Theurge - Garou born under a crescent moon. They are Shamans, more in contact with the spiritual world, the Umbra, and the spirits. Only Theurges are capable of coaxing a spirt into a Fetish.
The sickle-shaped crescent moon grants the gift of insight. The Theurges are the mystics of the Garou, closer than any to the Umbra and its denizens. They peer deep into the shadowed recesses of the spirit world, and are tasked with dealing with the secrets they find there —one way or another.
Some call these seers the daydreamers of the werewolves, and many do seem to be a bit detached from their brethren. They can see and hear things that others cannot, as if they live half in the world of the physical and half in the world of the spirit.
For all a Theurge's alien solitude, they hold an important place in any pack. Without them, the werewolves would forget the spiritual side of their nature. They might wander lost and blind if they did not have their visions and dreams to guide them.
Theurges as Spiritual Ambassadors in Dominions of Darkness
While all Garou have the potential to enter the Umbra and speak to spirits or ancestors, the Theurge is a master of such contact and communications. There are many other character types who require the assistance of a Theurge when making items that hold or trap a spirit entity within them. These
Beginning Gifts:
Stereotype
The Crescent Moons can be strange and enigmatic, prone to falling into the convoluted symbolic logic of the spirits they truck with rather than the more familiar logic of humanity. Those Theurges born under the waning moon frequently have a harsher, more adversarial relationship with the spirit world — they tend to excel at binding and forcing spirits to their will, and are more vicious when battling spirits. Theurges born under the waxing moon tend to be more generous and open with the spirits, charming and cajoling rather than intimidating and threatening.
Description:
The werewolf can sense manifestations of the Wyrm in the nearby area, approximately a 20 ft. radius around them. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power, while passive, requires active concentration. Any spirit of Gaia may teach this Gift.
System:
This is a Passive skill and does not require the use of Gnosis or a successful roll. However, it does require the Garou to actively focus in order to detect the Wyrm Taint. Vampires register as Wyrm-tainted. The higher in Rank a Garou is, the farther and the more accurate their sense of Wyrm Taint becomes.
Description:
The Theurge casts out an invisible, mystic net which entangles hostile spirits, confusing them with a mixture of magical force and long-broken but still potent Gaian law. An owl-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to throw the net as an attack against a Spirit(s) no farther than 30 feet away in a 15 foot radius. If the Spirit(s) fail their Resist roll, it does no damage but it does reduce all the Spirit's rolls by -10 for as long as they are entrapped in the net. Multiple applications of this Gift don’t stack. Moving a trapped Spirit (or Spirits) within the Spirit Snare Net allows the Spirit to make another resist roll at the original difficulty, but at a -10 Mod.
For Example: A Theurge rolls a modified 82 and successfully throws the Spirit Snare over three spirits standing 10 feet in front of him and spaced 5 feet apart. Spirits 1 and 2 roll a 96 modified by their Athletics/Reflexes and escape. Spirit 3 is successfully trapped and now suffers a -10 Mod to all rolls.
The Theurge attempts to pull the trapped spirit to a new location. This allows the Spirit a second chance to escape. Spirit 3 must make a modified roll that is greater than the Theurge's original roll of 82 to capture it. Spirit 3 rolls a natural 75, with a +15 Mod for Athletics/Reflexes, which equals 90. However because Spirit 3 is trapped, it also suffers the -10 Mod for being entangled in the snare. This reduces the 90 roll (which would have successfully beat the Theurge's original roll of 82 to entrap it) to a roll of 80, meaning it has failed to escape. (All ties are in favor of the Defendant.)
Description:
The Garou may commune with the spirits of a city, town, encampment, etc. and gain information about the area from them, including rough population, enclaves of Garou or other beings and secret tunnels. A rat or cockroach spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The amount and accuracy of the information depends on how high of a roll the Player has made. On a botch,
Roll Chart:
1-10: BOTCH! Playful spirits may lie or tell the truth, or a little of both (which can be fatal, depending on the nature of misinformation).
