By Damien Moore, for the Gaerini bloodline. Also a discipline of the Aquaterra and Yu bloodlines
The distances can be judged exactly by the Kindred and will work in darkness, or if the Vampire is blind. There is a range of 20 feet when this power is used in air, but this is increased 100-fold when the gaerini is underwater.
One disadvantage of this power is that those who may be able to sense these sounds, like individuals with Auspex, or Garou, will be able to 'home in' on the vampire, after a length of time (depends on distance), if the Kindred keeps using this power.
It does not matter whether the water in question is flowing or not, or fresh or not, nor what it is contained in. All that is necessary is enough water to submerge the gaerini using this power. So a gaerini who initiates a Water Meld in a creek will need to find either a deeper pool, or a long stretch of water to meld with. The gaerini will not be swept away by the current, instead remaining anchored where she melded. As with Earth Meld, a botch indicates that the Vampire is trapped within the water, and she must use Willpower to extricate herself. A blood point must also be spent when melding or unmelding.
One benefit of Water Meld over Earth Meld is the lack of ability to sow the water with salt. However some chemical contaminants may cause damage to Kindred melded with water, especially things like heavy metals such as cadmium or lead.
However, on changing state from liquid to solid or gas, the Kindred loses control of the water, thus she cannot simply boil 100 litres of water and parbroil another Kindred. The Kindred must be in contact with the water she wishes to affect, although the degree of contact is not important, and at least one drop of her blood must mix with the water in question.
This power may be used to allow Kindred to walk across water, or to allow others to walk across the water, by altering the surface tensions on the top of the liquid.
This weather has little effect except to conceal the Kindred. However, if a fog is called, it has the additional effect that any being tracking the Kindred or sensing them, loses 2 additional dice to roll.
A botch means that if the target was a vampire, the targets blood pool is actually increased by one, as the blood is thickened, rather than thinned.