THEURGE

Mother’s Touch (Level One) — The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with this Gift. This Gift is taught by a Unicorn-spirit. System: The Garou spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but thus must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point.

Sense Wyrm (Level One) — The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place reeks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm’s influence) sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Spirit Speech (Level One) — This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from leaving. This Gift can be taught by any spirit. System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Some spirits, such as Banes, may not always be understood.

Command Spirit (Level Two) — The character can manipulate encountered spirits, giving simply commands and expecting their compliance. While she cannot summon spirits by name with this Gift, she can interact with those she meets. This Gift is taught by any Incarna avatar. System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit’s Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave the area to which they have been bound; that requires the Exorcism Gift.

Name the Spirit (Level Two) — The Garou is able to detect the type and approximate Trait levels (Rage, Power, etc.) of a spirit. This Gift is taught by a spirit servant of the Uktena totem. System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Sight from Beyond (Level Two) — When danger stalks the Garou, or momentous events are in the offing, visions begin striking the Garou without warning. Her dreams are haunted by images of the Cainite elder stalking her; she begins seeing symbols of the Wyrm wherever she looks; the sky itself opens to show her images of the glorious battle to come. This Gift is taught by a Crow-spirit. System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou to roll Wits + Occult (difficulty 7) if appropriate.

Exorcism (Level Three) — This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. This Gift is taught by any Incarna avatar. System: If a spirit does not wish to leave, the character must make a Manipulation + Intimidation roll (difficulty to the spirit’s Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the Exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location.

Pulse of the Invisible (Level Three) — Spirits fill the world around the Garou, and non knows this better than the Theurge. Those Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and can interact with them at will. While most of what occurs is barely worth watching, the Garou will be aware of any dramatic changes. This Gift is taught by any spirit. System: If the Garou’s Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically see into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult (difficulty to the Gauntlet). Only one success is required. The effects lasts for an entire scene or until the character enters an area with a higher Gauntlet.

Grasp the Beyond (Level Four) — The Garou may take things to and from the Umbra without having to Dedicate them to herself. This includes humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens. System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items, two for larger items (swords, etc.) and three for huge items (including people). He makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtract one from the Garou’s successes. A Garou attempting to abduct an unwilling victim must achieve at least successes on his Gnosis roll. Any person taken to the Umbra, unless she has the ability to step sideways, must rely on the Garou to escape, or else find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, no matter what the Gauntlet rating.

Spirit Drain (Level Four) — The Garou may drain power from a spirit to feed his own resolve. This Gift is taught by a spirit servant of the Uktena totem. System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll while combating a spirit, the spirit loses one Power point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but loses any points exceeding her maximum at the end of the scene.

Ultimate Argument of Logic (Level Four) — Those who speak with the Garou leave convinced of some fact they might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true of false) — from the "fact" that the sun revolves around the Earth to the "truism" that the wolf’s inherent natures is that of the pawn. This Gift is taught by a Coyote-spirit. System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target’s Wits + Enigmas).

Feral Lobotomy (Level Five) — With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. This Gift is taught by a spirit servant of the Griffin totem. System: The Garou spends Gnosis and rolls Wits + Empathy (difficulty of the target’s Willpower +3 (maximum 10)). If successful, the Garou can permanently destroy a target’s Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with point removed.

The Malleable Spirit (Level Five) — The Garou can change a spirit’s form or purpose. This Gift is taught by a Chimerling. System: The Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Gnosis. Change Difficulty Characteristics (Willpower, Rage, Gnosis, etc.) 6 Disposition (Friendly, Neutral, Hostile) 8 Type (Naturae, Elemental, Bane, etc.) 10