon a mystic's deepest energies, showing his most sincere beliefs. Others apply the term to the blue warpaint worn by Scottish tribalists in battle. A Theurge casting this rite reveals the hidden Sacred Tattoos worn by a Black Spiral. Even if those present are wearing clothing, the sigils and glyphs become visible, glowing with an unnatural blue tinge. The Wyrm's servitors must assent to the casting of this rite; it is by no means automatic. Thus, though some Garou may think that capturing a mystic and forcing him to enact the Rite of Woad may reveal all enemies present, the spirits may prevent this from occurring. The rite also has a curious effect on bastards of the Hidden Foe - their glyphs shine on the wall where their shadows are projected. As a side effect, the rite may also reverse the Doppelganger Gift, the Obfusction of any vampires present, and so on (compare the number of success against the level of the Gift or Discipline used.) When all hope of subtlety has been lost, Theurges cry out the invocations of this rite to reveal the warriors who aid them. Those who are unerringly loyal to the ritualist may even shift the color of their skin to a brilliant blue to show their battle frenzy. This is a sign that the Black Spiral Dancers will show no quarter, fighting until their enemies are utterly destroyed.
  • Level Four[21]
    • Rite of the Flayed God - This rite is among the most powerful and terrible practiced by the Wyrm's children. It requires a captive spirit, and can only be performed in the heart of a Pit. Over the course of a ritual lasting from sunset to sunrise, the Black Spiral Dancer ritually murders and hollows out a spirit, usually a bound Gaian spirit, though some Hives are happy to sacrifice lesser Banes for power. This rite destroys the spirit forever, but a tattered shell of its power remains, and is bound into a special fetish. This fetish is an article of easily donned and removed clothing; usually a cloak or belt, and its construction must incorporate some element symbolic of the spirit. Thus, a flayed bear-spirit might be bound into a bear pelt, while a murdered forest spirit might be bound into a crown of hawthorn. Upon donning the fetish, the Black Spiral Dancer is able to assume the stolen power of the flayed spirit. With this mantle of power usually comes a dramatic and grotesque physical transformation. The wearer of the beat pelt might grow a second set of powerful, ursine arms, and a gaping set of bear jaws might frame her head, granting her extra attacks and a vicious bite. The wearer of the hawthorn crown might find sharp thorns erupting from her flesh, and her scent masked by the verdant smell of the woods.
  • Level Six[22]
    • Rite of the Vengeful Spider - This dire and poisonous ritual had lain dormant since the fall of the White Howlers, hidden in the bowls of Wyrm lore, waiting for the dawn of the Apocalypse to see its use. Only the most powerful Wyrmish ritualists have even a prayer of using it successfully, and most of those who participate in the ritual will surely be driven suicidally insane by the rite's end. Even at the dawn of the Apocalypse, only two individuals know the rite - one human wizard, and one Rank Five Black Spiral Dancer Theurge (Anyakh the All-Devourer, unless the Storyteller has a more appropriate candidate already participating in her chronicle). By the end of the rite, an Incarna spirit is either destroyed, driven into dormancy, or falls into the service of the Wyrm. The ritual requires the participation of at least five ritualists. The rite has several other major elements, The ritemaster must have one of the 92 copies of Frater Vermiis's The Pretanic Keys on hand, for he reads aloud from it daily during the rite's performance. The rite calls upon the dark wisdom embedded in a Soul Ruby, and it also requires five gallons of Balefire. As difficult as the acquisition of any of the above elements must be, the ritualists must also capture - alive - five Rank Five Garou of a single tribe. No two of these Garou may be of the same auspice; thus, the rite's victims symbolically represent the entire breadth of that tribe. The Rite of the Vengeful Spider takes 7 days to complete. It must begin on the night of a full moon or new moon. Through the 7 days of this ritual, the ritemaster and other participants may not sleep or otherwise rest, though they may sustain themselves with food, water, and whatever occult or chemical substances they require to remain conscious. Each day of the rite brings about a new series of torments to its Garou victims. Throughout the week the Garou are reminded that only the Wyrm can ease their suffering. The first day is relatively simple: Humiliation. The werewolves are mocked, physically forced to prostrate themselves before the sigil of the Wyrm, and the sigil of the tribal totem is defaced and desecrated. The second day is Injury. Each of the werewolves is brutally beaten, allowed to heal, and beaten again, for a full day. The ritualists carefully avoid using any weapons whose wounds a werewolf cannot quickly heal. Day three is Violation. The Garou are repeatedly sexually violated by their tormentors and their minds are penetrated by mind-reading Gifts and Charms. Their darkest secrets are announced for all to hear. Day four is Exposure. The ritualists carefully and deftly use silver instruments to expose the werewolves' beating hearts to the elements while keeping them alive. Day five is Torment. The Garou are abused to the very point of death, including terrible injuries that a werewolf of lesser rank could not possibly survive. Day six is Redemption. The Ritemaster heals all the injuries cause over the past few days, beseeching the Wyrm to bring redemption and a surcease from pain and doubt. Day seven is Death. The Garou are ritually slain in unison and their hearts devoured by the ritualists. If the rite is interrupted, it ends without spiritual repercussions (except possibly to those Garou who are tormented). If the ritual is completed without interruption, there are three possibilities:
      • If each of the five Garou cries out to the Wyrm for respite at some point during the week, the tribe's totem spirit falls to the Wyrm's service.
      • If any of the Garou die before the week ends, the tribe's totem spirit dies.
      • If none of the Garou die until the final moment of the ritual, and even one of them avoids calling out to the Wyrm for respite, the totem spirit goes dormant for a period of at least one year, but is not destroyed nor does it fall into the Wyrm's hands.

Hengeyokai Mystic Rites[]

Hengeyokai constantly seek spiritual attunement, and it is no surprise that they have mastered great numbers of Mystic Rites. These are the usual province of the court seer or sentai's Mirror, although the hengeyokai aren't against performing such rites as a group. The rites of Binding, Talisman Dedication, Spirit Awakening and Summoning are all well-known to the Courts, as well as a few rites peculiar to the Eastern beast-folk.

  • Level Three[23]
    • Rite of the Harmonious Journey - This rite is performed over shapeshifters who wish to form a mountain sentai. The rite usually takes place under moonlight, and involves the ritemaster ritually naming each participant by direction, element and task. At the close of this, the ritemaster leads the group into the Umbra, just as if treading the mountain's shoulders. There they journey to the desired totem spirit has given its blessing, the sentai emerges into the physical world once more.
  • Level Four[24]
    • Rite of the Spirit Tattoo - This peculiar rite is used to arm hengeyokai going on particularly dangerous missions. It involves binding a summoned spirit into the subject's skin, where it takes the form of a tattoo. When the hengeyokai calls on the spirit's power, the spirit will manifest its power in the form of one of its Charms - a Dragon-spirit tattoo might uncoil from the shapeshifter's torso and breathe a gout of fire on her foes, while an armored Ancestor-spirit might materialize into the solid world and attack. Once the spirit has performed its one service, it leaves; these tattoos are effectively talens bound into the shapeshifter's skin.
  • Level Five[25]
    • Kumo: Rite of the Goblin Chrysalis - Once of the most foul practices to be found among the Yomi Courts, the Rite of the Goblin Chrysalis binds a Bane into a living being, creating a bakemono. The bakemono-to-be must be bound in fresh Kumo silk and anointed with warm blood before the actual rite's beginning. Although this stipulation would seem to make this rite the Goblin Spiders' exclusive province, many fallen shapeshifters have discovered that silk fresh-cut from a Kumo's abdomen and properly handled works admirably, as well as providing a source of fresh blood to anoint the subject.

Ahadi Mystic Rites[]

  • Level Two[26]
    • Rite of One Blood - This rite is performed for the benefit of a full, sworn kganmadi at the heart of a caern. (The ritemaster need not necessarily be a member of the kganmadi.) One member of the kganmadi steps forward; to his left is a bowl of earth, to his right a bowl of water, and directly before him, a fire. He speaks of the burden Gaia has placed upon him, and cries out to the sky to render him aid. Led by the ritemaster, the members of his kganmadi step forward and speak to his back, affirming their brotherhood and swearing to help shoulder his burden until his duty has been discharged. The kganmadi then departs in pursuit of their sworn mission. A variant version of this rite, known as the Rite of One Mind, is a level three Mystic rite. It is used when joining together a group of shapeshifters who wish to pursue a specific goal together, but are not already members of a kganmadi.
  • Level Three[27]
    • The Dawning Ritual - The Dawning Ritual is the foundation rite of the Ahadi. All shapeshifters who wish to claim membership in the Ahadi must undergo the rite, opening themselves up to the secrets of the pact. In a way, the Dawning Ritual resembles both an initiation and a rite of passage. it must be performed at sunrise, within the bounds of a caern. The prospective Ahadi must bring proof of some deed or service that was of tangible benefit to the Changing Breeds as a whole - some perform heroic ballads, while others donate fetishes to the Ahadi as a whole. The ritemaster then leads the pledge through a recitation of the Ahadi Code while in the presence of the caern's spirit. Assuming the spirit finds no fault with the applicant, the ritual concludes with a celebration to welcome a new member into the Ahadi - this may be anything from an all-day revel to quiet discourse on the finer points of the Ahadi code, undertaken over a fine meal.
    • Rite of the Joined Circle - This very ancient rite was recently rediscovered or reinvented - nobody is quite sure which - and put into use by the Ahadi. Used to bind together members of many Changing Breeds into a pack, it is effectively identical to the Garou Rite of the Totem (W20, p. 213), save that the would-be packmates do not travel into the Umbra. They instead meet the spirit within the bounds of a caern, where the ritemaster calls it into the world to speak to them, judge them, and hopefully find them worthy. When the totem assents to bind the pack, its members cut their hands and bleed together.
    • Rite of One Mind - Variant of Rite of One Blood.
  • Level Five[28]
    • Ahadi Rite - This rite is a sacred covenant designed to link the destinies of all participants in the eyes of Gaia and all who serve Her. Entering into such an alliance is no small matter, and a Changing Breed's choice to do so is typically an event of historic significance. This is the rite used to create the Ahadi alliance, and the focus of the rite was, ironically enough, Black Tooth's skull.

