Ghost-Dances
Rote · Mage
An especially potent war-dance could also use Life 4 to make the allies nearly impervious to harm. This major rite
demands at least three successes, per character, in order to make them able to soak lethal damage; five successes per character to make them able to soak aggravated damage; and two additional successes – per ally – to raise each ally’s Stamina Trait by one dot. This also demands one Quintessence point for each protected character.
Shamanic warriors could also add Spirit 2 to this ritual. Calling in friendly entities, such war-leaders instill spiritual power in this potent rite. For details, see A Bit of Spirit?, p. 16.
With or without the spiritual element, this “Ghost-Dance” feat lasts for the usual one turn per additional success, but cannot benefit more than 10 people at a time. Clearly, the sort of ritual that can render almost a dozen people impervious to harm while also inspiring them into a loyal battle-fury demands a lot of time, success, and determination. As long as the mob isn’t glowing with holy fire or something like that – and isn’t shrugging off bullets with impunity – this is a coincidental rite when performed upon one’s own people (that is, upon cultural believers, not skeptical strangers), which makes it a powerful weapon for martial mages with deep cultural connections. The legendary battle-rites of Celtic, Norse, African, and Native American people were built upon such feats.
See also 3
Abilities & Attributes
- Stamina shared/trait/attribute/stamina