Theurge Gifts
Theurge Gifts
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Level One
Airt Perception
Source: WW3812 - Book of Auspices p. 56
Description: Using this Gift, a Theurge can roughly identify a spirit by its airt - the trail left in the wake of a spirit's passing. This works essentially like tracking in the corporeal world, and is no more informative - a hunter can tell deer tracks from bison tracks, but cant learn anything meaningful about an unknown creature. Also, powerful and subtle spirits are often able to disguise their airts. Any Ancestor spirit renowned as a great hunter can teach this Gift.
System: Treat this exactly as a Garou identifying and tracking animals (by scent or by looking for tracks, at the Theurge's discretion), but apply it to spirits instead. Note that Garou may not be able to go everywhere spirits do to follow the trail - remember, spirits can fly.
Mother's Touch
Also a Level 1 Black Furies (Camp: Order of Our Merciful Mother) Gift / Level 1 Children of Gaia Gift /Level 1 Glass Walker (Camp: Wise Guys) Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138, 145 / WW3951 - Black Furies Revised p. 70 / WW3856 - Glass Walkers Revised p. 80
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 one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-shapeshifter). Each success heals one health level. The Theurge may even heal Battle Scars 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.
Sense Chiminage
Source: WW3812 - Book of Auspices p. 56
Description: Theurges have ways of knowing all manner of secret things other Garou would wish stayed hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he has ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An Owl spirit teaches this Gift.
System: A Perception + Subterfuge roll (difficulty 7) reveals the target's state of debt in the spirit worlds; with three or more successes, the Theurge may learn the name of the one spirit the target has most recently egregiously wronged, if such a being exists.
Sense Weaver
Source: WW3111 - Umbra Revised p. 133
Description: 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.
Sense Wyld
Also a Level 1 Lupus Gift / Level 1 Black Furies Gift
Source: WW3111 - Umbra Revised p. 133, 134
Description: 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.
Sense Wyrm
Also Level 1 Metis Gift / Level 1 Black Furies Gift / Level 1 Silent Strider Gift / Level 1 Silver Fang Gift / Level 1 Stargazer Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 135, 138, 143, 151, 152, 293
Description: 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 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 requires active concentration. Any spirit of Gaia may teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm'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 of 7 or higher.
Spirit Speech
Also a Level 1 Uktena Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 138, 152
Description: This Gift allows the Garou to communicate with encountered spirits. The Garou is able to thus 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 difficulty - or, in the case of many Banes, outright painful - to understand.
Umbral Tether
Source: WW3806 - Player's Guide to the Garou Revised, p. 186
Description: 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 explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge's reputation as a master 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 one 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.
Level Two
Command Spirit
Source: WW3801 - Werewolf: the Apocalypse Revised p. 135
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 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
Also a Level 3 Lupus Gift
Source: WW3801 - Werewolf: the Apocalypse Revised p. 136
Description: 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
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139
Description: When danger stalks the Garou or momentus 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's player to roll Wits + Occult (difficulty 7) if he deeps appropriate.
Spirit Knife
Source: WW3812 - Book of Auspices p. 57
Description: Using this Gift, a Theurge can imbue a knife - or any other weapon she hand-crated herself - with the power to strike across the Gauntlet, affecting enemies on the other side. This Gift conveys no ability to see across the Gauntlet beyond what the Garou normally possesses, however. A Wasp spirit teaches this Gift.
System: The Garou spends one Gnosis point, and any single weapon she crafted entirely herself is able to strike creatures on either side of the Gauntlet in any area where the Gauntlet is equal to or lower than her Gnosis. This effect lasts for the duration of the scene.
Spirit Skin
Source: WW3806 - Player's Guide to the Garou Revised, p. 186
Description: Generally, spirits are fairly friendly to Garou, at least ones that aren't automatically hostile to anything. That doesn't mean, however, that they treat Garou exactly the same as they treat other spirits, and that's when this Gift comes in handy. By activating it within the Umbra, the Theurge disguises herself as a spirit (usually a Wolf spirit) to all concerned. She still physically looks exactly like her Lupus form, she simply gives the impression of a spirit rather than a Garou. Some Theurges have also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A Chameleon spirit teaches the Gift.
System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if imitating a Wolf spirit, difficulty 8 for imitating anything else). Each success keeps the disguise in place for one hour. While sometimes immitating a spirit other than a wolf is useful, it should be noted that the character will still somehow be recognizable as themselves to those looking for them. Even though they will clearly not look like their Lupus form, something about them will still give the game away. This gift is obviously of little use outside the Umbra.