11-69: No helpful spirits appear to be answering your call.
70-79: The Spirits provide one helpful piece of information about the area.
80-89: The Spirits provide two helpful pieces of information about the area.
90-95: The Spirits provide three helpful pieces of information about the area.
96-100+: The Spirits provide four helpful pieces of information, plus they allow the Garou to ask one specific question about the area which they will also answer.
Description:
A Theurge has the ability to detect and identify a spirit by the ethereal trail left in its passing. Much like a tracker can identify the foot prints of deer, wolves, bear, etc., so does a Theurge identify which spirit has passed through. The Theurge can not only tell what kind of spirit came through, but how long ago it was there...or if it is still lingering. Like an animal tracker, the Theurge is limited by their own abilities, meaning that they can only track a spirit as far as they can physically go themselves. If a spirit flies away, the Theurge cannot follow under his/her/their own means. The spirit of an Ancestor Tracker teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Theurge can detect and identify any and all spirts that passed through the area, from just a few minutes prior to up to a week ago. The most recently a spirt had passed that way, the easier it is for the Theurge to track it. Rolling a natural 90+ allows the Theurge to detect spirits who had passed through the area over a week ago, as well as allows the Theurge to track the spirit for farther.
Description:
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:
This is a passive skill. 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 Banes, outright painful — to understand.
Description:
The Theurge Garou has the ability to heal the wounds of any physical living being. This ability can only be used on others, not on the Garou performing the healing. It can only be used once per day, per person to heal 10 HP of damage.
When used in battle, it takes one full turn to perform and the healing occurs at the beginning of the person's next turn. The Garou forfeits their attack and defense to perform the healing. A Golden Ram Spirit teaches this Gift.
SYSTEM:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou then touches the Target to initiate the healing. The Target gains 10 HP of healing.
Description:
The Philodox have a sharp sense for those whose minds have been damaged by trauma or supernatural forces. A Lune teaches this Gift.
System:
The Player spends 1 point of Energy/Gnosis and makes a successful roll. Taking a turn to focus, the Garou can sense if a target suffers from derangement, and can identify the type of derangement by scent. This Gift also allows the Garou to sense those under the influence of Delirium, and at what stage.
Description:
The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach this Gift.
System:
The Player spends 1 point of Energy/Gnosis and makes a successful roll. The Player's Character then receives a temp bonus for the duration of the scene of +5 Awareness.
Description:
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 spends 2 Points of Energy/Gnosis and makes a successful roll. Each successive command requires the Garou to use a second time. There are no limits to how many times this Gift can be used as long as the Player has Gnosis Points to spend. 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.
Description:
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character may ignore all wound penalties for the rest of the scene.
NOTE: A botched roll (rolling a natural 1-10) has the Garou incapacitated and prone on the ground writhing in pain for three turns.
Description:
This int While in the spirit realm, the Theurge can spin a silvery thread and attach it to a portal or object in the Umbra to ensure he/she/they will not lose their way and can always find their way back.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. By spinning the silvery thread and attaching it to an object or a portal in the Umbra, the Theurge can safely journey anywhere in the spirit realm and never fear of losing their way back. As long as the Theurge does not let go of the thread, it is unbreakable. While the Theurge can always see this thread, it is very translucent to others. Anyone attempting to see or find this thread requires an Alertness Roll of 70 with a -15 Mod.
Description:
This Gift allows the Garou to make others around her/him/them more aware of the spirits of the place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra, while Kinfolk and other humans feel an unsettling awareness of an alien world that they are normally oblivious to and have no means of understanding. This teaches them the power of the Crescent Moon. This Gift is taught by a Falcon Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All creatures in the immediate area around the Garou (20 yards or so) become aware of the Penumbra at the edge of their senses. Garou may then step sideways or communicate with spirits at +10 Mod.
Humans, all Kinfolk, and animals find the effect profoundly disconcerting and suffer a -10 on all rolls while the Gift is in effect. The feeling is much like a deep, bass vibration that resonates in the body, mind and ears. If they come into contact with the Umbra, it feels something like an invisible, electrically charged piece of invisible cellophane.
