As Luna's most slender light shines on her sister Gaia, she reveals secrets of the spirits and their vast realms. The Theurge is the child of the cresent moon, and he is wisest in the ways of the Umbra and its inhabitants. Some call these seers the daydreamers of the werewolves, and many do seem to be a bit detached from their brethern. They can see and hear things that others cannot, as if they live half in the world of the physical and half important place in any pack. Without him, the werewolves would forget the spiritual side of their nature. They might wander lost and blind if they did not have his visions and dreams to guide them.
The Theurge is usually his pack's ritemaster, the one who knows the most rites and takes the responsibility of performing them for the pack's benefit. He is also the one who typically negotiates with encountered spirits, as the one most likely to speak their language and understand their unusual modes of thought. The Gifts of the crescent moon assist the Theurge in these endeavors, although it also takes a certain kind of mentality to learn to 'think' as spirits do. The closer a Theurge grows to his spirit allies, the less familiar he becomes to people used to thinking in more physical terms.
Initial Rage: 2
Gifts
Mother's Touch (Level One): The Garou is able to heal the wounds of any living creature, aggrivated 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.
Sense Wyrm (Level One): As the Metis Gift of the same name.
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 ignoring the Theurge or leaving. Any spirit can teach this Gift.
Command Spirit (Level Two): 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.
Name the Spirit (Level Two): As the Level Three Lupus Gift of the same name.
Sight from Beyond (Level Two): 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 a metaphor -- a powerful vampire may appear in the Theurge's dream as a bloody skeleton, while an impending battle may be heralded by dreams of carrion crows. Crow-spirits teach this Gift.
Umbral Tether (Level Two): Although most Theurges would never admit to it, even they can become lost in the spirit world from time to time. This Gift allowsthe werewolf to spin a spiritual line, resembling a spider's 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 master of the spirit world. A Spider-spirit teaches this gift.
Exorcism (Level Three): 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.
Pulse of the Invisible (Level Three): 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.
Spirit Path (Level Three): 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 it no matter which Umbral realm it takes refuge in. A Cockroach-spirit teaches this Gift.
Umbral Sight (Level Three): 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.
Grasp the Beyond (Level Four): 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. A Raccoon-spirit teaches this Gift.
Shadowplay (Level Four): 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.
Spirit Drain (Level Four): The Garou may drain power from a spirit to feed his own resolve, thus regaining Willpower. A spirit servant of the Uktena totem teaches this Gift.
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. A spirit servant of the Griffin totem teaches this Gift.
Spirit Vessel (Level Five): 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 also teach this Gift -- but at a dangerous cost.