Ananasi Mystic Rites[]

  • Level One[29]
    • The Rite of Spinning - Once the spiderling has found her place in the world, she must then tie it into the Great Web. The first rite taught to any Ananasi is the Rite of Spinning. This rite creates the haven that allows Ananasa to communicate with her children, as well as allowing the Ananasi to speak with the others of her kind through the Great Web by creating her place of solitude, the Sylie. The Sylie looks like a vast cobweb, spun in any of number of styles, placed in a secluded corner of the character's abode, usually the tops of trees, deep in a cave, an attic, or even a closet. The character is able to directly communicate with the two Ananasi closest to her geographically, sending messages on an almost telepathic level; these messages can only by directly communicated if the other Damhàn is also inside her Sylie. The character can also extend knowledge through the Great Web by tapping into the vast resource of knowledge that resides in its strands. Once inside the strands, the character can obtain or leave knowledge as the Storyteller sees fit. Any communication with Ananasa must be initiated by the Great Mother. Over the course of their lives Ananasi perform this rite many times, whenever they move to a new home, or whenever they advance in Rank, re-establishing themselves on the Great Web.
  • Level Two[30]
    • Recorder - The Ananasi using this rite can create a simple web that acts as a recording device. The webbing is sound-activated and simply records and stores up to one hour of sounds, much like a tape recorder. The webbing can then be "played" back at any time, and can even be moved before it is used.
  • Level Four[31]
    • The Master’s Needs - Many Ananasi sit at the center of webs and pull the strings of others to achieve their goals. This rite ensnares humans into the spider's (usually unwilling) service. The Ananasi can only use this rite on a human who has been injected with her venom without her assistance. The spider then spends an hour spinning a web cocoon over the mortal and waits for him to awaken. The Ananasi must wait patiently to see if her rite succeeds. Over a number of days the victim suffers horrific nightmares as his mind fights the venom.

List of Corax Mystic Rites[]

  • Level One[32]
    • Rite of Talisman Dedication - This is identical to the Garou rite.
  • Level Two[33]
    • Rite of Becoming - As the Garou Gift.
    • Eyes of the Flock - The Corax using this rite can use the eyes of other corvids to see everything.
    • Rite of the Fetish Egg - Corax reproduce by taking some of their own Gnosis and binding it into a "spirit egg" that then gets tied to a human infant or an unhatched raven child. Eventually, the fetish egg hatches, suffusing the target with spiritual energy and triggering her First Change. Spirit eggs are kept hidden in the Umbra, as many predators (mages, Black Spiral Dancers) covet them and the spiritual energy they contain.
    • Rite of the Sun's Bright Ray- Corax are special children of the Sun and, as such, can occasionally channel Helios' brilliance. When the Rite is performed properly, it illuminates the Corax's vicinity with true sunlight - which generally makes any vampires in the area unhappy.
  • Level Four[34]
    • Morrigan: Rite of Battle Blessing - The Rite of Battle Blessing is known only to the three ravens of the Morrigan. One of the most potent rites known to the Corax, this battle song drains the will and strength of targets who hear it - generally one side of a battle the three Morrigan are overflying.

Grondr Rite[]

List of Gurahl Mystic Rites[]

These rites are listed as Mystic from the Laws of the Wild: Changing Breeds 2 book.

  • Level One[36]
    • Dreams of Winter - Although Gurahl do not have to hibernate, those who do are often confused about what occurred while they slept. People she regarded as allies may have changed their attitudes, enemies may have repented, the bear's territory will have changed around her. This rite is widely known to the Gurahl and is often taught to young bears shortly after their first change.
    • Rite of Rending the Gauntlet - Gurahl have such close ties to the Earth itself that entering the Umbra requires a special rite. Unlike the Garou, who can simply "step sideways," the Gurahl must physically rip a hole in the Gauntlet before they can travel beyond the confines of the physical world. In order to accomplish this feat, the Gurahl transforms into Bjornen, tears an opening into the Umbra and steps through. The tear immediately seals itself behind the Gurahl. This action invokes the Delirium in normal humans who inadvertently come upon a Gurahl in the process of passing between the worlds.
  • Level Two[37]
    • Rite of the Changing Moon - These rites mark a Gurahl's passage from one auspice to another. The subject of the rite first undergoes a ritual cleansing, including a day-long fast and a ceremonial bath. At the end of her purification, she burns an item symbolic of her old auspice (i.e., a child's toy for Arcas or a wooden spear for Uzmati). Next she adorns herself in clothing and face paint suitable to her new auspice. Finally, she presents herself before the other participants in the rite and formally states her name and (new) auspice. The other Gurahl greet her in return, again using her name and new auspice title. A celebration usually follows the formal portion of the rite.
    • Rite of the River-Portent - Gurahl use this rite as a means of foretelling the future. The Gurahl enacting the rite snags a fish with his claw from a stream, splits open the fish's belly and reads the omens contained within. The information gained from this rite usually pertains to the Gurahl who reads the omens and has to do with the immediate future.
    • Rite of True Mating - This rite, when performed, allows the Gurahl to find a suitable mate from among her Kinfolk. Only Gurahl who have reached full adulthood (i.e., are no longer considered Arcas) may learn this rite, since the werebears do not believe in casual acts of procreation. To enact the rite, the Gurahl fashions a small bag, into which she places a drop of her blood and a cutting of her hair. She wears this bag around her neck for three days and nights, after which the empowered bag acts as a homing beacon, pulling the Gurahl in the direction of a Kinfolk suitable for mating. (of course, the Gurahl must woo the targeted Kinfolk naturally.)
  • Basic
    • Rite of Replenishment - This simple rite, while it takes some time to perform, enables participating Gurahl to replace lost Gnosis. The Gurahl involved in the rite must find a suitable place - either in the Umbra or in the physical world - in which to conduct the rite. For every 15 minutes spent dancing and intoning chants to Gaia and the Great Bear, each participant regains one Gnosis Trait. No challenges are necessary, but the rite must fulfill the necessary conditions of time and place in order to be effective.
  • Level Three[38]
    • Finding the Ancient Cache - This rite enables the Gurahl enacting it to locate the hidden sites of the ancient treasures of his people. Before their withdrawal during the War of Rage, the Gurahl hid many of their treasures and secrets in places deep within the earth. They bound powerful spirits to guard some of these precious items; other treasures rest under the protection of Gurahl elders who lie in the deep sleep of hibernation. By performing this rite, a Gurahl (or group of Gurahl) gain a sense of the hidden cache's location. With each enactment of the rite, the Gurahl's knowledge of where to find the sought-for treasure becomes more precise. Eventually, the rite leads the Gurahl to the actual site itself and opens a gateway or passage to the hiding place. (If the ancient cache lies in the Umbra, the Gurahl must rend the Gauntlet in order to gain access to it.) Once the Gurahl has gained access to the cache, he usually has to discover the secret to opening the complected locks which seal the actual treasure from intruders. The form this rite takes consists of an elaborate and slow dance containing movements and steps that mimic the actions of a search party.
  • Level Four[39]
    • Rite of the Freed Spirit - This dangerous rite enables a Gurahl (or a group of Gurahl) to sever the bond between a Bane and a fomor, returning the harried creature to his original, untainted state. Because of the inherent danger to the leader of the rite, most Gurahl are extremely hesitant to perform it. In cases where a lover, companion or friend has undergone the hideous transformation into one of the fomori, this rite provides the only opportunity to rescue that individual. A fomor usually comes to this rite unwillingly, as a captive of the Gurahl who wishes to save him. The rite takes place in the Umbra, where the Bane inhabiting the fomor is clearly visible. Using a dagger consecrated to Gaia, the Gurahl performing the rite traces a mystical pattern in the air above the bound body of the fomor. This action severs the connection that binds the Bane to the human form.
  • Level Five[40]
    • Rite of Fighting the Death Bear - Whenever a Gurahl wishes to attempt to return a departed soul to its body when the individual has been dead for longer than the period of time outlined by the Gaia's Breath Gift, he may employ this dangerous rite to wrest the spirit from the lands of dead and bring it back into the world of the living. The Gurahl first uses the Rite of Rending the Gauntlet to enter the Umbra, where he calls upon Mangi, the Death Bear, making the appropriate acts of chiminage to the Incarna before issuing a challenge for the soul of the departed. The Gurahl then engages in Umbral combat with the Death Bear. If the Gurahl defeats Mangi in battle, he can then enter the Death Bear's realm and retrieve the lost spirit, bringing it back to its body. If the Gurahl fails to defeat the Death Bear, the rite fails and the Gurahl is cast out of the Umbra. If the Gurahl dies during the battle, the Death Bear sometimes claims the spirit of the Gurahl instead of the fallen spirit, this enabling it to return to its body as if the rite had succeeded. This high potential cost of this rite makes it one that the Gurahl use only rarely, and then only on other Gurahl.
    • Rite of the Long Sleep - With the performance of the rite, the Gurahl may place an individual into a state of suspended animation not unlike the bear's own natural hibernation ability. While in this state, the subject does not age; bodily functions come to a standstill; respiration drops to the absolute minimum. This rite makes it possible to sustain Incapacitated individuals for an indefinite period of time, keeping them alive so that they can be healed (either naturally or magically) at a later date. Gurahl have used this rite to save the lives of other Chaning Breeds (including Garou) as well as humans who have experienced massive bodily trauma and cannot receive immediate attention. Use of this rite on a vampire places the creature in torpor.

List of Kitsune Mystic Rites[]

These rites are listed as Mystic from the Hengeyokai: Way of the Beast Courts book.

  • Level One[41]
    • The Opening of the Eyes - This simple rite is used after a Kitsune kit first manifests his powers - which may not always be in the form of a First Change. It isn't the exclusive province of Kitsune; the Foxes teach this rite to many other hengeyokai and even a few other shen, in case a young kit needs awakening and instruction before a Kitsune can arrive. The Opening of the Eyes takes only five minutes to perform, and requires that a shen touch the kit's eyelids and speak a few brief words of purpose, telling the kit of his heritage and what role he will soon play.
  • Level Three[42]
    • Rite of the Crossroads - The Kitsune's Rite of the Crossroads serves much the same purpose as the Beast Courts' Rite of the Opened Way. In it, the Foxes use the power of the four directions to celebrate a kit's first - and only - choice of path. The rite is always performed in a transitional place - although a crossroads is of course most auspicious, bridges over running streams or even doorways also work well. The ritemaster properly purifies the young kit (the rite's subject), then brings her to the site of the rite. There, after proper obeisance to the Emerald Mother, the Silver Lady, Bai-Mianxi and Prince Inari, the ritemaster asks all four to bless their newest child's arrival into adulthood. The ritemaster then lays out four bowls before the kit, one at each direction. The kit sees each bowl as filled with one of the four Paths' elements - clay, lightning, lava and mist. The kit must then reach into the proper bowl, thus choosing her path. Although this can be a painful experience for fledgling Eji or Doshi, the kit suffers no permanent damage. Once her choice is made, and her paws drip with the symbol of her path, the ritemaster ends the rite and takes the new Yakan to her training.