Crescent Moon Awareness lasts for 4 turns.
NOTE: The effects and duration are doubled when a Silver Fang Theurge uses this Gift.
Description:
This intuitive Gift allows Theurge's to know what motivates a particular spirit, allowing the Garou to convince the spirit to inhabit a fetish and lend it the spirit's power.
System:
This is a Passive Gift and is always active. Purchasing this Gift provides a permanent +5 to Mental Skill, plus a conditional +5 Modifier that applies to all rolls where a spirit is being enticed to inhabit a fetish or other object.
Description:
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted 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 2 Points of Energy/Gnosis and makes a successful roll. As long as you are able to make a successful roll (70+), there is no limit to how many times this Gift may successfully be used on a person, but each use requires the expenditure of 2 Points of Energy/Gnosis and another successful roll. How much healing you are able to do is determined by how high of a roll the Player makes. (See Roll Chart)
This skill cannot be used during battle, but you can pull or drag a person well away from the combat (one full turn of pulling them from the combat) and use this Gift.
Roll Chart:
Description:
In general, spirits are usually friendly toward Garou. But that doesn't mean that spirits treat Garou the same as they do other spirits…nor do they necessarily afford them the same hospitality or comradery. This is where Spirit Skin can come in handy. By activating this gift within the Umbra, the Theurge disguises themselves as a spirit wolf. This gift is taught by a Chameleon Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Theurge still looks exactly like their Lupus form, but instead of being recognized as a Garou, they are assumed to be a spirt wolf by all spirits who interact with them and see them. This can increase the chances of a spirit helping the Garou (+10 on any rolls for interacting with the spirits in the spirit realm), and it can help the Garou hide in the spirit world. This lasts for the duration of the scene, or until the Garou wishes to discontinue the effects..
Description:
Much like how the Theurge is able to spin a silvery thread to find his/her/their way through the spirit world, at this level they are also able to use that same thread to weave a net to ensnare a spirit until the Garou wishes to release them. The Theurge casts out the thread toward the spirit and traps it in a tangled net. This requires a measure of focus to manifest the thread into a net, and to sling it at a spirit. Spirits have a chance of escape with a successful roll, no modifiers. However, once ensnared the net is unbreakable for as long as the Theurge has a hold of any part of the net. A Spider Spirit teaches this gift.
System:
The Player identifies the Target, spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, it is trapped in the net for as long as the Theurge holds onto the thread. If the Theurge lets go of the thread, the Spirit can roll again (Mod Willpower) to break the threads and escape.
Description:
A Theurge at this level can imbue a melee weapon with the power to strike through the Gauntlet and attack enemies on the other side. This does not give the Theurge any additional abilities to see through the Gauntlet, only to attack and inflict damage. It also does not allow the Theurge to bring the weapon into the spirit realm. However, it will work on Spirits who are currently in the Physical World
The target may roll to defend, but cannot attack unless they use their next turn to cross over the Gauntlet to do so. If the Target fails to defend, then Damage in the Spirit World is equal to the weapon's normal damage in the Physical World. A Wasp Spirit teaches this Gift.
System:
The Character identifies the weapon they wish to imbue. Then, the Player spends 5 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the weapon does equal damage to spirits and spirit objects as it does physical opponents and objects. It can also strike through into the Umbra from the physical plain, but does not give the wielder any special sight in the Umbra (attack is at a -15 Mod if the wielder cannot actually see into the Umbra).
Description:
When a Theurge feels that a particular person has said or done things that are disrespectful to the Spirits, he/she/they can invoke the Spirits to encourage the Target to be more respectful by plaguing them for a full OOC day with bad luck.
System:
The Character identifies the Target, creates an effigy of the victim and burns it. Effigies can vary in size, as small as a voodoo doll or life-size and made of straw or other flammable material.
The Player then spends 2 Points of Energy/Gnosis and makes a successful roll to inflict the curse. The intended target does not need to be present, but the Target's Player must be made aware of this and allowed to roll to resist.
