White Wolf Wiki
Advertisement

Rites are a form of ritualistic magic that draw on the properties of the Shadow.

Overview[]

There are two types of rites: Wolf Rites, which rely on the half-spirit nature of the Uratha and can only benefit a werewolf, and Pack Rites, which rely on the bonds of the pack and benefit all members of the pack.

Rites exploit the laws and ancient pacts that govern spirits. They usually involve some kind of symbolic actions that invoke those pacts and demand a response, though the exact procedure varies considerably from place to place and over time. Sometimes the symbols are very personal to the specific ritemaster or pack that performs it, and thus not obvious to outsiders, and rites evolve as they are passed down from teacher to student.

Any Uratha who knows a rite may act as the ritemaster, and others who also know the rite may assist. Pack Rites must be performed by members of the same pack to be effective, and certain Wolf-Blooded can learn them and act as ritemasters.

A werewolf who wishes to learn a rite must find a teacher. Elders may freely teach some common rites, but others are carefully guarded secrets and may require a would-be student to prove themself. Spirits can also teach some rites directly. Less commonly, rites are written down to ensure they are not forgotten, and new rites may be discovered through careful research in the Shadow.

Werewolf: The Forsaken First Edition Rites[]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Banish Human: This simple, quick ritual forces a living human or animal out of the spirit world and back into the physical. White the Banish Human ritual got a lot of use before the Sundering - when a human might easily enter the spirit world - the Gauntlet serves as a hard barrier today. This rite doesn't see a great deal of use in the modern world, as humans rarely venture into the spirit world (deliberately or accidentally). It can, however, rescue a human who's been trapped in the Shadow Realm by accident or malice. Many modern werewolves use this ritual to interfere with the activities of human shamans and wizards who enter the spirit world.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Funeral Rite: The Funeral Rite is performed after the death of a werewolf. Its intent is threefold. First, it provides proper honor to the spirit of the valiant dead. Second, the rite gives packmates, allies and friends of the deceased an opportunity to make their peace with his demise. Third, the ritual speeds the spirit of the dead werewolf on its way to the ancestor realms or into its next life.
  • This rite is said to have been first performed by the ancestors of the Pure Tribes upon the death of Father Wolf, and it's rumored that performance laid waste to the spirit world, wracking the very Earth with the agony of Father Wolf's death. The modern form of the ritual has no such effect.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Rite of Dedication: A werewolf's body is suffused with Essence, allowing it to contravene the "laws" of the physical would in ways science deems impossible. For example, a werewolf can bodily enter the spirit world or quadruple his mass in an instant by changing shape. This spirit energy doesn't automatically infuse the werewolf's belongings, though. Shifting to Dalu almost certainly damages a werewolf's clothes, and shifting to any other form destroys them. By the same token, when a werewolf steps into the spirit world, his mundane belongings are left behind. This rite allows a werewolf to ritually tie mundane objects such as clothing, watches or weapons to his Essence.
  • When the werewolf shapeshifts, a ritually bound or "dedicated" item of clothing or equipment shifts to match his form if feasible, or merges with his flesh. For example, if a werewolf has dedicated a suit of clothes, a necklace and a wristwatch, all these objects change in size to suit his new form when he assumes Dalu. When he shifts to Gauru, the clothes merge with his flesh, but the wristwatch and necklace might shift size again. When he takes Urhan form, the wristwatch also blends with his flesh, while the necklace might remain. In addition, all these objects remain with him when he enters the spirit world, although the un-dedicated flashlight he carries doesn't.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Rite of Renunciation: Sometimes, a werewolf discovers that she simply cannot consider herself a member of her tribe any longer. Perhaps she chose poorly during her initiation; perhaps her ideology changed under the pressures of Forsaken life. In such cases, it's better to formally renounce one's tribe to begin a new life than to crack under the strain.