List of Mokolé Mystic Rites[]

  • Level One[43]
    • Burn the Library/Burning the Library - (See Below)
    • Silence of the Oracles - With this observance, the ritualist can protect a person (or creature) from memories that would drive him mad. It is often used to protect the survivors of torture or atrocities; on rare occasions, it may also be used to head the mind of someone that has survived an encounter with the supernatural. Some Mokolé gather these memories into their race's collective Mnesis, so that they are fully aware of evils witnessed in the Age of Man.
  • Level Two[44]
    • Rite of the Time Wheel (Apocalypse) - The Mokolé are designed to be living memory, and many of their mystical powers derive from that purpose. This rite is yet another example; it empowers the Mokolé to remember the turning of the stars themselves. Apis, the extinct aurochs-shifters, taught the Mokolé this rite long ago. The Mokolé - or other shapeshifter who learns this rite - mediates in the center of a celestial diagram drawn in sand, blood or other appropriate materials. As he meditates, he pictures in his mind a huge wheel of stars decorated with the signs of the Planetary Incarnae and the ancient Zodiac. When the rite is completed (in an hour's time), the character is suffused with the knowledge of the ancients regarding all things astronomical, astrological and even meteorological.
  • Level Three[45]
    • Rite of the Stone - This allows the Mokolé to attach a mystical stone to his body. The stone can be a belly stone, giving strength, or a skull stone, giving wisdom. A belly stone must be heavy, smooth, and properly shaped - the search for the perfect stone can last a long time. Skull stones (carbuncles, or "dragon stones") are much harder to find, as they must also be perfect, flawless jewels. The jewel must be cut by an artisan with stonecutting skill, then heated to searing hear, such as in Sun's fire, in a forge or in volcanic heat. The stone is then burned onto the Mokolé's forehead, where it is visible in Archid form (in some Mokolé, it is visible in Homid form as well).
  • Level Four[46]
    • Boat of the Sun - This rite allows the ritemaster to borrow Sun's boat for a time to transport himself and colleagues to any destination under the sun.
    • Burn the Library/Burning the Library - This rite erases memories. It is name for the day when the Library of Alexandria burned, and two Mokolé were the only ones left with its knowledge. The rite was first used when Ancient-My-Enemy, a Mokolé warrior, erased his mind to precent Garou from locating his clutch.
    • Walking In Your Footsteps - This rite enables a Mokolé to follow those who have gone before her. The ritemaster located the footsteps of a past Mokolé; these may be made the day before, a hundred years before, or be fossilized. However, the footsteps must be visible. As the Mokolé enacts the rite, she stands in the footsteps of the ancestor and calls for the ancestor's aid. If successful, her forbear's ability is passed on.
  • Level Five[47]
    • Rite of Anamnesis - This rite enables a Mokolé to communicate Mnesis to another directly. The Mokolé who wishes to do so can pass on visual impressions, thoughts and feelings. However, the communion is imperfect.
    • Rite of the Eidolon - Mnesis is powerful: it is a direct exercise of the Mokolé's purpose as the Memory of Gaia. The Rite of the Eidolon allows the images (eidolons) contained in Mnesis to take shape. It is different from the Shadows by Fire Light Gift in that the image is not merely "backdrop"; it is as real as the mind of the remembrancer who imagines it.
    • Rite of Lost Dreams - This rite allows any person to be lowered into the Sea of Shadows with the express purpose of regaining memories that have been lost on account of a whole clutch being destroyed. The person who goes does not have to be Mokolé. This is more than just a dangerous form of Mnesis; it allows the recipient to make those memories a part of them. In a sense, it brings a dead clutch back to life. The reasons for doing this are varied, but are always serious; this rite is a deadly affair.
    • Rite of the Sleeping Dragon - This rite enables the ritemaster to send another into the Sleep of the Dragon; the effects are much like those of the Gift of the same name.

Nagah Mystic Rite[]

  • Level One[48]
    • Rite of Bearing - When a Nagah becomes pregnant by another Nagah, she intuitively knows if her child will be ahi or not. If her child is not destined to be ahi, however, she must determine which form she will take for the pregnancy. This, in turn, determines whether she will give birth to a human child (or children; twins are more common than single births in these instances) or lay eggs that hatch cobras (although the clutch tends to be smaller than it would be if she had mated with a non-Nagah). To ensure that her pregnancy will proceed in a healthy fashion, the Nagah must perform the Rite of Bearing Samskara within a week of conception. If she waits any longer, the growing child will not have a true form of its own, and is absorbed back into the Nagah's body. In the company of her nest, under the light of the moon, the pregnant Nagah chants a mantra that lists all the strengths of the breed form she has chosen. Once she has spoken the mantra enough that the words themselves have lost their meaning, she enters the river while taking the form in which she intends to remain. The river and the moon bless the mother's choice, and she will not change form again until after she has laid her eggs or given birth. In accordance with the Nagah laws requiring balance, Nagah tend to choose human and cobra forms equally (barring extenuating circumstances).
    • Serpent’s Tongue - The ritemaster enacts the rite while locking an item representative of the target - a photograph, or a sample of hair, skin, or blood. If successful the victim cannot help but lie about even the most trivial things. Nagah use this rite to help distance their intended victims from their social supporters.
  • Level Three[49]
    • Naming the Target - Level Three - A nest performs this rite when it is ready to conduct an assassination. When their last mission has been concluded (usually with Votive for the Dead), they gather in a dark room or neat a river, join hands or coils, and chant a mantra to invoke the Wani. If the rite succeeds, the Wani grant flashes of insight about the nest's next target. Properly performed, the rite may also reveal more of the target's offenses against Gaia, his current location, or other facts relevant to the hunt.

List of Nuwisha Mystic Rites[]

  • Level One[50]
    • Rite of Talisman Dedication - (See Above)
    • Rite of Spirit Awaking - (See Above)
  • Level Two[51]
    • Rite of Becoming - (See Above)
    • Rite of Dansing - This Rite is the first step on the path of the Umbral Danser. The Nuwisha must fast for three full days after devouring peyote. During this time, the Nuwisha must recite all past experiences in battling the Wyrm, travelling the Umbra and teaching other Changing Breeds the error of their ways.
    • Ritual of Summoning – (See Above)
  • Level Three[52]
    • Rite of the Fetish - (See Above)
    • Rite of the Totem - Similar to the Garou rite, this rite is used to bid the individual Nuwisha with the Trickster once and for all, and to allow the Nuwisha to recognize the Trickster in any of his incarnations.
  • Level Four[53]
    • Rite of the Dream Danse - This powerful rite allows the Nuwisha to know where all of the other Dream Dansers are in the Umbra and to communicate with them. This rite is a formal and solemn one for the Nuwisha and is used only when absolutely necessary.
  • Level Five[54]
    • Sing Back the Dead - Only one Nuwisha in existence at any time knows the rite to sing back the dead. According to Nuwisha legends, Coyote was the creator of the earth. He created the world with a song; he brought life with the same song. This music is his legacy to his children, and only Coyote knows the words needed to teach the song. This rite is among the greatest honors a Nuwisha can receive from the Trickster, and is used only when Coyote demands it.

List of Ratkin Mystic Rites[]

  • Level One[55]
    • Hazer Tag - The Ratkin have learned time and again that other shapeshifters, especially Garou, will blame them when things go wrong. This would not worry the Ratkin, except that some werewolves are also very good at tracking the rats back to their nests. This rite throws them off the Ratkin's scent.
    • Rite of the Cardboard Palace - (See Above)
  • Level Three[56]
    • Rite of the Shopping Cart - (See Above)
  • Level Four[57]
    • Nezumi: Rite of Plague Genesis - Seers are the keepers of ancient wisdom, but also receive revelations to aid them in solving problems, If kept in isolation for at least a week, the Seers of a nest can join together to create a new disease to spread across the nearest site of human population. Succumbing to the disease usually just incapacitates a human for a week or so. If it's the right human, however, the Rite is an excellent way to prepare him for his assassination or abduction.

Rokea Mystic Rite[]

  • Level Two[58]
    • Rite of Passing the Net - Some Rokea refer to the Gauntlet as the Net. Normally, Rokea cannot enter the Umbra, mostly for their own safety. However, if a Rokea feels the need is great enough, he may petition Sea for passage into the spirit worlds. To perform this rite, the Rokea must swim to a Grotto and ask Sea for permission to swim sideways. If she grants it, the Rokea may enter Sea's Soul for up to one cycle of the moon (28 days). At the end of this time, if the Rokea is still in the Umbra, she finds herself outside the Grotto where she made the petition.

List of Mystic Rites from Werewolf: The Wild West[]

Mystic Rites are most closely related to the mainstream idea of shamanistic ritual. They contact and death with spirits and the Umbra. These rites are often performed by a lone Theurge, though it isn't unheard of for the Theurge to have an audience. The Pure ones tend not to perform these rites alone.