If the Target fails to resist, sometime in the same story the Gift is used, the Target will botch an important (but not life-threatening) roll automatically (Storyteller's discretion) or suffer botch-like effects at one time in his everyday life.
In gameplay, the Target will be given a botch rate of 1-30, instead of 1-10, for each roll for the duration of the scene. If they roll 31 or higher, the curse will not cause them to botch. This is on every roll they make for the length of the scene. Regular skills and modifiers apply.
Description:
The Theurge calls upon the spirits to revoke their favor from another Garou; he/she/they must verbally state the Target’s offenses against the spirit world, and the Target must be present. If successful, the Target loses the ability to use his/her/their Gifts for a full real life day. A hyena-spirit teaches this Gift.
System:
The Player spends 15 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, the Target will be reduced in rank by one and be unable to use any of their gifts for one full RL day. This curse does not work on Vampires or the undead, but it will affect Apex Kinfolk. While Apex Kinfolk have no renown to lose, they will lose access to their special abilities for one full real life day.
Description:
Most Garou think of the Umbra, the Gaian spirit world, as the only spirit realm that sits close to the physical world. Most Garou are wrong. The Underworld— the Land of the Dead, the Dark Umbra — sits astride the physical realm just as the Umbra does. Within it are trapped the ghosts of countless humans who died unable to let go of their lives and pass on into the cycle of souls, as Gaia intended.
The Underworld is a bleak landscape mirroring all that is decayed or departed in the living world, as the Penumbra is a reflection expressing the world’s spiritual nature. Terrible, unstable portals lead deeper yet into the Underworld, a land of spirit-storms and nightmare mazes where few Garou have ever ventured and from which fewer still have ever returned.
Theurge's who have learned this Gift can enter this realm, and guide others as well, by performing the Descent Into the Underworld Rite.
System:
The Player spends 15 Points of Energy/Gnosis and makes a successful roll. This ensures the Theurge is both mentally and physically prepared to begin the Rite. The Theurge must begin the rite within 5 Turns or he/she/they must spend another 15 Points of Gnosis and make another successful roll.
Failing to make the roll will require the Theurge to meditate for a minimum of three turns before he/she/they can try again. Botching the roll will prevent the Character from attempting to perform the rite and enter the Underworld until the next calendar day.
Performing the Rite of Descent into the Underworld
The Theurge must sacrifice a living mammal and touch every character to be affected by the rite with at least a fingerprint of the sacrificial mammal's blood. The Theurge must then draw sigils on the ground nearby with the remaining blood.
Each Character accompanying the Theurge must spend 10 Energy/Gnosis points to enter the Underworld with the Theurge. Characters can only enter the Underworld one at a time. The Theurge has first Initiative and does not require a roll. All other Characters must then roll for Initiative, with the Theurge transporting the first person, the first person transporting the second, and so on.
Description:
The Garou with this Gift may open the Gauntlet, physically transporting other living beings into the Umbra. This Gift is taught by a turtle-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou must touch the person or being to be affected. The Gift user automatically steps sideways along with his passengers. A maximum of eight other 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 5 Points of Energy/Gnosis. If the affected creature wants to resist either the initial transition or the return to the physical world, the person/being may make a resisted Willpower roll against the Gift-wielder (difficulty 70 for both rolls).
Description:
Although perfectly visible to all others, this Gift renders the werewolf undetectable to spirits, whether in the physical world or the Umbra. A wind-spirit teaches this Gift.
System:
The Player spends 2 Points or Energy/Gnosis and makes a successful roll. For the remainder of the scene, the Garou is completely invisible to spiritual senses and may move about as normal but cannot make any attack actions without ending the Gift.
Description:
Although all Garou can Peek from the Penumbra into the Spirit World, the Theurge is capable of shifting his sight into the Umbra from the physical world, as well as from the Umbra into the Physical World. This Gift is taught by an owl-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This ability lasts for the duration of the scene. During this time, the Garou can focus on seeing in both the Umbra, as well as the Physical World, but not at the same time.