  • The rite doesn't actually create the ability to leave the tribe at all. A werewolf who doesn't perform this rite is not mystically bound to be a member of her tribe forever. Rather, this rite allows a werewolf to leave her current tribe formally while causing the least amount of offense to the tribe's patron totem and the other werewolves of the tribe. Once the Rite of Renunciation is performed, the werewolf is free to undergo a second Rite of Initiation and join another tribe, or to simply walk as a Ghost Wolf.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Shared Scent: Every werewolf can trace even faint remnants of a scent as long as he's tasted his prey's blood. This rite dates back to the earliest times, to the legendary task of tracking wayward spirits and men and keep them out of the wrong side of the Border Marches. Wolves don't hunt alone, and neither do Uratha - they track their prey in packs. In those ancient days, the werewolves learned how to share a captured scent.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Rite of the Spirit Brand: This ritual invokes the Lunes to confirm that a given werewolf has achieved a greater measure of Renown. The Lunes respond by marking the subject with silver brands, proving that he's claimed the right to greater standing among his people and the spirits. Traditionally, a werewolf must perform this rite for another. It's generally considered too proud and crass to perform it for oneself, though some Ghost Wolves have little alternative.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Banish Spirit: This rite returns a wayward spirit from the physical world to the spirit world. In the First Times, the children of Father Wolf used this ritual to force spirits to travel back past the Border Marches. After the Fall, things got easier, in a way. No longer did a werewolf need to force a spirit to the Border Marches and then banish it. Instead, she could simply force the spirit through the Gauntlet and into the Hisil. Unfortunately, this is something of a brute-force ritual. Being shoved through the Gauntlet can be damaging to spirits, who resent having this rite used on them. Most spirits would prefer to leave of their own volition, perhaps after being plied with chiminage or the promise of favors. On the other hand, the pain this ritual inflicts on a wayward spirit makes it a good stick to have around if the carrot of chiminage proves insufficient.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Blessing of the Spirit Hunt: This rite stands as evidence of the Uratha's millennia of conflict with the spirit world. The lore of the People states that this rite was first taught by Father Wolf himself, so that his half-flesh descendants could hunt spirit prey alongside their Father and the Firstborn. The rite blesses the teeth and fangs of a werewolf, so that he can catch and rend an ephemeral spirit as if it were solid flesh. The ritemaster invokes allied wolf-spirits or spirits closely allied to the brood of his totem, for few other spirits could be compelled to empower this rite.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Call Gaffling: This ancient ritual and its brother rite, Call Jaggling, are the core of relations between spirits and werewolves. Though the Uratha face great animosity rom the spirit broods, the ancient pacts forged before history began still hold. Most spirits still adhere to a series of bans that require them to obey the summons of a werewolf who performs the proper rites. The power of ritual to compel them is written on their very being.
  • The Gaffling is the lowest rank of spirit, and the most commonly found in the natural world (and the Shadow). Like most spirits, Gafflings are generally unfriendly toward the Forsaken and Pure Tribes. The summoned spirit is under no compulsion to cooperate, and most choose not to unless offered delightfully appropriate chiminage and/or the threat of binding. And yet, Gafflings, like all spirits, are aware of a werewolf's Renown and are more likely to respond well to an accomplished Uratha than to a cub.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Call Human: This rite dates back to the illegitimate kingdoms ruled by the Uratha in prehistory. A werewolf might need some spare physical labor and use this rite to conjure it up. A ritualist might use this rite repeatedly over a span of weeks to spread his seed among the women of a small town. The Call Human rite is rarely used for ethical reasons these days, and many Forsaken find its practice disgusting.
  • This ritual allows a werewolf to summon the nearest mortal human within five miles. The rite works only in the physical world. The ritualist cannot choose a specific mortal. Instead, the nearest mortal human feels a compulsion to travel to the ritualist's current location.
