Shadow Craft

Shadow Craft
Shadow Craft
Sorcery for the Changing Breeds

This chapter assumes you have a copy of the Mage: the Ascension sourcebook Sorcerer (preferably Revised), or are familiar enough with sorcery to incorporate elements of it into a Werewolf chronicle. If not, well, you'll probably find little of use here, except perhaps an entertaining read. And I'm not going to reprint the book here, sorry. Though I highly recommend the aforementioned book if you're interested in sorcery; good stuff.

Some Changing Breeds have the natural ability to learn and use "Shadow Craft", notably Bastet and Kitsune. While all Shifters are potential Craftworkers (Shifter sorcerers), it's harder for those without the "knack" for magic to learn and use it. The reason some Shifters can learn sorcery so easily while others don't isn't known. Some postulate that the consensus gives certain Shifters a "back door" into magic due to the associations of certain animals with magic; while not many people consider wolves or sharks to be terribly magical, for example, people have associated cats with witchcraft for centuries. Others disagree, arguing that animals' associations vary from culture to culture; they believe say the opposite is true, and that the aptitude of certain Changing Breeds inspired legends of their magical nature, rather than the legends giving the ability. But pragmatists -- including Craftworkers themselves -- aren't so worried about the hows and whys, and focus on results.
The gap between Craftworkers and other Shifters isn't a big one, really. Typical Craftworkers tend to learn one or two Paths, just enough to supplement their Gifts, and few specialize in sorcery. There are several reasons for this. First, time and effort spent practicing human magic is time not devoted to learning the birthright of the Changing Breeds: Gifts and proper rituals. Shadow Craft is difficult to master, has limited and specified effects, and is sometimes unreliable when used in the presence of "mundane" humans or unsuspecting Kinfolk. An elder's Gift typically trumps even the highest-level spell of a sorcery Path in utility and sheer power. It's also quite hard for Shifters to find teachers for Shadow Magic; even when they can be found, sorcerers are often reluctant to teach strangers (especially those with predatory mannerisms) their secrets. So Shifter sorcerers often have to rely on their fellow Craftworkers for tutelage, meaning that for most, advancement in Shadow Craft is haphazard and slow.
But then, there is something to be said for the flexibility and power that Shadow Craft offers. Assuming she has access to proper study materials and a teacher, a Shifter's aptitude with sorcery is limited only by the time and effort she devotes to it. While advancement in the spirit-magic of the Changing Breeds is based on merit, forcing individuals to attain Rank and track down spirits (or in some cases, their fellows) for access to Gifts, sorcery has no such restrictions. This is one of the major appeals of Shadow Craft, as those hungry for great power can attain it outside of complex spirit hierarchies and their respective Shifter societies. Thus, it's ideal for solitary Shifters (such as Bastet and Nuwisha), and for Ronin and other outcasts -- including those too Wyrm-ridden to be tolerated in proper company, but not desperate or wicked enough to approach the Black Spiral Dancers or Pentex. And Shadow Craft gives sorcerers a psychological edge as well as more tangible ones, as opponents used to countering Gifts are often unprepared to deal with a new form of magic.
While many Shifter sorcerers are indeed beleaguered and eccentric loners, scraping for scraps of magic, not all of them are; there are a few secret societies among the Shifters devoted to advancing their members' sorcerous knowledge. The entire Uktena tribe can be considered one such group (though they have concerns other than magic, of course), while Bastet form cross-tribe study groups, and many Kitsune consider it a tradition to pass the rudiments of Yojutsu (Shadow Craft) to their Yakan.
One thing Craftworkers have in common is that the overwhelming majority are homids. This doesn't suggest any lack of aptitude by animal-breed Fera; those that devote themselves to magic prove as capable as their man-born counterparts. However, Shadow Craft is considered "monkey magic", a human invention, which those closest to the Earth Mother and spirits have little need for. Kitsune are a notable exception to this rule, as Foxes of all breeds delight in sorcery. While Shadow Craft is accepted in certain company (notably Bastet and Uktena), there's a certain stigma attached to its practice among most of the Changing Folk; Craftworkers are considered enigmatic oddities at best, while some hardliners condemn them as dangerous power-grabbers at risk for corruption.