Description:
The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that Caern. Maximum distance the Moon Bridge can span is 1,000 miles.
System:
This Gift takes one turn to execute. While it requires no difficulty roll, it does require the Garou to expend 1 point of Gnosis. The Moon Bridge can only be used by the Garou who opens it. Once the Garou has completed his/her/their journey, the Moon Bridge will disappear. The Garou will need to reopen the Moon Bridge using this skill again in order to return.
Description:
This is the Gift of ejecting spirits or demons from places, people or objects, whether they are there voluntarily or are bound there. This is a violent and painful expulsion that does damage to both the spirit/demon and any being it inhabits. This is a two-part Gift that not only is used to Exorcise a Spirit or Demon, it can also be used to battle a dispossessed entity and send it back to its own realm. Any Incarna avatar can teach this Gift.
System:
A) Exorcism:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll.
B) Spirit Battle:
While this Gift allows the Garou to eject a Spirit/Demon, it does not send it back to wherever it came from. The Garou must use Exorcise again to cast it back into whatever realm it came from.
NOTE 2: This Gift can be used to “cure” Fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve the victim's life during the Exorcism. Victims of a successfully expelled Formori will instantly go into cardiac arrest and die, having their HP bottom out to 0. However, if a healer successfully heals them during the next two turns, the victim will recover and regain the amount of HP healed. IF the Healer Botches on their roll (rolling a natural 1-10), the victim will instantly die. (See Death and Murder in Dominions of Darkness under Players' Rules.)
Description:
The Homid Garou is able to maintain their calm even in dire situations. A Fox Spirit teaches this gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Player's Character gains a +15 Mod Bonus to all Willpower rolls for the duration of the scene.
NOTE: BOTCH! (Rolling a natural 1-10) The Character suffers a -10 on all Willpower rolls for the duration of the scene.
Description:
Shamans from many diverse cultures are said to know secrets for placating angry ghosts and ancestors — this Gift is one of them. A Theurge with this Gift always knows exactly what kind of sacrifice is necessary to make atonement for an offense against the spirit world, and is skilled in the secret methods of offering it. A spirit from the realm of Erebus teaches this Gift.
System:
With a Perception + Occult roll (difficulty 7), the Theurge learns what she must offer to placate and offended spirit. Usually, as long as both offender and Theurge are sincere, a few points of Gnosis spent is sufficient to restore harmony; if the offender is dead or absent, or the offense is truly great, the spirit courts may require the Theurge take on a geas as chiminage, offer a fetish or undertake a quest. In legendary cases, Theurges have even been known to surrender their lives to restore the Garou Nation’s ties to a wronged Incarna or totem spirit.
Description:
Theurges are the Masters of the spirit realm and are well familiar with the demonic entities that work against the preservation of Gaia and all she protects. With this Gift, a brave Theurge may call upon the power of nature and compel all spirit and demonic entities to show themselves. This forces the spirit or demonic entity to show themselves.
System:
The Theurge marks off a 20x20 space by drawing square in the dirt (if outside), or using some kind of visible way to delineate the space. This takes a full turn to complete. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the entity(s) are within the space and fails to resist, they will physically manifest and can be seen. They also cannot leave the 20x20 area for the remainder of the scene. This does not stop the entity from attacking, it only restricts their manifestation to a 20x20 area.
If the entity or spirit makes their roll to resist, they are still forced to show themselves, but inflict 10 HP of damage on the Garou using this Gift. After one full turn, they may choose to depart, attack, or again become non visible.
Description:
The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that Caern, and allows the Garou to transport up to 5 other people with him. Maximum distance the Moon Bridge can span is 1,000 miles.
System:
This Gift takes one turn to execute. While it requires no difficulty roll, it does require the Garou to expend one point of Gnosis for himself, and for each person he wishes to take with him.
NOTE: The Player must have purchased Open Moon Bridge 1 before being able to purchase Open Moon Bridge 2.