  • The rite doesn't summon werewolves or other supernatural entities such as mages, ghouls and vampires. It may, however, call a person with the blood of the wolf (in face, the wolf-blooded are even more susceptible to it than ordinary people are). It doesn't summon wolves or other animals (though there are likely other rituals and Gifts that do summon animals).
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Cleansed Blood: Werewolves possess the uncanny ability to track anyone whose blood they have tasted - a trait that some of their enemies share. This rite of purification is particularly sought after by werewolves who know they have enemies among the People. By enacting this rite, a werewolf can lose a spiritual trail, perhaps to turn the tables on her hunter.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Fortify the Border Marches: In the most ancient days, werewolves prowled the Broder Marches between the spirit and physical worlds. The get of Father Wolf couldn't be everywhere at once, of course, so in some cases they built walls - or bound humans or spirits to the task of building walls along the Border Marches. The rituals used to being spirits and men to this task failed after the death of Father Wolf. The Border Marches became the Gauntlet. Forsaken Ithaeur roamed the spirit world for years after that, looking for a way to affect the Gauntlet within their own territories. Eventually, they came to an agreement with the spider-spirits that skitter along the Gauntlet itself.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Hallow Touchstone: Werewolves can certainly hunt and fight well enough on their own, but access to Essence to fuel their spiritual powers can often mean the difference between life and death. The ability to access the energy of the Shadow without having to brave its many hazards is invaluable; even more so is the ability to carry a portion of a locus' power on one's person. By properly cleansing and preparing an object that correlates to a locus via this rite, a ritemaster can create a touchstone that bears a measure of the locus' energy. When a pack must abandon their territory, often one of the final steps they take is to drink deeply of their locus' Essence, then use this rite to drain the last of the energy, this denying their enemies that strength.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Rite of Contrition: The Rite of Contrition is performed by any werewolf who wishes to apologize to another being for an act of dishonor. The rite can be performed in supplication to another werewolf or a spirit. In the case of truly powerful entities, such as Incarnae or Celestines, the subject of the rite does not need to be present and it's assumed that the spirit receives and understands the ritualist's contrition. The ritualist might not truly be sorry for what he's done, and the offended party might not be content with an apology no matter how effusive it is, but once this ritual has been performed, all witnesses are bound by honor to the idea that the ritualist has truly apologized to the best of his ability. The Rite of Contrition isn't used for trivial offenses or errors in etiquette. It's intended to help rectify real offenses, such as violating a totem's ban or destroying a valued servant of the spirit in question.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Rite of Dormancy: The Rite of Dormancy allows a pack to leave a locus they've claimed for a short time without worrying that it might be discovered or stolen by a rival pack or by other creatures that haunt the night. The rite causes a locus to "sleep," greatly reducing its flow of Essence and making it much harder to find. This rite compels the intercession of spirits that represent a long sleep, such as bear-spirits or others in their sleepy late autumn incarnation. This rite is beast preformed only on loci that the pack can control; although it could technically be used to temporarily shut down loci outside their territory, the local spirits who use the locus are likely to reactivate it almost immediately after the pack leaves.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Bind Human: There are two main functions to this rite: to secure a location against unwanted human intrusion and to bind a human to a particular location. Neither variant ritual is entirely foolproof even against a human who knows no magic. Humans aren't bound by bans as spirits are, and their actions simply cannot be as constrained as spirits' can be.
  • When this rite is sued to bind a person to a given location, the ritemaster must provide for a single means of escape from the bond, and he must express that means to at least two others - neither of whom have to be the bound mortal. The means of escape can be all but impossible, but it cannot be a true logical impossibility. Usually, the means of escape is phrased as, "Once you have accomplished this task for me, you may depart."
  • When used to secure a location against mortal intrusion, no "password" is required, although the ritemaster may choose to nominate a specific action that allows a human to pass through normally. For example, a werewolf might set up a ward that bars all humans save those who carry a crow feather somewhere on their person, and then gives a crow feather to his wolf-blooded lover in the event that she needs to reach him.