Systems
Character Creation: Craftworkers are created like other characters of their Breed are, with the following difference. At the Storyteller's discretion, a Bastet or Kitsune (or, a character of another Shifter type with the Natural Adept Merit) may begin play with a single level of a sorcery Path, subject again to approval. The player sacrifices one of the character's initial Gifts. Freebie points may be spent on more Path dots, at a cost of 7 per dot. Shifters don't have access to the sorcerer Backgrounds listed in Sorcerer: Revised, such as Mana or Chole`; these are reserved for mortal sorcerers.
Learning and Using Sorcery: Shifters follow the same rules as mortal sorcerers when purchasing Paths with experience points, and when casting spells and performing rituals. Gnosis can't be used as a substitute for Mana; the refined spiritual energy of the Changing Breeds is incompatable with mortal sorcery.
The Mark: Craftworkers bear a spiritual mark that identifies them as possessing arcane knowledge. Any character with the ability to sense magical emanations, read auras, or that possess similar perceptions will pick up on the character's unusual nature with two or more successes on the applicable roll. (Such abilities include The Uktena Gift: Sense Magic, the Lupus Gift: Sense the Unnatural, the Awareness Ability possessed by mages and certain other beings, and the vampire Discipline Auspex.) The sensing character may not know how to interpret the "mark" if he's unfamiliar with magic, but will know something is unusual about the subject.
This sorcerous mark doesn't equate to "Wyrm taint", unless the character learned sorcery from a demon or other evil entity, or is proficient in certain "corrupt" Paths or rituals. This is left in the lap of the Storyteller, who is free to declare any questionable magic as unfit for Gaian consumption. Sorcery, with its rigid, set paths, ritualistic and material requirements and human origins, likely has strong associations with the Weaver, though the spiritual repercussions of this are (you guessed it!) up to the Storyteller.
Spellcasting: Keep in in mind that sorcery was created by humans, for humans. Verbal chants may not be performed properly with even slightly modified mouths and vocal chords, while clawed hands don't lend themselves very well to certain gestures. This means that Shifters should remain in Homid form when using sorcery; those that don't often find their magic failing them, or worse. All rolls when using sorcery, be they Path effects or rituals, are made at +1 difficulty when the Shifter is in "near-man" (Glabro, Chatro) form; when in "half" form (Crinos or equivalent), add 2 to the difficulty. Sorcery be not be used in animal or near-animal forms. In addition, Manipulation penalties apply to the casting die pool, giving the Shifter fewer dice to roll for the effect (and if Manipulation is the Attribute used in the spell, the character is subject to some harsh penalties). Reduced penalties may apply to a very few Paths or rituals – such as the Ju-Fu of the Kitsune and the rumored creations of the Uktena, or to Psychic Numina – assuming the player has a forgiving Storyteller.
Shifters and Sphere Magic: No.