  • Level One[59]
    • Rite of Binding - This rite binds a spirit to a werewolf, creating a temporary spirit servant, or binds it into a talen. Forcing the spirit into an talen is the only way to make this rite's duration permanent. There are some European spirits loose in the American Umbra that made the journey bound to a Theurge but later were released or escaped. The rite is only possible because of the ancient bonds between spirit and Garou, and many Garou see this rite as taking unfair advantage of this sacred link. Spirits can be bound into people, places or objects - with different implications for the spirit. For example, if the place is a logical home for the spirit, it may not protest being bound there, but all spirits resist being bound into objects unless such a duty would serve their patrons (such as tribal totems). There's a certain amount of risk associated with this rite. If the ritemaster is unsuccessful in binding the spirit, he is confronted by an angry foe who attacks if capable, or escapes to plot revenge.
    • Rite of Talisman Dedication - This rite enables a Garou to dedicate an object as a personal effect so that when the Garou changes physical form, the object, usually an item of clothing, grows or shifts with him and isn't destroyed or discarded. Although the general foci of this ritual are garments, other objects can be dedicated successfully. Fetishes and talens are automatically considered to have undergone this rite. The Garou must solemnly intone the importance of the dedication before Gaia and then change slowly through all of his forms. After this, the item can remain with the Garou in some form or other in any form the Garou wishes to take.
  • Level Two[60]
    • Rite of Summoning - Garou mystics are closely connected to the Realm of spirit. They are linked flesh and soul to the Umbra and its inhabitants. Proper application of this knowledge combined with the correct rituals can enable a Garou to actually call forth a spirit into the physical realm. Although the vast majority of these creatures are of the lesser order, such as the Umbral vermin Gafflings, the Penumbra is also home to beings of unimaginable power, such as the Incarna and the godlike Celestine Avatars. The procedure for summoning a spirit varies, not only from spirit to spirit, but also with the individual mystics. Still, the inhabitants of the Umbra demand certain constants, as is only proper. A summoning always had its quotient of complex rituals, long meditations, chanting and ritualized dancing. The longer the elaborate web of rituals continues, the more likely the spirit is to respond. To summon a spirit, one must pierce the Gauntlet, creating a hole for the call to reach the spirit and enabling the creature to answer. Obviously if the mystic performs the rite while in the Umbra, there is no need to create this gateway; the spirit simply follows the mystic when he returns to the mundane world. Some wonder why entities of such potential might and intellect obey their summoners (when they do), but Theurges don't find this one whit peculiar. They know full well that spirits have a place in Gaia's plan, and that spirits often than willing to play their parts. More intelligent spirits often respond out of curiosity or bemused indulgence; lesser spirits don't seem to have much of a choice. It all comes from the Pact, the understanding between Garou and spirits that was settled at the dawn of time. Both spirit and werewolf are forged of Gaia. Both are Her tools; their goals are Her goals. Unfortunately in these days of strife in the West, the chaos in the Umbra has caused summoned creatures to respond in unexpected ways. The success or failure of a summoning is affected by the mystic's skill, the spirit's power and the strength of the gauntlet in the area.
  • Level Three[61]
    • Rite of the Fetish - This powerful rite is the province of Theurges and Philodox. With it they create fetishes - items with powers granted by spirits bound within. Fetishes vary greatly in power and potential as do the specifics of this rite among the tribes. One version of the rite uses coercion and brute force to instill the spirit in the fetish. An Uktena ritemaster may prepare an item for inhabitation by notching it with patterns specific to the task it is to perform and then anchoring it with twine to a great bulkhead of Gaia in the physical world - a huge tree, an outcropping or rock - for at least three days. After this time the ritemaster call the spirit and forces it into the fetish-to-be. The Silent Striders favor a more cooperative approach; many of their fetishes have a lifespan resulting from bargains made between spirit and ritemasters. Once this time has elapsed, a spirit is freed and may negotiate with the fetish's current owner.
    • Rite of the Totem - Most commonly performed at the formation of a new pack, this rite binds a group of Garou to its pack totem. Any werewolves who want to hitch their fate to a totem must participate in this rite. Each Garou coats his eyes with a mix of spit and mugwort, the better to focus his attention from the mundane plane to the spiritual. All Garou participating then step sideways into the Umbra, where the ritemaster leads the pack on a ritual hunt for the spectral scent left by the totem spirit. This spoor will vary with each spirit, and, of course, is only perceptible to those worthy of the totem. The hunt is a mutual pursuit, with each werewolf calling her personal cry and the spirit answering, its cries slowly becoming more clear as the hunt progresses. Eventually the Umbral hunt ends with the pack and the spirit confronting each other. However, the conclusion of the hunt doesn't guarantee acceptance; the totem must still consider the worthiness of the supplicants. A wary spirit may even require a quest from the Garou, but this rarely happens if the pack has successfully completed a Rite of Passage.
  • Basic
    • Baptism of Fire - This rite is used to help Garou keep track of their young, who will one day share in the task of defending Gaia. It leaves a spiritual mark on a child that is only lifted upon the completion of the Rite of Passage. Until that time, a marked cub who is lost or absent may be found as if the performer were using the Ritual of the Questing Stone. Rumor has it that Black Spiral Dancers (and worse) may take advantage of this rite to track down Garou young for their own purposes. Some naturalistic tribes mark this Gift with a tattoo (which disappears along with the spiritual mark), while others attach a special surname or other honorific when addressing those marked by this rite.
    • Rite of Spirit Awakening - This rite awakens the spirit in an object or place. If the rite is performed on an object, the sleeping spirit "wakes up" and is now visible in the Umbra. The object's spirit is now available to be communicated with, commanded or bound. An object's spirit is usually a Gaffling or Jaggling. If this rite is performed on a fetish or talen that has been discovered, it allows the Ritemaster to speak briefly with the inhabiting spirit and perhaps learn some of the item's secrets. Iron Riders are particularly adept at speaking to technology spirits, and often awaken even the engines they ride on. In addition, natural herbs that have been specially dried and treated with this rite gain special powers of various kinds. These herbs are assigned a Gnosis Trait rating depending on the quantity of the herbs gathered. For example, plantain can heal a number of Health Levels equal to its Gnosis Pool; a single leaf might contain only one Gnosis, while a five-pound bundle could hold five Gnosis. The Storyteller will have to decide what sacred foods and herbs do in the context of her story, and must list what is available in a given area.
    • Rite of the Cup - This rite allows two or more entities to exchange or otherwise transfer Gnosis, either receiving or giving it. The rite requires at least one Garou. Other participants can be Garou or spirits. The Rite of the Cup requires that each Garou participant spends one of the following Mental Traits: Calm, Disciplined, Insightful, Intuitive, Patient, Reflective or Wise. If the Garou in question does not possess one of these Mental Traits, he may not take part in the rite. The actual order of the rite is as follows: A ritual cup is prepared, which can be any kind of container is filled with water. At this point, everyone involved in the rite decides to whom his Gnosis goes. If there is a dispute, the person who is performing the rite decides how the Gnosis is shared. Once the rite begins, the Gnosis cannot be removed or redirected. The Gnosis "travels" through the water into the appropriate individual and the rite ends. The passage of the Gnosis into the water is purely symbolic; no one needs to take an actual drink to get his Gnosis. Gnosis may be stored by performing this rite with the assistance of an invested, bound spirit who agrees to hold the Gnosis, which is accessed again by another use of the rite (investiture is discussed under Rite of Binding). There is no effective limit to the amount of Gnosis that can be transferred, but a Garou or an invested, bound spirit cannot hold more Gnosis than his Gnosis Pool allows.
    • Ritual of the Questing Stone - By enacting this rite, the Garou forms a sympathetic magical link between the subject item or person and himself. The Garou must know the name by which the item or person is called. He then holds out a small stone tied to a string. If he succeeds in a Simple Test, he feels a slight tug on the stone from the direction of the subject. After the rite has been performed, the player of the Garou may ask any other player or Storyteller (out of play, of course) where the subject was last seen. The person who answers must answer honestly. The rite's effect last for the duration of the session if the Garou has either a piece of the subject or one of his treasured possessions. Otherwise it only lasts for one out-of-game hour.
    • Rite of Becoming - This powerful rite can be performed only at an Anchorhead domain, a place where the veil between worlds is thinnest. It allows the Garou to travel into the Deep Umbra. The Storm Umbra is a potentially dangerous place; the Deep Umbra is worse. Garou hurling themselves into this realm better be well-prepared and capable of dealing with malefic entities. In addition to the normal challenge, this rite costs three Gnosis to use.
    • Anchoring - This prevents a spirit from leaving and gives the Ritemaster the power to communicate with the bound spirit at will. Thus, the spirit can use its senses to report to the Ritemaster. This binding, which allows the spirit to use its Charms, Abilities and Traits, is temporary, although it can be made permanent later. Septs often bind spirits in this manner to have them watch over their bawns. This kind of binding costs one Gnosis Trait, plus one extra Gnosis Trait if the bound spirit is a totem or Incarna avatar. The Ritemaster must ask and receive permission to bind the spirit in such a fashion. This can either be a result of roleplaying or of several successful Mental and Social Challenges. This version of the Rite of Binding gains the Ritemaster no Notoriety. This is the equivalent of "working in the mornings" to a spirit.
    • Investiture - A spirit is bound into an item, which then becomes a specific talen. The enchanting Garou spends a Gnosis Trait and one other appropriate Trait in the investiture, and must get permission from the spirit so invested. The result is a talen. A talen must have a spirit of an appropriate affinity (Bane Arrows must have spirits of War in them, etc.) The spirit stays bound until the talen is used.
    • Imprisonment - A spirit is bound into an item, which subsequently imprisons that spirit. The spirit cannot break free unless someone breaks the object or the binding. A Garou wishing to imprison a spirit usually beats the spirit into submission, and then, when the spirit has only a little Power remaining, enacts the Rite of Binding and imprisons it. The Garou can communicate with a spirit bound in this manner, although the prisoner cannot use its Charms. It can, however, use its Gnosis in Social and Mental Challenges, particularly with unsuspecting Garou who might be persuaded to break its prison and set the spirit free. By the time a spirit is freed after many years of imprisonment, it is usually restored to full health and Power, and is quite angry at the person who originally bound it. Regardless of whether a spirit is evil when it is bound, a Ritemaster gains an automatic Notoriety Trait just by performing this version of the Rite of Binding. The Rite of Binding requires 10 minutes of game time and the attention of the Spirit Keeper.

Wild West Corax Mystic Rites[]

  • Level Two[62]
    • Rite of the Fetish Egg - This is the rite used to create new Corax.
    • Rite of the Sun's Bright Ray - This rite will bring light into a dark area, even underground. The whole area is suddenly lit with a bright golden glow, which affect vampires as does sunlight. The light remains for one hour per success on a Gnosis roll (difficulty 7).
  • Advanced
    • Morrigan: Rite of the Battle Blessing - This rite, which is only permitted to be known by three specially chosen elder Corax (called the Morrigan) at a time, allows the Corax to tip the tide of battle in favor of one side or another. All three Morrigan must be present for this rite to be used, which means it will seldom be seen in most games (much less learned by all but the most exceptional players), but when it is used its effects are devastating. Each Morrgan may spend Gnosis Traits up to the limit of her Occult Ability, and for each Gnosis Trait spent by the Morrigan victims of this rite are considered one Trait down on all Challenges while they remain on battlefield. Targets cannot be down more Traits than it would take to reduce them to zero. This rite should not be allowed to become a regular factor in a game, as it remains one of the most potent advantages Raven has given his Children and he does not like to see it used often or unwisely, as such usage robs it of its power and mystique.