  • The ward isn't directly evident save when a human attempts to cross it. The human feels a faint nausea, a headache, a sense of vertigo or even a combination of such unpleasant sensations. The subject is unable to step beyond the area unless he successfully resists the ward's effects.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Bind Spirit: This ancient ritual, like many other common Uratha rites, is attributed to the time of Father Wolf. It allows a werewolf to bind a spirit to a single location or to prevent a particular spirit from entering a single location. Bind Spirit is very common; most experienced Ithaeur know a variation of it. This same rite can be used to bind a spirit into a particular part of the Shadow or the physical world. As a result, the spirit cannot leave its immediate area, not even to cross the Gauntlet. Werewolves who know this rite can use it in a preparatory fashion for a spirit they haven't yet summoned into the physical world, or against a spirit already manifest in the real world or against a spirit in the Shadow if the ritualist is already in the spirit world.
  • The ritualist must provide for a single means of escape from the bond, and he must express that means to at least two others - neither of whom have to be the bound spirit. The means of escape can be all but impossible, but it cannot be a true logical impossibility. Frequently, the means of escape is phrased as, "Once you perform the following task to the best of your ability, you will be free..." (e.g., "Once you successfully teach me the following Gift...).
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Call Jaggling: This rite is a more powerful version of Call Gaffling. Jagglins are more independent and powerful spirits than Gafflings, and are more likely to resist the sweet summons of chiminage. And yet, a Jaggling servant - even a temporary one - is a valuable tool for any werewolf, so this ritual is a valued tool among Ithaeur. Jagglings are even less likely to be sympathetic to an Uratha summons than Gafflings are, and the wise werewolf is especially cautious when summoning. Jagglings are likely to treat a werewolf of low Renown (highest trait rated 1 to 2) with open contempt, while they respond more favorably to a more accomplished werewolf.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Rite of Healing: As astounding as a werewolf's supernatural recuperative powers are, they're not infallible. Some wounds, such as those inflicted by silver, simply inflict too much damage to be regenerated at any speed. The Rite of Healing is the Uratha's answer to this need. With it, the ritemaster can increase a subject's regenerative powers until they can overcome even the most severe wounds. This rite is certainly potent, but it's hardly an ironclad guarantee. The most grievously wounded werewolves might not survive the time required to complete the rite.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Rite of Initiation: Once a newly Changed werewolf has been taught something of what she is, she is given the opportunity to join a tribe. Sometimes the other werewolves pressure her, for reasons of bloodline or "destiny," to join a specific tribe, but the choice of which tribe is a serious business, one meant to color the path of the werewolf's life, so it is ritually acknowledged through the Rite of Initiation.
  • The first part of the Rite of Initiation is an ordeal of some sort. The ordeal might be physical or mental, a challenge to be overcome or a painful experience to be endured. It is usually meant to test the subject's dedication and ability. Some harsh ritemasters set ordeals that might kill an unworthy supplicant. Others prefer that the ordeal run little or no risk of actually killing the subject, but in no case is the ordeal simply ceremonial. It always tests the subject physically or mentally.
  • If the subject endures the ordeal, she then swears the Oath of the Moon, including the vow levied by her new tribal totem. Once her oath has been accepted, she becomes a members of her tribe in full, which is often a cause for vigorous celebration.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Rite of the Moon's Love: The children of Father Wolf learned in the earliest days that their mates and children couldn't beat to see them in their Dalu, Urshul or Gauru forms. Lunacy was so terrible that even werewolves' most beloved were driven to terror. The Uratha learned to avoid their war forms around their children and mates, but at times it was impossible. Whenever a werewolf was forced to take one of those forms to fight an enemy who had tracked him to his lair, his mate and children would be gripped by madness, sometimes even fleeing to their deaths. It was a grieving Ithaeur, they say, who begged Amahan Iduth for a way to protect the offspring of other werewolves from a similar fate. Mother Moon took pity on him and taught him the Rite of the Moon's Love, which prevents Lunacy from taking hold quite as strongly as it otherwise might - at least, for those who already share a measure of wolf's blood.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Sacred Hunt: This ancient rite enforces the role of werewolves as predators of spirit and flesh alike, allowing them to ritually hunt spirits for Essence. When the ritemaster performs this ritual, he marks a spirit as the pack's rightful prey. Then the entire pack goes on the hunt, chasing the spirit out of hiding and eventually bringing it down. When they've successfully done so, the werewolves say a quick prayer of respect and gratitude for the spirit's sacrifice and reap a bounty of Essence.