Garou
The premier Craftworkers among the Garou, unsurprisingly, are the Uktena. Potent indeed are those that can apply such the tribe's collected mystical secrets in practical and tangible ways, and there are no few who do. While lacking the natural aptitude for it that Bastet and Kitsune do (though a few extraordinarily talented ones are born with the ability), Uktena believed to have a talent for sorcery undergo the Rite of Shadow Magic (see below) early in their lives as werewolves, often right after their Rites of Passage. Theurges and Ragabash are the most likely to command sorcery, though there's a chance any given Uktena of experience may have a few tricks up his sleeve. However, Uktena Craftworkers are by no means a majority, nor even a full quarter of their number. But Uktena would like Garou to think all of them have some aptitude with Shadow Craft, though, and the tribe has been remarkably successful in selling this propaganda. While their mystical powers (both real and assumed) command respect from other werewolves, it also provokes fear and mistrust; one can only hope for the Uktena's sake the tradeoff is worth it.
Uktena Kinfolk are themselves ardent and skilled sorcerers, as their Garou relations happily share magic secrets with those clued into werewolf culture. Indeed, without having to attend the obligations of being a full-blooded Garou, they often surpass their werewolf cousins in magical aptitude. (However, these sorcerers have the wisdom and tact not to point this out too often.) They often go on to join magical societies based on shamanic traditions.
Uktena sorcery reflects their rich and diverse culture; since their adoption of disparate cultures from around the world, the available lore from which the Uktena draw has grown. The tribe's shamanistic practices has branched into a wide range of styles and Paths, and a Craftworker is as likely to speak Hermetic Enochian as to chant a Navajo prayer when spellcasting. There are even rumors of new Paths and rituals developed by the Uktena, a degree of mystical innovation unknown among Shifters (at least outside Asia's werefoxes). While the ever-popular Summoning, Binding, Warding are a priority among Uktena, they practice such a wide number of Mythic Paths as to make broad statements futile; the bag of tricks one Uktena werewolf has may well be very different from his brother's.
Unknown to most Garou, the Shadow Lords support a secret tradition of Craftworkers. (Then again, what about this tribe isn't secretive?) Existing as something between a camp and a cult, the Cabal of Dark Secrets practice magic that attunes them to Grandfather Thunder and tribal wisdom. The Paths preferred by the Cabal include Shadowcasting, Summoning, Binding, Warding, and Weather Control. These Shadow Lords know no Paths outside of these, as their sorcerous knowledge isn't particularly diverse or broad. This is fine, however, as none suspect their delving into the dark arts, allowing them to practice magic in secret, while publicly condemning Uktena and other dangerous heretical sorcerers.
The only other werewolves that commonly practice Shadow Craft are Ronin. Gifts are hard for them to come by, as few spirits will truck with such outcasts. Therefore, those lucky enough to come across someone who will cast the Ritual of Shadow Magic on them (or are able to perform the ritual themselves) often become very proficient in the few Paths they can find. While some might fear this hunger for power leads to corruption, often it has the opposite effect; those Ronin with enough magic to fend for themselves are less likely to turn to Black Spiral Dancers, demons or other malignant entities in desperation or in a fit of pique. Many Uktena understand this, and some secretly teach Shadow Craft (and even the Ritual of Shadow Magic) to Ronin, no questions asked and no strings attached, while other Garou aren't granted this courtesy. This act of charity is more for Gaia's benefit than the Ronin's, though, as the Uktena try to steer the outcast away from corruption. Ronin, of course, are glad simply for the opportunity to be taught magic (and for the least bit of acceptance), and are complicit in maintaining the secrecy of this exchange. Ronin sorcerers, when they meet, will often exchange sorcerous knowledge with each other.
Garou Craftworkers of all stripes practice Mythic Numina almost exclusively.