The Spirits' Displeasure
Source: WW3812 - Book of Auspices p. 57
Description: Theurges use this Gift as a form of mystical warning against those who have offended the spirits. It causes the victim to suffer ill luck, and to witness an omen from his own culture indicating foreboding or cosmological displeasure. Note that many modern people may not recognize an omen as an omen, but they will still find it unsettling by it's very nature. A stormcrow teaches this Gift.
System: The Theurge spends a point of Gnosis, burns an effigy of the victim and rolls her Manipulation + Occult (difficulty 7); the intended target does not need to be present. Sometime in the same story the Gift is used, the target will botch an important (but not life-threatening) roll automatically, or suffer botch-like effects at one time in his every day life.
Level Three
Castigate
Source: WW3812 - Book of Auspices p. 57
Description: The Theurge calls upon the spirits to revoke their favor from another Garou; she must verbally state the target’s offenses against the spirit worlds, and the target must be present; if successful, the target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Charisma + Intimidation against a difficulty equal to the target’s [Gnosis + 3]. Each success causes the target to lose one point of temporary Renown for good. In addition, the target loses access to one Gift of the Theurge player’s choice for the remainder of the story, of a maximum level equal to the successes rolled.
Evocation of the Ceremony
Source: WW3812 - Book of Auspices p. 57
Description: Rituals are not used only to evoke supernatural effects; they also have an inherent value to Theurges in and of themselves. Using this Gift, the Garou evokes a sense of awe, reverence and holy mystery through ritualistic behavior — anything from a Garou rite to a Catholic sacrament. Along with any normal mystical effect, the ceremony produces a sense of reaffirmation and cosmological belonging in everybody who participates. While Theurges usually use this effect to strengthen sincere spiritual devotions or build community among Garou, it’s just as easily abused to keep participants in a rite in ignorant, dogmatic fear of the supernatural world — the Theurge’s intent, not the nature of the Gift, determines which is the case. An enigmatic spirit teaches this Gift.
System: Any being can attempt to inspire, unify or cow an audience through ritualism with a Charisma + Rituals, Occult, Performance or Subterfuge roll as appropriate to the exact situation. Possession of this Gift increases the Charisma of the Theurge by four dots, only for the purposes of such attempts (to a maximum of nine).
Exorcism
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139
Description: This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are 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” fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her live during the exorcism.
Parting the Velvet Curtain
Also a Level 3 Children of Gaia Gift
Source: WW3204 - Umbra The Velvet Shadow p. 133, 134
Description: 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 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 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).
Pulse of the Invisible
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139
Description: Spirits fill the world around the Garou, and none knows 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 (difficult 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.
Spirit Path
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 36
Description: 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 more difficult to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.
Umbral Sight
Also a Level 3 Uktena Gift
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 36, 44
Description: Although all Garou can Peek from 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 area’s Gauntlet). In all other ways, this Gift works exactly like Peeking. The ability lasts for 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 cannot see in the physical realm.
Umbral Tracking
Source: WW3806 - Player's Guide to the Garou Revised, p. 187
Description: Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is no longer true. This Gift is taught by a fly spirit.
System: By spending one point of Gnosis, the Garou can see all active Umbral tethers around her. She does not know to whom the tethers belong, but can tell in what direction it extends to the Garou. If the Garou attempts to break the tether, the tether’s creator knows immediately and may make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more successes, the tether is destroyed.
Web Walker
Also a Level 3 Glass Walker Gift
Source: WW3111 - Umbra (Revised) p. 134
Description: 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.
Level Four
Grasp the Beyond
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139
Description: The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects 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 (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player 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 subtracts one from the Garou’s successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll.
Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must 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, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely.
Placation
Source: WW3812 - Book of Auspices p. 57
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.
Prophecy
Source: WW3812 - Book of Auspices p. 58
Description: This Gift offers the Theurge true insight into the future. Such visions are sporadic and sometimes enigmatic, but unless a specific effort is made to change what is ahead, they are always accurate. An owl-spirit teaches this Gift.
System: This Gift is as much a story element as a power; the player should check with his Storyteller before buying it for a character. Regardless of whether it is possessed by a player character or not, visions come only at the Storyteller’s whim and contain whatever information he desires. The Storyteller should obviously avoid depicting player characters’ futures in such visions, to avoid turning them into a set piece.