  • The hunt can take place in the Shadow or in the physical world. The ritemaster must either have a (likely captured) spirit close at hand, or be able to name a specific spirit that will serve as the pack's quarry. If the quarry is captured beforehand, the ritemaster then releases it to flee, waits a certain amount of time (as much as an hour), and then the pack takes off on the hunt.
  • The spirit quarry is rarely a willing volunteer - yet the terms of the Scared Hunt leave it with a measure of protection. The werewolf pack will feed on its Essence, yet it receives the promise that it will survive the experience somehow. Thus, the spirit flees, uses guile and possibly even fights back, but it doesn't leave the werewolves' territory (or its spirit reflection) before the sun comes up, and it doesn't use Numina that costs Essence to activate. It doesn't seek the help of other spirits in the vicinity, nor do observing spirits aid either party. Tracking the spirit through the Shadow is handled the same way tracking any other spirit would be.
  • If the rite takes place in the physical world, the pack must usually perform the Blessing of the Spirit Hunt before beginning the Scared Hunt. Some spirits may seek out a suitable vessel in the material world (possibly an animal of its type, but just as likely a human being if the pack's territory is urban) and ride it, bringing with it a measure of Essence from the Shadow Realm. However, the spirit that does this is violating the terms of the Hunt, and receives no guarantee of survival at the hunt's end.
  • Once the spirit has been caught, the werewolves are able to devour its Essence much as another spirit would. However, they are bound by tradition to leave the spirit a small bit of Essence before it is torn apart, so that it may re-form later as a reward for participating in the hunt. The hunt is sacred, after all, and werewolves are bound to respect their prey's sacrifice.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Wake the Spirit: When the Gauntlet rose and the two worlds were separated, many spirits fell into slumber, their voices no longer heard. In the years since, countless objects have come into being without their spirits being stirred. To this day, although many spirits roam the shadow world, many, many more places and objects have yet to be "awakened." This rite allows a werewolf to rouse a dormant spirit from slumber, effectively "summoning" a new spirit into existence.
  • Waking a spirit can be a dangerous gamble, as the newly awakened spirit feels no obligation or gratitude to the ritemaster. A spirit that's been awakened by this rite acts according to its nature - no more, no less. A werewolf might be able to convince the newly awakened spirit of a car to give its earthly analogue a measure of its power simply for the ecstasy of racing at high speeds, but an awakened flame-spirit might be as dangerous to the werewolf as to her enemies. Yet awakening a spirit gives a werewolf a new potential resource from which to draw. A werewolf can awaken the spirit of a murder weapon to question the spirit about its former owner, for instance. Indeed, using this rite brings a new spark of life to the Shadow.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Fetish Rite: The Fetish Rite is a complex and subtle ritual with untold thousands of variations, but the intended result is always the same - the creation of an object empowered by a spirit bound within. A properly created fetish can call on strange powers that no mundane object can emulate, but only if the spirit within is properly appeased.
  • The Fetish Rite requires a peaceful and at least marginally cooperative spirit to be on hand. That spirit might have been summoned with Call Gaffling or a similar ritual, it might have been captured by werewolves in an ambush, or it might simply have been persuaded to participate. If the spirit is a captive, it must be bound with the Bind Spirit rite.