Description:
This skill allows the Theurge to summon a random Spirit into the service of the Theurge. This includes fighting in battles with spirit enemies, providing anything the spirit knows about the Umbra and its secrets, teaching the Theurge a new skill, or decreasing the difficulty a Theurge may have with any task they need do that relates to the spirit world. The Spirit is fully in the service of the Theurge for one full scene. This skill is taught by an Ancestral Pack Leader Spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The higher the roll, the more powerful the spirit (see Roll Chart). If the spirit fails it's roll to resist, it will appear before the Garou and follow his/her/their commands for the duration of the scene.
NOTE: If the Spirit is summoned to help with a Spirit World task, the Theurge gains a +10 to any rolls related to the difficulty of that task.
Roll Chart
1-10: BOTCH! (rolling a natural 1-10). The spirit appears, takes a good long look at you and then lets out a loud belly laugh. The laugh is actually very contagious. Any Garou with you will also feel compelled to laugh. The Spirit then casually departs after this humiliating performance, though its laughter will linger for up to a minute before dissipating.
11-69: Unfortunately, no spirits are within the area, but you can try again after 3 turns.
70-79: A Level 1 spirit is summoned.
80-89: A Level 2 Spirit is summoned.
90-98: Two Level 2 Spirits are summoned.
99+: A Level 3 Spirit is summoned,
Description:
This powerful Theurge Gift allows the Garou to confront, attack and forcefully send any Spirit or Demon directly back to its own native realm. But it is not without its dangers. Not only does it heavily tax the energy of the Theurge, there is a risk of injury or even death.
System:
The Garou must identify the Spirit or Demon by name, calling it out to gain its attention. The Player then spends 20 Points of Energy/Gnosis and makes a successful roll.
Description:
When a soul has been injured or traumatized, it can negatively effect the unfortunate victim's mind and body as much as a physical disease. A Theurge is capable of healing a soul and restoring balance through a process of fasting, trance states and spiritual communion. This typically lasts a week due to preparation and the time it takes to perform the the healing. The person must be willing to be healed, and the two individuals must remain in solitude to commune with the spirits.
This Gift can cure insanity, ease emotional wounds, heal the effects of trauma, PTSD or other mental distresses or sensitivities. If the spiritual injury was the fault of the subject's own ill conduct, this Gift can only benefit them once. The spirits have little empathy for those who willingly slide back into self-degradation. An avatar of Unicorn teaches this Gift.
System:
The Theurge and the Target to be healed must perform the Rite of Cleansing (Page 203, Werewolf: The Apocalypse, 20th Anniversary Ed.).
NOTE: This gift, while powerful, is not capable of curing full-blown Harano, but it can mitigate the causes, preventing it before it takes hold completely. When used on Vampires it can "mostly" restore sanity, even amongst the most deranged of blood suckers. One or two quirks usually remain, but majority of the insanity is lifted like a veil. However, few Garou would ever consider wasting Gaia's blessings on a Leech, even a penitent one.
Roll Chart:
Description:
This powerful gift allows the Theurge to call directly upon a Celestine (the closest the Garou has to a god or deity), bringing their focus to bear on the area around him/her/them. While it does not manifest an Avatar, it does summon a mystical presence of the principle the invoked spirit represents.
The Theurge must repay the debt due to the manifestation before he/she/they can use this Gift again. Typically the dept is paid with a Spirit Quest, a sacrifice of a full 24 hours Energy/Gnosis Points, or the offering of a valuable fetish burned/destroyed in a ritual sacrificial fire. Any Celestine Avatar can teach this skill.
System:
The Player spends 10 Points of Energy/Gnosis and makes a successful roll. A Celestine or Incarna will instantly manifest within 180 yard radius around the Theurge for the length of a scene. The Spirit will send members of its Brood equivalent in power up to 6 Rank One Garou to aid the Theurge and his allies. (see Roll Chart for how many Brood Members appear.)
Roll Chart
For Celestine Stats, visit the Bestiary by Clicking Here.