Bastet
Shadow Craft is so widespread among the Bastet tribes that it's sometimes called "cat magic". All Bastet fancy themselves wise, full of magic, and capable of anything they put their minds to, so it makes sense that even if Gaia hadn't granted them innate magical aptitude, they would have developed it at some point. As with others' "mastery" of magic, however, the rumor and conjecture surrounding the Bastet and Shadow Craft doesn't accurately reflect fact. Sorcery isn't quite as widespread among the Cat Folk as a whole as among the Uktena Garou tribe, so the Breed's Craftworkers are a definite minority. However, certain tribes -- notably Bagheera, Bubasti, Celican and Qualmi -- boast a higher-than-average number of sorcerers. While no Killi can come close to the Uktena's store of Mythic Numina (despite what some Cat might tell you), the range of magic Bastet practice is a little broader; some practice Psychic Numina, as well.
Among these psychics are the Bagheera of India and Asia; while they don't claim Psychic Paths exclusively, few argue the wereleopards are the most proficient at them. Rigorous yoga, martial arts, meditation and the channeling of ojas (chi) refine the minds of the Bagheera; indeed, Psychic Paths are more a side effect of the Bastet's growing enlightenment than a goal in themselves. Some Khan study Numina under Bagheera siddhus, but few have the patience or discipline to progress very far. Preferred Paths include Astral Projection, Clairvoyance, Precognition and Telepathy.
The Bubasti tribe has commanded occult powers for a very long time, since the dawn of civilization on the Nile River. They crept in the temples and traveled to the realms of the gods (for the secrets of Duat were open to them in those days), learning the magic of sorcerer-priests either openly or stealing it. This tribe's dedicated Craftworkers have passed hoary secrets from ancient Khem along generations of werecats for millennia. Easily a third of the Shadow Cats practice Shadow Craft devotedly, and some Bubasti are very good at it. The tribe's magical style reflect Hermeticism with Ancient Egyptian trappings, including genuine artifacts dating from the time of the pharaohs: ankhs, mummified body parts, canopic jars and artwork. While Bubasti cling to obscure Paths and rituals not practiced by others for three thousand years, some of the "common" Paths they employ are Alchemy, Divination, Fascination, Fortune, Mana Manipulation, Shadowcasting, Summoning, Binding and Warding. A favorite application of their spirit magics is necromancy, and one infamous Bubasti delights in torturing the restless shades of mankind, warping them into hate-driven spirits, and unleashing them on Silent Striders...
Celican channel their blood and spirit relations with the fae into their Shadow Craft, inflicting confusion, waking dreams and madness on those around them; trappings include clovers, mushrooms picked from faerie trods, legendary and archaic weapons and treasures, and "items" no one can see (but that the Celican insists really are there). Qualmi magic follows the shamanistic traditions of the Native American tribes to whom they are related; they invoke spirits and trickster gods in their spells, and enhance their already potent skills at misdirection and riddles. One might notice that while the styles differ markedly, the end results of these tribes' magic is much the same. Between Shadow Craft and their bizarre Gifts, skilled Celican or Qualmi can weave a miasma of confusion and terror around foes and friends alike, all the while retaining their calm clarity of thought and purpose. Popular Paths among these trickster-Cats include Conjuration, Divination, Fortune, Oneiromancy, and Shapechanging.
While werecats of the other tribes have as much inherent magical potential as those discussed, they don't practice Shadow Craft as often, either due to temperament, disinterest or lack of access to mystical lore. As a rule, Bastet won't share Shadow Craft with their fellows unless something's in it for them; werecat cliquishness and selfishness are legendary. However, nothing unites folks quite like hatred does, and the desire of a werecat to put a hurting on a werewolf, Ajaba or vampire foe is often enough reason for even a Bubasti to cough up a nasty Path or ritual...

Kitsune
The werefoxes of the East command their own specialized form of sorcery revolving around the art of Ju-Fu, the paper magic. The art lies in the twilight zone between a Mythic Path and a collection of Gifts, and involves binding Gnosis, rites or spirits into painted ideograms or delicate origami, to be released later. No one other than the Kitsune are known to practice Ju-Fu.
Some werefoxes display aptitude with an impressive array of Paths, and have the same inherent aptitude with Shadow Craft -- known to the Foxes as Yojutsu -- as Bastet. Favored Psychic Paths include Mind Shield, Psychic Healing, Psychic Hypnosis and Psychic Invisibility, while the Mythic Paths of Alchemy, Conjuration, Enchantment, Fascination, Fortune and Healing are considered most useful; an individual werefox will practice either Psychic Paths or Mythic Paths, and very few dabble in both. (For more on Kitsune and Ju-Fu, see Hengeyokai: Shapeshifers of the East and Players Guide to the Changing Breeds.)