  • The particular sort of spirit that must be bound in a given fetish is determined by the fetish's description.
  • A hostile spirit bound into a fetish is likely to slowly corrupt that object, perverting its function and powers to match the spirit's anger over its imprisonment. In most cases, if the fetish item is broken, the spirit is freed. Most spirits do their best to remain free after a stint within a fetish, though some acquiesce to being bound again if properly appeased.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Rite of Chosen Ground: Many werewolf packs shape their territory to suit their tastes. Physically, doing so might involve planting trees where more belong or slaughtering humans that detract from the territory's worth. Changes to the spirit world in a pack's territory take much longer to effect - with a few exceptions. The Rite of Chosen Ground is one. This ritual allows a pack to infuse the spirit reflection of its territory with the kind of Essence that members prefer, influencing the area's resonance and hopefully attracting specific sorts of spirits while repelling unwanted ones.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Drawing Down the Shadow: The origin of this rite are lost in prehistory. However, lore states that it was learned after the murder of Father Wolf and the rise of the Gauntlet, as a desperate measure learned to keep the physical and spirit from drifting too far apart.
  • This powerful mystical rite allows werewolves to post Essence into an object and create a locus, a place where the spirit world is close to the physical. The rite is difficult to master and never performed lightly, for the consequences are potentially very dangerous. A new locus can be a valuable resource, or it can be a gateway through which new threats bleed into the world from the Shadow.
  • This rite requires a significant amount of Essence to enact; the object must be saturated with spiritual energy before the peak of the rite's power can forge it into a beacon of Essence in its own rite. As few packs are able to muster the amount of Essence required from their personal reserves - and fewer still would willingly leave themselves so vulnerable by doing so - the rite incorporates the use of touchstones. The spirits invoked vary from place to place - a wise ritemaster will call on spirits that are strong locally, yet will not call the names of spirits that might prove powerful rivals for the new locus.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Rending the Gauntlet: With the rise of the Gauntlet, the Uratha lost the ability to walk freely between flesh and spirit as their progenitor did. Now werewolves require the presence of a locus, where the spirit world is naturally close, to cross between worlds. Powerful werewolves are capable of overcoming this limitation, however, forcing their way through the Gauntlet even away from a locus. This rite is one of the means they use to do so. By Rending the Gauntlet, a werewolf weakens the wall between the worlds for a moment, allowing him and his pack to enter or leave the Shadow.

Werewolf: The Forsaken Second Edition Rites[]

Pack Rites[]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Banish: This rite invokes the pack's authority as guardian between the two worlds, casting intruders out from realms to which they do not belong.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Harness the Cycle: The cycle of the changing seasons beats immense power. This rite compels spirits of the season to give up a tithe of the burgeoning Essence that they gorge themselves on as the world turns.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Totemic Empowerment: Drawing deep on the pack-bond's power, this rite turns a pack member into a vessel for the totem.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Hunting Ground: This rite invokes the old rights of Father Wolf to sanctify a claim of territory and ownership. The Shadow must bow before Urfarah even now.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Moon's Mad Love: This rite is powerful and dangerous, drawing upon a pact with Luna herself to invest some of her presence into a human soul. The Pure mostly shun it.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Wellspring: This rite invokes a pact between a pack and the spirit umia that reflect a locus' resonance. In return, the locus becomes a wellspring that washes the Shadow with power.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Raiment of the Storm: Spirits of storm and rain respond to the call of this rite, empowering those who walk in their embrace.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Shadowcall: This rite summons up a spirit through ancient laws that force it to heed the call.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Supplication: This rite is an invocation of balance, an exchange of respect in return for favor. Some Forsaken see it as groveling to the denizens of the Shadow, but many understand the wisdom in appeasing certain umia of the Hisil.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Hidden Path: Calling upon the spirits of wolves and places to fulfill their side of an ancient pact, this rite sets hunters on a swift path to their prey - or to safety.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Expel: This rite lays spiritual claim to a person or object with the pack's bond, forcing a possessing spirit out.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Great Hunt: Amongst the most potent of Pack Rites, the Great Hunt calls upon the Firstborn to empower lesser hunters that they might match the Uratha.

