The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the affected area. The Garou may not heal herself, spirits or the undead with this Gift. A bear-or unicorn-spirit teaches this Gift.
System: The player 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. The theurge may heal even Battle Scare in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.
The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using this Gift are likely to say, "This place stinks of the Wyrm" (with a few more colorful adjectives). This power requires active concentration . Any spirit of Gaia can teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Worm's influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.
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 ignoring the Theurge or leaving. Any spirit can teach this Gift.
System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Bane, outright painful — to understand.
The Garou may sense Weaver energies or spirits in the nearby area. This Gift is taught by any Gaian spirit.
System: The Garou rolls Perception + Science against a difficulty determined by the Storyteller based on the strength of the presence.
The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach this Gift.
System: The Garou rolls Perception + Enigmas against a difficulty determined by the Storyteller, based on the strength of the presence.
The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon spirits. It enables the user only to coerce them to obey. Any Incarna avatar can teach this Gift.
System: The player 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 areas to which they have been bound. Doing so requires the Level Three Theurge Gift: Exorcism.
Name the Spirit
A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift.
System: The player spends one Willpower point and rolls Perception + Occult (difficulty 8)
Sight from Beyond
When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor — a powerful vampire may appear in the Theurge's dream as a bloody skeleton, while an impending battle might be heralded by dreams of carrion crows. Crow-spirits teach this Gift.
System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou player to roll Wits + Occult (difficulty 7) if he deems appropriate.
Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explorers the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge's reputation as mater of the spirit world. A Spider-spirit teaches this Gift.
System: The player does not need to roll to create the trail, but must spend a gnosis point for every hour of Umbral travel to maintain it. At every dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the trail without knowing it.
This is the Gift for ejecting spirits from places or objects, whether they are there voluntarily or bound there. Any Incarna avatar can teach this Gift.
System: The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a manipulation + Intimidation roll (difficulty of 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. This Gift can be used to "cure" formori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her life during the exorcism.
Pulse of the Invisible
Spirits fill the world around the Garou, and none know this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.
System: If the Garou's permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficulty of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet.
Parting the Velvet Curtain
The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. This Gift is taught by a turtle-spirit.
System: The Garou must touch the creature to be affected; the player spends a Gnosis point and rolls Gnosis against a difficulty equal to the local Gauntlet plus one per creature affected. Kinfolk or other shapeshifters do not add to the difficulty as do other creatures. If the roll is successful, the Gift user automatically steps sideways with his passengers.
A maximum of eight creatures may be transported in this fashion. While in the Umbra, the affected creatures are bound to the Garou with silk threads. They will always remain by the Garou's side and must leave the Umbra when the Garou does. However, the Garou may sever a thread and send a creature back to its starting point by spending a Willpower point.
If the affected creature wants to resist either the initial transition or the return to the physical world, she may make a resisted Willpower roll against the Gift-wielder (difficulty 6 for both rolls).
The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit.
System: To activate this Gift, the Garou spends two Gnosis points, then rolls Charisma + Science (difficulty 7). Success enables the Garou to travel through the Umbra as though she were on a moon bridge. However, there must be strands of the Pattern Web in the area through which the Garou wants to travel.
The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in. A Cockroach-spirit can teach this Gift.
System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift difficult to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.
Although all Garou can peek through the Penumbra into the Realm, the Theurge is capable of shifting his sight into the Penumbra from the physical world. This Gift is taught by an Owl-spirit.
System: The player spends a Gnosis point and rolls Perception + Alertness (difficulty of the local Gauntlet). In all other ways, this Gift works exactly like Peeking. The ability lasts the rest of the scene or until the character moves to an area with a higher Gauntlet. Note that while focused on the Umbra, the character can not see into the physical realm.
Grasp the Beyond
This Gift allows the user to take objects out of the Umbra (or put them into it) without stepping sideways. After using the Gift: Umbral Sight, the Garou can reach through, pick up anything — such as a pocketwatch or an unconscious Garou — and bring it into the physical world. The clever Raccoon-spirit teaches this gift.
System: Once the Garou knows what she wants to recover from the spirit world, she need only spend an appropriate amount of Willpower points and be able to lift the object. The players must spend one Willpower point for any small, handheld object and up to three for a larger item, such as a motorcycle. She can also place objects into the Penumbra in the same manner, although she cannot place sideways anything living (or undead) without its consent.
The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift.
System: The player makes resisted Gnosis roll against the spirit. If the player succeeds, the spirit loses one Essence point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but she loses any points exceeding her maximum at the end of the scene.
Ultimate Argument of Logic
Those who speak with the Garou leave convinced of some fact the might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) — from the "fact" that the sun revolves around the Earth to the "truism" that the wolfs inherent nature 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).
The Theurge breathes life into her shadow, which can then perform tasks for her. The shadow moves about independently, with the same abilities as its creator. The Theurge's emissary can cause lifesaving distractions, pick up remote objects and even fight battles.
System: To activate the shadow, the player must roll Dexterity + Enigmas (difficulty 8) and spend one Gnosis point. The Theurge must act out the doings of her shadow by making "shadow puppets" with her hands. No light need be present for the shadow to be active. In all respects, beside Appearance. the shadow maintains the same Traits and Abilities as the Garou. The werewolf can not create multiple shadows. The shadow can operate out of sight of the Garou; its range is ten yards per success.
With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift.
System: The player rolls Wits + Empathy (difficulty of the target's Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target's Intelligence Attribute permanently. 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 each point removed.
The Garou can change a spirit's form or purpose. A Chimerling teaches this Gift.
System: The Garou's player must best the spirit in a resisted Gnosis roll. The Difficulty is based on what the Garou tries to accomplish, while the spirit's difficulty is the Garou's Gnosis.
One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit's Charms to her repertoire — but, sometimes things go awry. Elementals, especially fire elementals, understand the working of this Gift. Banes can also teach this Gift — but at a dangerous cost.
System: The player rolls her character's Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart (Werewolf p. 145) determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit's Charms for up to one scene. A botch on the roll indicates the Garou accidentally channels a Bane that goes on to turn the Theurge against her friends.