Wild West Nuwisha Mystic Rites[]

  • Level One[63]
    • Rite of Binding - As the Garou Mystic Rite
    • Rite of Talisman Dedication - As the Garou Mystic Rite
  • Level Two[64]
    • Rite of Becoming - Level Two - As the Garou Mystic Rite
    • Rite of Dansing - This rite is the first step on the path of the Storm Danser. It requires the Nuwisha to devour peyote and fast for three fill days. During this time, the Nuwisha must recite all his past experiences battling the Wyrm, traveling the Umbra, and teaching the other creatures of Gaia the error of their ways.
    • Rite of Spirit Awaking - As the Garou Mystic Rite
    • Ritual of SummoningAs the Garou Mystic Rite
  • Level Three[65]
    • Rite of the Fetish - As the Garou Mystic Rite
    • Rite of the Totem - As the Garou Mystic Rite
    • Satire Rite - As the Garou Punishment Rite
  • Intermediate
    • Rite of the Dream Dance - This potent rite allows the Nuwisha to know the location of all his fellow Storm Dansers, and to ask a question of them through a sort of shared dream.
  • Advanced
    • Sing Back the Dead - Only one Nuwisha ever knows this rite at a time, as it taught by Trickster himself. This rite has the power to defy the rules of life and death, allowing the coyote to sing back one or more werecreatures back to life.

List of Mystic Rites from Werewolf: The Dark Ages[]

Mystic rites are rites that pertain directly to the Umbra and spiritual connections. These rites may even be performed solitarily.

  • Level One[66]
    • Rite of Binding – This rite lets a Garou bind a spirit to her by entering a pack with it. A spirit will not let itself be bound unless it is friendly with the totem of the binder. A spirit can be bound into places (like caerns), objects (like talens) or even people. To bind a spirit, the character must be in the presence of it (i.e., in the Umbra). It is customary to summon a spirit first, if the character is able to do so, then try to persuade the spirit into binding, but most generally attempt to convince it to be bound. Failing this rite often results in angering the spirit, which can become very uncomfortable or dangerous for the Garou. The more powerful the spirit is, the harder it is to bind it.
    • Rite of the Questing Stone – By dangling a stone or a needle from a piece of string and concentrating on a person or an object he is familiar with (not locations), the Garou is able to locate his target. Whether a stone or a needle, the object in question will gently point or tug in the direction of the target so that the Garou can follow.
    • Rite of Talisman Dedication – When a werewolf runs four paws to the ground, she oftentimes needs to transport certain items - tools, weapons, clothes - along with her. This rite allows her to take some of her most important belongings with her when she changes form or enters the Umbra. The werewolf imbues the items spiritual energy and binds them to herself. The items remain with the werewolf in all forms, disappearing as he shapeshifts. The Garou performs this rite during his own auspice's moon phase, and each auspice has its own way of performing this ritual.
  • Level Two[67]
    • Rite of Blood - This is a rite of single combat between two Garou. Many believe that the Children of Gaia initiated this rite as a way to resolve conflicts between packs, septs, and even tribes with a minimum of bloodshed. Although only two combatants face off during the rite, all Garou present must take part in the ceremony. The ritemaster may be one of the combatants, although this happens only rarely. The two sides meet during the night of the full moon after agreeing to participate in the rite. The totem spirits (or manifestations thereof) of the two sides at odds are summoned to beat witness to the event. Each Garou must pledge before the two totems to accept the outcome of the rite. Each side chooses a champion. Most times, but not always, these champions are chosen in advance. Each champion has the symbols of her pack, sept and tribe painted on her skin; the two face off in a circle of silver. Only fang and claw are allowed in most versions of the rite; however, many Dark Ages Garou have begun using klaives as well. The totem spirits protect the circle of combat, not allowing any Garou to interfere or either combatant to leave until the matter is settled. The fights are often to the death, although usually if one werewolf wishes to yield, the victor will grant her opponent his life. All Garou who are present for the fight must accept the victory or defeat for their side. Variants on this rite are sometimes used to settle differences between Garou within septs. Any Garou who fights in a Rite of Blood earns Renown, even if defeated.
    • Rite of Spirit Awakening – This rite is performed to awaken dormant spirits. Dormant spirits exist in all things, and a spirit reflection of the mundane target manifests in the Penumbra when awakened. Awakened objects are immobile in the Penumbra, however, and they only move if their mundane counterpart does so. When used on plants, this rite is known as sanctification. Plant-spirits grant the ritemaster one use of its powers, like a talen. Foxglove wards against fae, for instance, while four-leaf clover bring good luck. Any book on herbalism should spark many ideas for such plants. The ritemaster plays a musical rhythm (usually on some a drum of some kind), while any other participants stride around the ritemaster howling or growling in pace with the beat to awaken the spirit.
    • Rite of Summoning – This rite allows the Garou mystic to call different spirits to her. The summoner compels spirits to seek out who call them, and when the rite is completed successfully, the spirits feels obliged to attend the Garou. Lesser spirits have no choice but to follow the summoning, while greater ones come out of mere curiosity. If performed in the Realm, this rite requires complex rituals and long periods of meditation and chanting. In the Umbra the summoner simply calls out of the spirit.
  • Level Three[68]
    • Rite of the Fetish – Trademark tools of the trade for the Garou, fetishes are objects with spirits bound into them. The pride of the Garou arsenal, these artifacts are created with careful consideration. For a spirit to agree to be bound into it, the fetish-to-be has to be made appealing for the spirit. Performing the Rite of Cleansing is generally a first step. Depending on the nature of the fetish, it is often placed under running water, buried in pure earth, exposed to constant breeze or suspended above an open flame for three consecutive nights. The more a character has taken care to prepare the fetish, the more likely it is that the spirit will agree without trouble. Then a spirit must be summoned or sought out and in some way persuaded - whether coerced or bribed (with Gnosis) - into entering the prepared object.
    • Rite of Foresight – The Garou prepares a small, herbal sacrifice that she burns on a rise or mound, as an offering to the spirits nearby. She then engages in meditation. After a while she spirit passes into the Umbra, where the spirits, if pleased with the sacrifice, offers her visions of possible futures. It is not uncommon to experience memories of the past as well, and the two can occasionally be hard to tell apart.
    • Rite of the Totem – This rite binds a pack of Garou together by adopting a guardian totem. To perform this rite, the participants all cover their eyes with a substance regarded as holy to Gaia, such as ashes, herbs or clay. When this is done, they step sideways, and the ritemaster leads his packmates in a hunt for signs of the totem spirit. When the totem spirit has been located, the Garou might have to prove themselves worthy of it. Generally a spirit will accept them if they have completed the Rite of Passage. As always, the Storyteller has final say.

Gallery[]

Rage Cards[]


References[]


^  Level 0

Rite of the Bright Candle Apocalypse Pg. 197-198
The Rite of Dragon Awakening Apocalypse Pg. 212-213