Wolf Rites[]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Chain Rage: This pact with spirits of rage forestalls fury, but only for a time. In the end, the chained beast must be free.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Messenger: A gift from Luna to the Moon's children, this rite is a staple of communication amongst the Tribes of the Moon. The Pure shun its use.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Bottle Spirit: Death Wolf taught her followers many occult secrets; this rite is a strange form of the laws of binding, a loophole that those in the know can exploit.
  • This rite is only taught to Bone Shadows.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Sacred Hunt: The Sacred Hunt, the Siskur Duh, is the most holy of all rites. Many werewolves believe that it draws upon the laws of the hunt that the Wolf-Mother herself personified.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Kindle Fury: This rite draws on the ancient pact between Fenris-Ur and the Blood Talons, granting the Suthar Anzuth the power of their patron.
  • This rite is only taught to Blood Talons.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Shadowbind: With this rite, the ritemaster seeks to bind a spirit in a weave of ancient law that it cannot easily pierce.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Fetish: This rite binds a spirit into a sacred receptacle - a fetish. It's an ancient pact born from the symbolism of humankind's first artifice, and one that many spirits resent.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Twilight Purge: Drawing on Shadow-laws of passage and dominance, this rite scours Twilight and snares those within it.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Forge Alliance: Calling on the Firstborn, this rite replicates an ancient pact amongst those primeval wolf-spirits and burdens the Uratha with it instead.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Urfarah's Bane: Father Wolf's death at the hands of his offspring was an event of vast consequences, a moment that sundered the worlds. This rite is but an echo of that moment.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Veil: This rite was born from the emergence of new spiritual laws as symbols of technology began to infest the Shadow of urban centers.

References[]

Werewolf: The Forsaken Rites
First Edition
Rites General Rites · Hunt · Lunar Crusade · New Rites · Protectorate Rites · Seasonal · United Kingdom Rites · War · Wild
Auspice Rites Elodoth · Irraka · Ithaeur · The Whelp's Rite (Cahalith)
Tribal Rites Bale Hounds · Blood Talons · Bone Shadows · Hunters in Darkness · Iron Masters · Pure Tribes · Storm Lords
Lodge Rites Apples and Oranges · The Brotherhood of Eshu’s Cap Rites · Carrion Messenger · Claws of Ashes · Communion of the Flesh · Eyes of the City (Ilia) · Eyes of the City (London) · Honor the Benevolent Spirit · Invoke Kletba · Lodge of Arms Rites · Lodge of the Firestick Rites · Lodge of Salvation Rites · Lodge of Wendigo Rites · Lodge of Winter Rites · Obon Temae · Oaths of the Mot · Oath of the Rose · Power in Words · Rite of Angry Streets · Rite of Churned Earth · Rite of Comprehension · Rite of Corrosion · Rite of the Essence Fence · Rite of the Final Sunrise · Rite of the Ghost Howl · Rite of Laila's Message · Rite of the Maenads · Rite of the New Coat · Sacred Vigil · The Salon · Shackle Spirit · Valkyrja Rites · Waters of Songkran
Unique Rites Information Gestalt · Mark of the Death Wolf · New Rites · Rite of the Boundary Stone · Rite of the Dizzying Wind · The Rite of Molech · Rite of Perdition's Price · Rite of the Toxic Scar · Rite of Twin Skins · Rouse the Fetish · Skin of the Predator
Second Edition
Rites Pack · Wolf
Tribal Rites Bale Hounds · Pure Tribes
Lodge Rites Banshee Howl · Carrion Feast · Devour
Unique Rites Lupus Venandi (Human)
Advertisement