Others
Very rare are other Shifters that wield Shadow Craft. Among these oddballs, the most common Craftworkers are Nuwisha, who are prone to testing any limit they can and learning something they're not supposed to be able to, just because they can. Several Nuwisha have a smattering of Mythic Paths, none of them very developed; once they realize a particular mystic trick can be learned, their biggest challenge is over and they lose interest unless the Path is valuable and directly applicable. A typical werecoyote Craftworker (if one can make a generalization about less than a dozen individuals) will have three to four Paths, with beginner levels of aptitude in each, and a few associated rituals. Nuwisha usually learn sorcery from Uktena; Craftworkers of their own kind are too rare for them to count on running across one. And seriously, especially if you're a Nuwisha, are you going to trust a werecoyote to teach you magic?
Gurahl that bother taking up Shadow Craft learn either from Nuwisha (who learned from Uktena) or Qualmi, and the aptitudes and style of the werebear's magic will reflect the teacher's. So few other Shifters know sorcery that making general statements about them is impossible; each such Craftworker is a unique case. (Note: There has probably never, ever been a Rokea Craftworker; Gifts that aren't directly applicable to hunting or survival tend to be too abstract for the typical Shark, much less high-concept things like sorcery. And there's not enough of a homid presence in the Breed to make this possibility likely.) A handful of Nagah practice Psychic Numina (to the exclusion of Mythic Paths), and trade knowledge of it fairly freely among them; it's extremely rare for any single group of wereserpents to have more than one psychic among them.

For ease of reference, the Rite of Shadow Magic and the Merit: Natural Adept are reprinted here, from their respective Ritual and Natural Selection pages.

The Rite of Shadow Magic
Level Four Mystic Rite
This dark ritual grants the potential to work sorcery, also known as Shadow Craft. It is believed to have been developed by the Uktena, and is usually performed by the ritualist upon a deserving Garou (which is almost always another Uktena), though in extremis the Rite of Shadow Magic can be performed upon oneself. Rarely will Garou of other tribes or other Shifters know this rite, though a couple of these oddballs are believed to tutor others in the ability to use magic. The Rite of Shadow Magic involves chanting and ritual dancing by both the ritemaster and the subject of the ritual, as well as sacrifices of blood. This powerful rite calls strange, arcane spirits that literally reshape the soul of the subject, "unlocking" the mystic potential within the subject and allowing him to access sorcerous magics; this process is as painful as it sounds, and marks the subject's soul forever. However, the spirits who heed the call of the ritual demand a spiritual sacrifice from those who are to benefit from their efforts.
System: After a ceremony that lasts half an hour, the ritualist rolls Wits + Rituals to call the spirits. During the summoning, the ritemaster and the subject of this rite must sacrifice blood to the spirits, to the tune of one health level of bashing damage (if the ritemaster is the subject, only apply this damage once); however, this damage won't recover for the remainder of the night unless magically healed. Once the spirits actually arrive, the real pain begins; the arcane spirits reconfigure the subject's soul, inflicting three points of temporary Gnosis "damage" (this damage can be "soaked" with a Willpower roll, difficulty 8); any damage in excess of Gnosis carries over to temporary Willpower. The subject must sacrifice a permanent point of Gnosis to the spirits to complete the ritual.
Thereafter, the character may learn Mythical Paths as a mortal sorcerer. Note that this ritual doesn't confer any magical knowledge, only the potential for the character to attain it though his own efforts.

Natural Adept (3- or 5-pt. Merit)
The character was born with the ability to learn and use Shadow Craft (sorcery Paths), or was perhaps granted this boon through the Rite of Shadow Magic or some other force. However, her soul reflects this magical quality; to anyone who can detect magic or perceive auras, the shimmer of magic is apparent. At his option, the player may dedicate one of his character's starting Gifts to a Path (usually Mythic Numina, but Storytellers may allow Psychic Numina); other Path levels may be purchased at a cost of 7 freebie per dot.
As a 3-pt. Merit, the character has the ability to use Shadow Craft and may start with a sorcery Path (if the player devotes a Gift slot to it), but is on her own from then on. As 5-pt. Merit, the Natural Adept begins play knowing one or more Craftworkers or mortal sorcerers from whom she can learn, and so finds her advancement in the sorcerous arts easier.
This Merit is of no use to Bastet and Kitsune, who already possess a natural talent for sorcery.


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