^  Level 1

Appease the Traffic Gods Book of the City Pg. 115-116
Baptism of Fire Werewolf: The Apocalypse Rulebook Pg. 191
Baptism of Fire GURPS Werewolf: The Apocalypse Pg. 144
Baptism of Fire Werewolf: The Apocalypse Second Edition Pg. 143-144
Baptism of Fire The Apocalypse Pg. 105
Baptism of Fire Laws of the Wild Pg. 131
Baptism of Fire Werewolf: The Apocalypse Revised Edition Pg. 160
Baptism of Fire Laws of the Wild Revised Edition Pg. 156
Baptism of Fire Laws of the Wyld West Pg. 176
Mokolé: Burning the Library Players Guide to the Changing Breeds Pg. 119-120
Mokolé: Burning the Library Changing Breeds Pg. 151
Gurahl: Dreams of Winter Changing Breeds Pg. 119
Ratkin: Hazer Tag Changing Breeds Pg. 191
Children of Gaia: Last Blessing Children of Gaia Tribebook Pg. 52
Children of Gaia: Last Blessing Litany of the Tribes Volume 1 Pg. 52
Children of Gaia: Last Blessing Tribebook: Children of Gaia Pg. 72-73
Kitsune: The Opening of the Eyes Hengeyokai: Way of the Beast Courts Pg. 223-224
Uktena: Prayer of the Seeking Tribebook: Uktena Pg. 73
Preserving the Fetish Players Guide to Garou Pg. 199
Nagah: Rite of Bearing Changing Breeds Pg. 164
Rite of Binding Werewolf: The Apocalypse Rulebook Pg. 190
Rite of Binding GURPS Werewolf: The Apocalypse Pg. 143
Rite of Binding Werewolf: The Apocalypse Second Edition Pg. 144
Rite of Binding (Anchoring, Investiture and Imprisonment) The Apocalypse Pg. 107-108
Rite of Binding (Anchoring, Investiture and Imprisonment) Laws of the Wild Pg. 132-133
Rite of Binding Werewolf: The Apocalypse Revised Edition Pg. 160
Rite of Binding Laws of the Wild Revised Edition Pg. 156
Rite of Binding Werewolf: The Wild West Rulebook Pg. 173
Rite of Binding (Anchoring, Investiture and Imprisonment) Laws of the Wyld West Pg. 177-178
Rite of Binding Dark Ages: Werewolf Rulebook Pg. 149
Common Rites: Rite of Binding Werewolf: The Apocalypse 5th Edition Pg. 184
Ananasi, Triumvirate: Rite of Binding Ananasi Pg. 96
Ananasi, Triumvirate: Rite of Binding Laws of the Wild: Changing Breeds 3 Pg. 81
Ratkin: Rite of the Birthing Plague Changing Breeds Pg. 191
Silver Fangs: Rite of Breeding Tribebook: Silver Fangs Pg. 79
Bone Gnawers: Rite of the Cardboard Palace Bone Gnawers Tribebook Pg. 44
Bone Gnawers: Rite of the Cardboard Palace Litany of the Tribes Volume 1 Pg. 44
Bone Gnawers: Rite of the Cardboard Palace Tribebook: Bone Gnawers Pg. 74-75
Ratkin: Rite of the Cardboard Palace Ratkin Pg. 70
Ratkin: Rite of the Cardboard Palace Laws of the Wild: Changing Breeds 3 Pg. 193
Nuwisha: Rite of Cleansing Werewolf Players Guide Pg. 143
Rite of Feeding the Wolf Book of the City Pg. 116
Rite of Going to Water Rage Across Appalachia Pg. 155
Glass Walkers, City Farmers: Rite of Growth Tribebook: Glass Walkers Pg. 82
Get of Fenris: Rite of Heritage Tribebook: Get of Fenris Pg. 79
Fianna: Rite of Inspiration, or "Awen's Blessing" Fianna Tribebook Pg. 49
Fianna: Rite of Inspiration, or "Awen's Blessing" Litany of the Tribes Volume 2 Pg. 49
Gurahl: Rite of Rending the Gauntlet Werewolf Players Guide Pg. 147
Gurahl: Rite of Rending the Gauntlet Gurahl Pg. 104-105
Gurahl: Rite of Rending the Gauntlet Laws of the Wild: Changing Breeds 2 Pg. 92-93
Gurahl: Rite of Rending the Gauntlet Players Guide to the Changing Breeds Pg. 96
Gurahl: Rite of Rending the Gauntlet Changing Breeds Pg. 119
Get of Fenris: Rite of Rune Carving Get of Fenris Tribebook Pg. 48
Get of Fenris: Rite of Rune Carving Litany of the Tribes Volume 2 Pg. 48
Get of Fenris: Rite of Rune Carving Tribebook: Get of Fenris Pg. 79-80
Uktena: Rite of the Sacred Fire Tribebook: Uktena Pg. 72
Rite of Silence Werewolf Players Guide Second Edition Pg. 45
Ananasi, First: Rite of Silence Ananasi Pg. 96
Ananasi, First: Rite of Silence Laws of the Wild: Changing Breeds 3 Pg. 81
Ananasi, First: The Rite of Spinning Ananasi Pg. 96
Ananasi First: The Rite of Spinning Laws of the Wild: Changing Breeds 3 Pg. 81-82
Ananasi: The Rite of Spinning Players Guide to the Changing Breeds Pg. 52
Ananasi: Rite of Spinning Changing Breeds Pg. 68
Nagah: Serpent’s Tongue Changing Breeds Pg. 164
Ananasi, Viskr: Summon Paradox Ananasi Pg. 98
Ananasi, Viskr: Summon Paradox Laws of the Wild: Changing Breeds 3 Pg. 85
Rite of Talisman Dedication Werewolf: The Apocalypse Rulebook Pg. 189
Rite of Talisman Dedication GURPS Werewolf: The Apocalypse Pg. 142-143
Rite of Talisman Dedication Werewolf: The Apocalypse Second Edition Pg. 144
Rite of the Talisman Dedication The Apocalypse Pg. 106
Rite of Talisman Dedication Laws of the Wild Pg. 132
Rite of Talisman Dedication Werewolf: The Apocalypse Revised Edition Pg. 160-161
Rite of Talisman Dedication Laws of the Wild Revised Edition Pg. 157
Rite of Talisman Dedication Werewolf: The Wild West Rulebook Pg. 173
Rite of Talisman Dedication Laws of the Wyld West Pg. 177
Rite of Talisman Dedication Dark Ages: Werewolf Rulebook Pg. 149
Common Rites: Rite of Dedication Werewolf: The Apocalypse 5th Edition Pg. 183
Corax: Rite of Talisman Dedication Werewolf Players Guide Pg. 152
Corax: Rite of Talisman Dedication Corax Pg. 81
Nuwisha: Rite of Talisman Dedication Werewolf Players Guide Pg. 143
Ritual of the Questing Stone Werewolf: The Apocalypse Rulebook Pg. 189
Rite of the Questing Stone GURPS Werewolf: The Apocalypse Pg. 142
Rite of the Questing Stone Werewolf: The Apocalypse Second Edition Pg. 144
Ritual of the Questing Stone The Apocalypse Pg. 106
Ritual of the Questing Stone Laws of the Wild Pg. 132
Rite of the Questing Stone Werewolf: The Apocalypse Revised Edition Pg. 160
Rite of the Questing Stone Laws of the Wild Revised Edition Pg. 156-157
Ritual of the Questing Stone Laws of the Wyld West Pg. 177
Rite of the Questing Stone Dark Ages: Werewolf Rulebook Pg. 149
Ananasi, First: Rite of the Questing Stone Ananasi Pg. 96
Ananasi, First: Rite of the Questing Stone Laws of the Wild: Changing Breeds 3 Pg. 81
Mokolé: Silence of the Oracles Players Guide to the Changing Breeds Pg. 120
Mokolé: Silence of the Oracles Changing Breeds Pg. 151

^  Level 2

Call to Arms Changing Ways Pg. 157
Call to the Lost Changing Ways Pg. 157
Calling the Spirit Guide Players Guide to Garou Pg. 199
Shadow Lords: Communion with the Storm Shadow Lords Tribebook Pg. 52
Shadow Lords: Communion with the Storm Litany of the Tribes Volume 3 Pg. 52
Shadow Lords: Communion with the Storm Tribebook: Shadow Lords Pg. 75
Corax: Eyes of the Flock Changing Breeds Pg. 101
Fianna: Feast for the Spirits Tribebook: Fianna Pg. 75
Read All About It Book of the City Pg. 116
Glass Walkers: Reconstitution of the Will Glass Walkers Tribebook Pg. 53
Glass Walkers: Reconstitution of the Will Litany of the Tribes Volume 2 Pg. 53
Ananasi, First: Recorder Ananasi Pg. 96
Ananasi, First: Recorder Laws of the Wild: Changing Breeds 3 Pg. 82
Renewing the Talen Players Guide to Garou Pg. 199
Rite of Becoming Werewolf: The Apocalypse Rulebook Pg. 191
Rite of Becoming GURPS Werewolf: The Apocalypse Pg. 144
Rite of Becoming Werewolf: The Apocalypse Second Edition Pg. 144-145
Rite of Becoming The Apocalypse Pg. 106
Rite of Becoming Laws of the Wild Pg. 132
Rite of Becoming Werewolf: The Apocalypse Revised Edition Pg. 161
Rite of Becoming Laws of the Wild Revised Edition Pg. 157
Rite of Becoming Laws of the Wyld West Pg. 177
Corax: Rite of Becoming Werewolf Players Guide Pg. 152
Corax: Rite of Becoming Corax Pg. 83
Corax: Rite of Becoming Players Guide to the Changing Breeds Pg. 82
Nuwisha: Rite of Becoming Werewolf Players Guide Pg. 143
Rite of Blood Werewolf: The Dark Ages Pg. 114
Gurahl: Rite of the Changing Moon Gurahl Pg. 105
Gurahl: Rite of the Changing Moon Laws of the Wild: Changing Breeds 2 Pg. 93
Bone Gnawers: Rite of Crash Space Tribebook: Bone Gnawers Pg. 75
Nuwisha, Umbral Danser: Rite of Dansing Werewolf Players Guide Pg. 143
Nuwisha, Umbral Danser: Rite of Dansing Werewolf Players Guide Second Edition Pg. 174
Nuwisha, Umbral Danser: Rite of Dansing Laws of the Wild: Changing Breeds 1 Pg. 42
Nuwisha, Storm Danser: Rite of Dansing Frontier Secrets Pg. 25
Nuwisha, Storm Danser: Rite of Dansing Laws of the Wyld West Pg. 286
Rite of the Dreamtime W20 Umbra: The Velvet Shadow Pg. 23
Red Talons, Dying Cubs: Rite of Feeding the Land Tribebook: Red Talons Pg. 73-74
Corax: Rite of the Fetish Egg Werewolf Players Guide Pg. 152
Corax: Rite of the Fetish Egg Werewolf Players Guide Second Edition Pg. 151
Corax: Rite of the Fetish Egg Corax Pg. 82-83
Corax: Rite of the Fetish Egg Players Guide to the Changing Breeds Pg. 82
Corax: Rite of the Fetish Egg Laws of the Wild: Changing Breeds 1 Pg. 98
Corax, Tengu: Rite of the Fetish Egg Hengeyokai: Shapeshifters of the East Pg. 99
Corax, Tengu: Rite of the Fetish Egg Hengeyokai: Way of the Beast Courts Pg. 105-106
Corax: Rite of the Fetish Egg Frontier Secrets Pg. 20
Corax: Rite of the Fetish Egg Laws of the Wyld West Pg. 296-297
Corax: Rite of the Fetish Egg Changing Breeds Pg. 101-102
Stargazers: Rite of Knowing Tribebook: Stargazers Pg. 77-78
Ahadi: Rite of One Blood Changing Breeds Pg. 266-267
Rokea: Rite of Passing the Net Changing Breeds Pg. 204-205
Gurahl: Rite of Replenishment Laws of the Wild: Changing Breeds 2 Pg. 94
Gurahl: Rite of the River-Portent Werewolf Players Guide Pg. 147
Gurahl: Rite of the River-Portent Gurahl Pg. 105
Gurahl: Rite of the River-Portent Laws of the Wild: Changing Breeds 2 Pg. 94
Black Spiral Dancers: Rite of the Sacred Tattoo Book of the Wyrm Second Edition Pg. 108
Black Spiral Dancers: Rite of the Sacred Tattoo Mind's Eye Theatre: Book of the Wyrm Pg. 99
Bone Gnawers: Rite of the Shopping Cart Bone Gnawers Tribebook Pg. 44
Bone Gnawers: Rite of the Shopping Cart Litany of the Tribes Volume 1 Pg. 44
Bone Gnawers: Rite of the Shopping Cart Tribebook: Bone Gnawers Pg. 75-76
Rite of Spirit Awakening Werewolf: The Apocalypse Rulebook Pg. 191
Rite of Spirit Awakening GURPS Werewolf: The Apocalypse Pg. 144
Rite of Spirit Awakening Werewolf: The Apocalypse Second Edition Pg. 145
Rite of Spirit Awakening The Apocalypse Pg. 105-106
Rite of Spirit Awakening Laws of the Wild Pg. 131
Rite of Spirit Awakening Werewolf: The Apocalypse Revised Edition Pg. 161
Rite of Spirit Awakening Laws of the Wild Revised Edition Pg. 157
Rite of Spirit Awakening Laws of the Wyld West Pg. 176
Rite of Spirit Awakening Dark Ages: Werewolf Rulebook Pg. 149-150
Nuwisha: Rite of Spirit Awaking Werewolf Players Guide Pg. 143
Silent Striders: Rite of the Spoken Page Tribebook: Silent Striders Pg. 78
Rite of the Spirit Brew Werewolf Players Guide Second Edition Pg. 45-46
Ritual of Summoning Werewolf: The Apocalypse Rulebook Pg. 191-192
Rite of Summoning GURPS Werewolf: The Apocalypse Pg. 144-145
Rite of Summoning Werewolf: The Apocalypse Second Edition Pg. 145-146
Rite of Summoning The Apocalypse Pg. 106-107
Rite of Summoning Laws of the Wild Pg. 133-135
Rite of Summoning Werewolf: The Apocalypse Revised Edition Pg. 161
Rite of Summoning Laws of the Wild Revised Edition Pg. 157-158
Rite of Summoning Werewolf: The Wild West Rulebook Pg. 173-174
Rite of Summoning Laws of the Wyld West Pg. 178-181
Rite of Summoning Dark Ages: Werewolf Rulebook Pg. 150
Common Rites: Rite of Spirit Summoning Werewolf: The Apocalypse 5th Edition Pg. 183-184
Nuwisha: Ritual of Summoning Werewolf Players Guide Pg. 143
Seventh Generation: Rite of Summoning Rage Across New York Pg. 78
Seventh Generation: Rite of Summoning Rage Across the World Volume 3 Pg. 78
Corax: Rite of the Sun's Bright Ray Werewolf Players Guide Pg. 152
Corax: Rite of the Sun's Bright Ray Werewolf Players Guide Second Edition Pg. 150-151
Corax: Rite of the Sun's Bright Ray Corax Pg. 82
Corax: Rite of the Sun's Bright Ray Players Guide to the Changing Breeds Pg. 82
Corax: Rite of the Sun's Bright Ray Laws of the Wild: Changing Breeds 1 Pg. 98
Corax: Rite of the Sun's Bright Ray Frontier Secrets Pg. 20
Corax: Rite of the Sun's Bright Ray Laws of the Wyld West Pg. 296
Corax: Rite of the Sun's Bright Ray Changing Breeds Pg. 101
Wendigo: Rite of the Sun Dance Tribebook: Wendigo Pg. 71
Mokolé: Rite of the Time Wheel Apocalypse Pg. 217
Gurahl: Rite of True Mating Gurahl Pg. 105
Gurahl: Rite of True Mating Laws of the Wild: Changing Breeds 2 Pg. 94
Gurahl: Rite of True Mating The Wild West Companion Pg. 128
Glass Walkers: Running With the Wyld Glass Walkers Tribebook Pg. 53
Glass Walkers: Running With the Wyld Litany of the Tribes Volume 2 Pg. 53
Rite of Tying the Snare Book of the City Pg. 117
Rite of the Ziggurat Book of the City Pg. 116-117
Mokolé: Silence of the Oracles Changing Breeds Pg. 151