Shadowplay (gift)
This gift must be requested with the '(gift)' as part of it because there is a separate stat in the database for Possessed by that name. Please be sure to include it or it will take longer or you may get the wrong thing.
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 36
Description: 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 teh 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 besides appearance, the shadow maintains the same Traits and Abilities as the Garou. The werewolf cannot create multiple shadows. The shadow can operate out of sight of the Garou; its range is ten yards per success.
Spirit Drain
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139
Description: 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 a 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.
Level Five
Feral Lobotomy
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139
Description: 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.
Healing the Soul
Source: WW3812 - Book of Auspices p. 58
Description: Through a week-long ordeal of fasting, trance states and spirit communication, the Theurge is able to set the elements of the Triat into perfect balance within one individual’s soul. Obviously, the subject to be healed must be willing, and the two individuals must remain in solitude (save for contact with spirits) for the duration. This Gift can cure insanity, ease emotional wounds, heal the effects of trauma and remove desensitization. If the spiritual injury was caused by ill conduct on the subject’s part, however, this Gift can only benefit them once: even the greatest empath has little sympathy for those who willingly slide back into self-degradation after being helped out the first time. An avatar of Unicorn teaches this Gift.
System: The effects are largely character and story-based. This Gift alone cannot cure full-blown Harano, but it can certainly ameliorate the causes, preventing it before it takes hold completely.
If the Storyteller has already embraced the complications of mechanical crossover in her Werewolf chronicle, she may elect to allow this Gift to restore one or two levels of Humanity, or subtract one or two levels of permanent Angst, once in a given vampire or wraith’s life. Of course, very few Garou elders would ever consider wasting Gaia’s blessings on a Leech, even a penitent one.
Malleable Spirit
Source: WW3801 - Werewolf: the Apocalypse Revised p. 139
Description: 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 Cnosis.
Change | Difficulty |
---|---|
Characteristics (Willpower, Rage, Gnosis; one point changed per success) | 6 |
Disposition (Friendly, Neutral, Hostile) | 8 |
Type (Naturae, Elemental, Bane, etc.) | 10 |
Poisoned Legacy
Source: WW3812 - Book of Auspices p. 58
Description: This most terrible Gift allows the Theurge to lay a great and malicious curse upon a victim of her choice. Such a stigma is irreversible, and will remain with the victim for all her life. The victim must be present, and the Theurge must verbally state her malediction. A spirit of hatred, or an animal spirit of a highly venomous animal, teaches this Gift.
System: The Theurge spends a point of Gnosis and a point of Willpower, then rolls Manipulation + Occult against a difficulty of the target’s Willpower as she pronounces the curse. With one to five successes, the Theurge can inflict the Cursed Flaw on her target at a level equal to the successes rolled; the Storyteller chooses and appropriately poetic manifestation. With six or more successes, the Theurge can instead choose to inflict the Dark Fate Flaw.
Spirit Vessel
Source: WW3108 - Werewolf Players Guide (2nd Edition) p. 36
Description: 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 workings 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 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.
Planetary Gifts
While most Planetary Gifts are tied to an Auspice, a Tribe, and a date of birth, the Theurges are favored with a single gift that is only for them.
Level Three
Prophetic Vision
Source: WW3110 - Rage Across the Heavens, p. 111
Description: This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms (“Lu-Bat’s influence suggests an attitude of acceptance towards the events of the next several days” or “The intervention of Shantar indicates that changes may occur rapidly in the near future”). This Gift is taught by a star-spirit.
System: The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). The number of successes indicates how precise a vision appears to the character. A single success provides vague information, while three of more successes allows the revelation of specific details. Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand; the seer should have to interpret the vision rather than be spoon-fed.
Wyrm-Only Theurge Gifts
- Black Spiral Theurges can access the usual list of Theurge Gifts located above, but also have access to the following Restricted Gifts:
Level 3
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Level 3
Blood Omen
Source: WW3109 Book of the Wyrm 2nd Edition, p. 106
Description: By examining the entrails of a freshly-killed creature, a Black Spiral Theurge can gain insights into a possible future. As expected, the vision is almost always tragic or violent.
A Theurge can receive this Gift during the Dance of Cunning. Sometimes this visionquest involves the dismemberment of the mystic, who watches the violation of her own body. This grants her insights into her true nature by an examination of her own internal organs.
System: This burns one point of Gnosis and requires an Intelligence + Enigmas roll; the difficulty depends on the type of creature used — 7 for a Garou, wolf or human, or 9 for any other warm-blooded creature. More successes will grant a clearer picture of the possible atrocity to come.