This potent but flawed rite was know 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 a 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.
The ritemaster nominates a target, either by line of sight, or by name, and rolls Wits + Rituals, difficulty 7. If the ritemaster has both line of sight and a name, the difficulty is reduced by 1. For each point of Rage, Gnosis or Willpower that the ritemaster permanently sacrifices, the time needed to complete the rite (ordinarily 50 minutes) is reduced by 10 minutes, to a minimum of 10 minutes. At the completion of the rite, a wave of spiritual power and binding rolls outward for 100 yards per success. Each Garou within range may choose to answer the rite's call. If he does so, his ody dies and his spirit immediately becomes an ancestor-spirit, of a power level suitable to the rank and power he held in life. Each ancestor-spirit created in this way has at least as much Rage, Gnosis and Willpower as it possessed in life; they also gain the Charms: Airt Sense, Armor and Tracking. The Storyteller may assign additional Charms as appropriate; a former Glass Walker of great Renown might gain Control Electrical Systems, while a potent Uktena could gain Flood. The spirits of recently deceased Garou who linger in the area (for instance, if the rite is performed amidst a battle) may also heed the call if they choose. The ancestor-spirits are bound to the target spirit by the rite, and cannot leave its side for long; they are doomed to struggle with it for ages on end. However, the spirit they are bound to cannot destroy them; an ancestor-spirit bound by this rite that falls to zero Essence falls into Slumber, and is borne along with the target until it reawakens and can fight anew. However, the ancestor-spirits cannot harvest Gnosis from their target, and this cannot kill it permanently when they reduce it to zero Essence. When the target reaches zero Essence, the ancestor-spirits gain a brief reprieve until it has reformed, and the battle begins anew. The more Garou that sacrifice themselves in this manner, the larger and more powerful the creature or spirit that can be banished - in a variant of this rite, the sacrifice of the entire Croatan tribe was sufficient to banish Eater-of-Souls itself.