Intermediate

Black Spiral Dancers: Rite of the Bane Totem Mind's Eye Theatre: Book of the Wyrm Pg. 99
Black Spiral Dancers: Rite of the Corrupted Fetish Mind's Eye Theatre: Book of the Wyrm Pg. 99
Black Spiral Dancers: Rite of the Opened Eyes Mind's Eye Theatre: Book of the Wyrm Pg. 99

^  Level 3

Black Furies: Birth the Fire Warrior Tribebook: Black Furies Pg. 76
Calling the Spirit Guide Players Guide to Garou Pg. 199
Ahadi: The Dawning Ritual Changing Breeds Pg. 266
Silent Striders: Descent into the Underworld Silent Striders Tribebook Pg. 50
Silent Striders: Descent into the Underworld Litany of the Tribes Volume 3 Pg. 50
Silent Striders: Descent into the Underworld Tribebook: Silent Striders Pg. 78
Silver Fangs, Ivory Priesthood: Enter Dark Umbra Silver Fangs Tribebook Pg. 52
Silver Fangs, Ivory Priesthood: Enter Dark Umbra Litany of the Tribes Volume 4 Pg. 52
Gurahl: Finding the Ancient Cache Werewolf Players Guide Pg. 147
Gurahl: Rite of the Finding the Ancient Cache Gurahl Pg. 105
Gurahl: Rite of Finding the Ancient Cache Laws of the Wild: Changing Breeds 2 Pg. 94-95
Ananasi, Triumvirate: Fylfot's Rite Ananasi Pg. 96
Ananasi Triumvirate: Fylfot's Rite Laws of the Wild: Changing Breeds 3 Pg. 81
Nagah: Naming the Target Players Guide to the Changing Breeds Pg. 129
Nagah: Naming the Target Changing Breeds Pg. 164
Rend Trod W20 Umbra: The Velvet Shadow Pg. 27
Children of Gaia: Rite of Asklepios Tribebook: Children of Gaia Pg. 73
Philodox: The Rite of the Blackened Moon Book of Auspices Pg. 81
Rite of Blood Kin Werewolf Players Guide Second Edition Pg. 46
Children of Gaia: Rite of Blood Kin Tribebook: Children of Gaia Pg. 73
Bone Gnawers: Rite of the Cardboard Fortress Tribebook: Bone Gnawers Pg. 76
Kitsune: Rite of the Crossroads Hengeyokai: Way of the Beast Courts Pg. 224
Wendigo: Rite of Deliverance Tribebook: Wendigo Pg. 71-72
Rite of the Fetish Werewolf: The Apocalypse Rulebook Pg. 192-193
Rite of the Fetish GURPS Werewolf: The Apocalypse Pg. 146
Rite of the Fetish Werewolf: The Apocalypse Second Edition Pg. 146
Rite of the Fetish The Apocalypse Pg. 108
Rite of the Fetish Laws of the Wild Pg. 136
Rite of the Fetish Werewolf: The Apocalypse Revised Edition Pg. 161-162
Rite of the Fetish Laws of the Wild Revised Edition Pg. 158
Rite of the Fetish Werewolf: The Wild West Rulebook Pg. 174
Rite of the Fetish Laws of the Wyld West Pg. 181-182
Rite of the Fetish Dark Ages: Werewolf Rulebook Pg. 150
Nuwisha: Rite of the Fetish Werewolf Players Guide Pg. 143
Fianna: Rite of the Foeman's Vigil Tribebook: Fianna Pg. 75-76
Rite of Foresight Dark Ages: Werewolf Rulebook Pg. 150
Children of Gaia: Rite of Gaian Blood Children of Gaia Tribebook Pg. 51
Children of Gaia: Rite of Gaian Blood Litany of the Tribes Volume 1 Pg. 51
Hengeyokai: Rite of the Harmonious Journey Hengeyokai: Shapeshifters of the East Pg. 111
Hengeyokai: Rite of the Harmonious Journey Hengeyokai: Way of the Beast Courts Pg. 123
Grondr: Rite of the Hungry Soul Changing Breeds Pg. 247
Ahadi: Rite of the Joined Circle Changing Breeds Pg. 266
Get of Fenris: Rite of the Lodge House Get of Fenris Tribebook Pg. 48
Get of Fenris: Rite of the Lodge House Litany of the Tribes Volume 2 Pg. 48
Get of Fenris: Rite of the Lodge House Tribebook: Get of Fenris Pg. 80
The Rite of Luna's Eye W20 Rage Across the World Pg. 81
Silent Striders, Eaters of the Dead: The Rite of Mocking the Serpent Rage Across Egypt Pg. 118-119
Ahadi: Rite of One Blood Changing Breeds Pg. 266-267
Ahadi: Rite of One Mind Changing Breeds Pg. 267
Red Talons: Rite of Prophecy Tribebook: Red Talons Pg. 74
Get of Fenris: Rite of Rune Casting Tribebook: Get of Fenris Pg. 80
White Howlers: Rite of Sacred Art White Howlers Tribebook Pg. 69
Children of Gaia and Jesal Voice-of-the-Sands: The Rite of the Sacred Gift Rage Across Egypt Pg. 119
White Howlers: Rite of the Sacred Tattoo White Howlers Tribebook Pg. 68-69
Stargazers: Rite of the Seed of Desire Tribebook: Stargazers Pg. 78-79
Rite of the Shadow Play Changing Ways Pg. 157-158
Engineers and Rakin: Rite of the Shopping Cart Ratkin Pg. 72
Engineers and Rakin: Rite of the Shopping Cart Laws of the Wild: Changing Breeds 3 Pg. 195
Uktena: Rite of the Spirit Cage Tribebook: Uktena Pg. 73-74
Rite of the Spirit Pass Rage Across the Heavens Pg. 110-111
Mokolé: Rite of the Stone Mokolé Pg. 91
Mokolé: Rite of the Stone Laws of the Wild: Changing Breeds 2 Pg. 174
Children of Gaia: Rite of Talisman Adaptation Tribebook: Children of Gaia Pg. 74
Rite of the Totem Werewolf: The Apocalypse Rulebook Pg. 193
Rite of the Totem GURPS Werewolf: The Apocalypse Pg. 146
Rite of the Totem Werewolf: The Apocalypse Second Edition Pg. 146
Rite of the Totem Laws of the Wild Pg. 135-136
Rite of the Totem Werewolf: The Apocalypse Revised Edition Pg. 162
Rite of the Totem Laws of the Wild Revised Edition Pg. 158
Rite of the Totem Werewolf: The Wild West Rulebook Pg. 174
Rite of the Totem Laws of the Wyld West Pg. 181
Rite of the Totem Dark Ages: Werewolf Rulebook Pg. 150-151
Common Rites: Rite of Patronage (Totem) Werewolf: The Apocalypse 5th Edition Pg. 184-185
Nuwisha: Rite of the Totem Werewolf Players Guide Pg. 143
Rite of Weeping for a Vision Werewolf Players Guide Second Edition Pg. 46-47
Red Talons: Rite of Wilderness Reclaimed Red Talons Tribebook Pg. 49
Red Talons: Rite of Wilderness Reclaimed Litany of the Tribes Volume 3 Pg. 49
Black Spiral Dancers: The Rite of Woad Book of the Wyrm Second Edition Pg. 108-109
Black Spiral Dancers: Rite of Woad Mind's Eye Theatre: Book of the Wyrm Pg. 99-100
Children of Gaia: Sin-Eating Tribebook: Children of Gaia Pg. 73
Children of Gaia: Sing the Many Shapes Tribebook: Children of Gaia Pg. 73-74
Silver Fangs, Ivory Priesthood: Walking With the Dead Tribebook: Silver Fangs Pg. 79

^  Level 4

Mokolé: Boat of the Sun Mokolé Pg. 91
Mokolé: Boat of the Sun Laws of the Wild: Changing Breeds 2 Pg. 174
Mokolé: Burn the Library Mokolé Pg. 91
Mokolé: Burn the Library Laws of the Wild: Changing Breeds 2 Pg. 174
Ananasi: The Master’s Needs Changing Breeds Pg. 68-69
Wendigo: Moon Dance Wendigo Tribebook Pg. 50
Wendigo: Moon Dance Litany of the Tribes Volume 4 Pg. 50
Black Furies: Python's Trail Tribebook: Black Furies Pg. 76-77
Rite of the 13th Floor Book of the City Pg. 117
Corax, Morrigan: Rite of the Battle Blessing Werewolf Players Guide Pg. 152
Corax, Morrigan: Rite of the Battle Blessing Werewolf Players Guide Second Edition Pg. 151
Corax, Morrigan: Rite of the Battle Blessing Corax Pg. 83
Corax, Morrigan: Rite of the Battle Blessing Laws of the Wild: Changing Breeds 1 Pg. 99
Corax, Morrigan: Rite of the Battle Blessing Laws of the Wyld West Pg. 297
Silent Striders, Eaters of the Dead: Rite of Dormant Wisdom Werewolf Players Guide Pg. 45-46
Silent Striders, Eaters of the Dead: Rite of Dormant Wisdom Silent Striders Tribebook Pg. 50
Silent Striders, Eaters of the Dead: Rite of Dormant Wisdom Litany of the Tribes Volume 3 Pg. 50
Silent Striders, Eaters of the Dead: Rite of Dormant Wisdom Tribebook: Silent Striders Pg. 79-80
Silent Striders, Eaters of the Dead: The Rite of Dormant Wisdom Rage Across Egypt Pg. 117-118
Nuwisha, Umbral Danser: Rite of the Dream Danse Werewolf Players Guide Pg. 143
Nuwisha, Umbral Danser: Rite of the Dream Danse Werewolf Players Guide Second Edition Pg. 174
Nuwisha, Umbral Danser: Rite of the Dream Danse Laws of the Wild: Changing Breeds 1 Pg. 42-43
Nuwisha, Storm Danser: Rite of the Dream Danse Laws of the Wyld West Pg. 286
Rite of Excoriation Changing Ways Pg. 122
Red Talons: Rite of False Justice Tribebook: Red Talons Pg. 75
Black Spiral Dancers: Rite of the Flayed God Book of the Wyrm 20th Anniversary Edition Pg. 124-125
Gurahl: Rite of the Freed Spirit Gurahl Pg. 106
Gurahl: Rite of the Freed Spirit Laws of the Wild: Changing Breeds 2 Pg. 96
Red Talons: Rite of Gaia's Treasure Apocalypse Pg. 217
Red Talons: Rite of the Griffin Red Talons Tribebook Pg. 49
Red Talons: Rite of the Griffin Litany of the Tribes Volume 3 Pg. 49
Rite of The Guardian Spirit W20 Rage Across the World Pg. 30
Uktena: Rite of Invitation to the Ancestors Uktena Tribebook Pg. 50-51
Uktena: Rite of Invitation to the Ancestors Litany of the Tribes Volume 4 Pg. 50-51
Uktena: Rite of Invitation to the Ancestors Tribebook: Uktena Pg. 74
Ratkin, Nezumi: Rite of Plague Genesis Hengeyokai: Way of the Beast Courts Pg. 87-88
Rite of the Reefweaver Book of the City Pg. 117-118
Children of Gaia: Rite of Resolution Children of Gaia Tribebook Pg. 74
Children of Gaia: Rite of Resolution Litany of the Tribes Volume 1 Pg. 74
Rite of the Sparrow Werewolf Storytellers Handbook Pg. 122
Hengeyokai: Rite of the Spirit Tattoo Hengeyokai: Shapeshifters of the East Pg. 112
Hengeyokai: Rite of the Spirit Tattoo Hengeyokai: Way of the Beast Courts Pg. 123-124
Mokolé: Walking In Your Footsteps Mokolé Pg. 91-92
Mokolé: Walking in Your Footsteps Laws of the Wild: Changing Breeds 2 Pg. 174-175
Rite of the Wyld Machines Book of the City Pg. 118

^  Level 5

Ahadi: Ahadi Rite Players Guide to the Changing Breeds Pg. 219-220
Children of Gaia: Alternation of Generations Tribebook: Children of Gaia Pg. 74
The Ending Game Book of the City Pg. 118
Children of Gaia: End Time Rite Children of Gaia Tribebook Pg. 52-53
Children of Gaia: End Time Rite Litany of the Tribes Volume 1 Pg. 52-53
Children of Gaia: End Time Rite Tribebook: Children of Gaia Pg. 74-75
Flaming Death Spears Apocalypse Pg. 216-217
Flaming Death Spears Laws of Judgment Pg. 69
Uktena: Mockery Curing Way Tribebook: Uktena Pg. 75-76
Mokolé: Rite of Anamnesis Mokolé Pg. 92
Mokolé: Rite of Anamnesis Laws of the Wild: Changing Breeds 2 Pg. 176
Uktena: Rite of Bane Binding Uktena Tribebook Pg. 51
Uktena: Rite of Bane Binding Litany of the Tribes Volume 4 Pg. 51
Uktena: Rite of Bane Binding Tribebook: Uktena Pg. 74-75
Get of Fenris: Rite of Conquest Get of Fenris Tribebook Pg. 49
Get of Fenris: Rite of Conquest Litany of the Tribes Volume 2 Pg. 49
Bone Gnawers: The Rite of the Dead The Chaos Factor Pg. 135
Bone Gnawers: The Rite of the Dead Mage Chronicles Volume 3 Pg. 135
Mokolé, Defiler Kings: The Rite of Dead Wonders Shattered Dreams Pg. 39
Croatan, Uktena, Wendigo: Rite of Death-Crafting Croatan Song Pg. 120-121
Mokolé: Rite of the Eidolon Mokolé Pg. 92
Mokolé: Rite of the Eidolon Laws of the Wild: Changing Breeds 2 Pg. 176
Gurahl: Rite of Fighting the Death Bear Werewolf Players Guide Pg. 147-148
Gurahl: Rite of Fighting the Death Bear Gurahl Pg. 107
Gurahl: Rite of Fighting the Death Bear Laws of the Wild: Changing Breeds 2 Pg. 97-98
Gurahl: Rite of Fighting the Death Bear Players Guide to the Changing Breeds Pg. 96
Red Talons: Rite of Gaia's Rebirth Tribebook: Red Talons Pg. 75-77
Ananasi, Kumo: Rite of the Goblin Chrysalis Hengeyokai: Shapeshifters of the East Pg. 112
Ananasi, Kumo: Rite of the Goblin Chrysalis Hengeyokai: Way of the Beast Courts Pg. 124
Rite of Harano’s Folly W20 Howls of Apocalypse Pg. 8-9
Shadow Lords: Rite of the Hurricane Tribebook: Shadow Lords Pg. 75-76
Gurahl: Rite of the Long Sleep Werewolf Players Guide Pg. 147
Gurahl: Rite of the Long Sleep Gurahl Pg. 106
Gurahl: Rite of the Long Sleep Laws of the Wild: Changing Breeds 2 Pg. 97
Mokolé: Rite of Lost Dreams Mokolé Pg. 92
Mokolé: Rite of Lost Dreams Laws of the Wild: Changing Breeds 2 Pg. 176-177
Wendigo: Rite of Luna's Answer Tribebook: Wendigo Pg. 72
Ananasi, Triumvirate: Rite of One Ananasi Pg. 98
Ananasi, Triumvirate: Rite of One Laws of the Wild: Changing Breeds 3 Pg. 84
Children of Gaia: Rite of the Parted Veil Children of Gaia Tribebook Pg. 52
Children of Gaia: Rite of the Parted Veil Litany of the Tribes Volume 1 Pg. 52
Children of Gaia: Rite of the Parted Veil Tribebook: Children of Gaia Pg. 75
Children of Gaia: Rite of the Sacred Peace Tribebook: Children of Gaia Pg. 74
Mokolé: Rite of the Sleeping Dragon Mokolé Pg. 92-93
Mokolé: Rite of the Sleeping Dragon Laws of the Wild: Changing Breeds 2 Pg. 177
Rite of Spirit Union Changing Ways Pg. 158-159
Rite of Undying Pursuit Past Lives Pg. 95-96
Silent Striders, Seekers: Ritual of Life Tribebook: Silent Striders Pg. 79
Ritual of Sacred Rebirth Valkenburg Foundation Pg. 56
Ritual of Sacred Rebirth Werewolf Chronicles Volume 1 Pg. VF: 56
Ritual of Sacred Rebirth Outcasts: A Players Guide to Pariahs Pg. 63
Ritual of Sacred Rebirth Laws of the Wild Pg. 232-233
Rite of Sacred Rebirth Players Guide to Garou Pg. 213
Nuwisha: Sing Back the Dead Werewolf Players Guide Pg. 143
Nuwisha: Sing Back the Dead Werewolf Players Guide Second Edition Pg. 174
Nuwisha: Sing Back the Dead Laws of the Wild: Changing Breeds 1 Pg. 43
Nuwisha: Sing Back the Dead Players Guide to the Changing Breeds Pg. 136
Nuwisha: Sing Back the Dead Laws of the Wyld West Pg. 287
Nuwisha: Sing Back the Dead Changing Breeds Pg. 175-176

^  Level 6

Croatan: Raise the Sun Croatan Song Pg. 121
Wyrm: Rite of the Vengeful Spider Apocalypse Pg. 198-199

Level: Special

Wendigo: Vision Quest Wendigo Tribebook Pg. 49-50
Wendigo: Vision Quest Litany of the Tribes Volume 4 Pg. 49-50
Werewolf: The Apocalypse Rites
Garou and Fera Rites Accord · Age Role · Ahadi · Astrological · Caern · Dark Umbra · Death · Frontier · Hengeyokai · Minor · Mystic · Punishment · Pure Ones · Renown · Seasonal · Wyld
Fifth Edition Garou Rites Common · Legendary · Social
Kinfolk Rites Accord · Caern · Homestead · Milestones · Minor · Punishment · Renown · Ritual of Sacred Rebirth
Unique Fera Rites Ajaba - Ananasi: First · Triumvirate · Viskr - Bastet: Kuasha · Moon · Need · Taghairm - Corax - Gurahl - Kitsune - Mokolé - Nagah - Nuwisha - Ratkin - Rokea
Rites of the Lost Breeds Apis - Camazotz - Grondr
Wyrm-Corrupted Fera Rites Blood Rituals · Defiler Kings · Buzzards · Histpah
Miscellaneous Rites 7th Generation - Fomori - Miscellaneous Rites
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